#3D modeling
07-Nov-94 21:37:38
Sb: #534-#3D modeling
Fm: John Stetzer 73532,2247
To: Dwayne L. Liddell 74644,2416
Since I jumped in earlier, I feel sort of obligated to respond, and
clarify my POV somewhat; (disclaimer)no offense is intended to anyone
or any program.
Very nice side by side; you've brought up some of the things that I'd
like to see from Lightwave; primarily, better procedurals, selective
raytracing (actually, I'd prefer a refraction faking technique ala
Topas for speed reason), parallel lighting, envelopes (although I've
been able to fake them quite nicely) and Metaform (although I haven't
used Lightwave since 3.0, the descriptions of Metaform sound like
it'd mesh well w/my building style). You've also helped clarify, for
myself, why I went w/3ds.
When I said that I found 3ds more productive, I didn't mean it in a
speed of rendering sense. Lightwave has a great deal more in the way
of precision tools, but I've never found someone who looked at an
image or animation and said 'that should be a foot longer'. 3ds has
from start to finish allowed me to create things that look correct,
even if they aren't actually correct. When I was a student and had
access to all manner of equipment, I used whatever I could and
focused in on what seemed promising. I managed to get more done in 6
weeks w/3ds than I was able to in 6 months w/Lightwave; very
intangible, I know, but it's my experience. That's why I tend to
recomend trying something first before committing to it.
3ds has poor procedurals; I'll use image maps and take the memory
hit/speed increase. 3ds uses triangles as opposed to multipoint
polygons; I've had 230,000+ polygon scenes render in 3 1/2 minutes
at PAR resolution, and 25,000 polygon scenes take 10-15, really tends
to depend more on mapping and options in my experience; vertexes and
faces are the least memory intensive of how 3ds does things. I'd have
to use the displace IPAS and move the map icon about to create morph
targets; not as elegent, quick, or potentially accurate, to be sure,
but doable. To do a passable underwater effect, I'd have to render a
Zbuffer (white self illuminated and depth cue of an image, then
composite in Video Post the actual rendered image w/the Zbuffer as
alpha over a background)For a still, I'd prefer to trace; have to
fake it w/mapping instead at this point. And autoreflect works well
enough for animation (for me at least). And I'll tend to have done it
faster than if I'd pressed buttons in Lightwave (partly experience, I
realise; partly because my paradym fits 3ds better than Lightwave).
About the only thing I'll take issue w/is the most subjective one; had
you been comparing r2 and 2.0's output, I'd agree w/you. I do prefer
r3's output slightly to 3.0+'s (again, MHO; don't throw things at me,
please ;^). Just in glancing over the 3 part missive, though, the
only thing I noticed missing was face mapping in 3ds. You are correct
in your supposition regarding 3dsr3 and r4's interface. Lessee,
Lightwave 4.0 will have an open architechture; 3ds has it (and the
plugins) now; it'll be interesting to see what comes from opening up
Lightwave (and I'm aware of DMM, Sparks, PowerMacros, so Lightwave
shouldn't be coming in w/a blank slate). As far as 3ds goes, there
will be a basic style language availible for all IPAS's (r4 will have
the Keyframe Scripter included) that will basically (no pun) allow
one to write one's own IPAS's (the languages provide direct hooks
into IPAS routines). What I've seen of the Keyframe Scripter looks
promising. Maybe I'll write a better SXP (not ;^).
All in all, a very nice comparison. I'm really hoping that Lightwaves
inclusion in the PC arena will end up speeding up the evolution of
and improvement of 3ds; things can only get better w/competion.
Again, just my 2 cents based on my experience. The examples given
were just meant to show workarounds. My apologies to all if I tended
to ramble; it's late and I'm outta here.