#3D modeling
10-Nov-94 04:31:05
Sb: #551-#3D modeling
Fm: Dwayne L. Liddell 74644,2416
To: John Stetzer 73532,2247
John,
Thanks for the comments. After I re-read that comparison I realized I
left out a lot of features from both programs. Face mapping is a
great feature and I apologize for neglecting it. Another biggy that
I left out was the hold and fetch features. In Lightwave I left out
depth of field and soft edges, which dramatically improve output
quality if used correctly. I didn't do a very good job of describing
envelopes either.
Try getting some hands-on experience with metaform. If I had to
choose between metaform and a quality patch modeler, I'd probably
take metaform. Although it lacks the precision available with a
patch modeler, it is much faster. The more I work with it the better
I like it.
To truly judge the output difference between the two programs, try
importing any 3DS scene into Lightwave (or vice versa). Set up your
texturing, lighting, and camera to match the 3DS mesh. Render it and
compare them side by side. If you can, render them at print res and
output them to a decent dye-sub, or better yet, film. You'd be
surprised how similar scenes without raytracing or depth of field
are. 3DS has better looking soft shadow edges. Lightwave's
shadow-mapped lights are harder to get decent edges with, but I think
they cast more accurate shadows. 3DS also handles "perfect" metals
better. Deep bump maps look better in 3DS. Lightwave contains more
detail in shadows, and this translates into a greater sense of
depth. If you're after photorealism this is a biggy. Also,
Lightwave seems to be slightly better at properly creating accurate
specular highlights. When you add ray tracing, depth of field, and
soft edges the differences are undeniable. Refraction, IMO, is far
more important than ray traced reflection. I can deal with
reflection maps, but not the loss of refraction. In general
Lightwave looks more realistic than 3DS. I realize sometimes this
isn't desireable. Clients often prefer the look of their logos when
done in 3DS. Looking at the industries that are dominated by each
program reiterates this. 3DS is huge in the gaming and low-end
television industry. People in these industries are primarily
concerned with price and how soon they can get the finished product.
Quality is often a distant second. Lightwave dominates the broadcast
television industry, where quality is the primary concern.
I agree with you on the productivity issue. It is easier to churn out
more animation with 3DS than Lightwave. The reason I use 3DS for
quick and dirty animations isn't due to a rendering speed increase.
(With 2 Raptor II's I can render faster with Lightwave.) It's
because I can set up simple animations faster with 3DS. If an
animation doesn't need the best output and has simple motion I use
3DS. Which program I use also is influenced by what format the
animation is being output to. Lightwave, mainly because of it's
excellent procedurals, looks much better than 3DS at high
resolution. Where I work, quality is much more important than
quantity. If they need better productivity, they hire more
animators. I suspect that this is different where you work. Anyway,
with the 4.0 upgrade, most of the productivity differences will be
nullified. Right now I actually use 3DS more than Lightwave, I just
like Lightwave better.
It will be interesting to see what becomes of the PC 3D animation
market when Lightwave hits next month. The heat will definitly be on
Autodesk. I don't think programs like Truespace and Animation
Masters can compete with Lightwave, which will be in the same price
range. The real question is can 3DS, with its inflated price,
compete?