CompuServe Messages

#3D modeling

    07-Nov-94 17:13:02
Sb: #455-#3D modeling
Fm: Dwayne L. Liddell 74644,2416
To: Jim 73251,3315
continued from previous message- part 3 of 3 Lightwave applies textures to specific polygons(or objects) assigned in modeler. This process is very versatile and easy. Textures are created in the Surface menu within Layout. It contains similar parameters to 3DS. Surfaces are applied using planar, cylindrical, spherical, cubic, and front projection (more on this later) mapping. Lightwave's surfacing strengths lie in its vast options. There are two transparancy channels (one via luminosity/additive parameter). This is very useful for creating things such as clouds. Textures can have falloff and velocity. Falloff is from a defined point in 3D space. Velocity moves the texture along any combination of axis. This is one of Lightwave's best features. It enables any texture, procedural or not, to travel in any direction on the object. This is useful for animating objects such as LED signs, realistic rolling clouds, etc. Also Lightwave includes a large number of very high quality procederal textures. These include checkerboard, grid, dots, marble, wood, underwater, good fractal noise, bump array, crust, ripples, fractal bumps, etc.. All of these are very useful. Fractal noise does an excellent job of dirtying up an object. Bump array can be used to simulate boiling liquid. Grid can be used to create a dynamic gradient that changes with lighting. Marble can be used to create lightning. With a little creativity the included procedural textures can be used to create a dazzling array of realistic textures. Front projection mapping is an excellent tool for compositing. It projects an image or image sequence on an object. No matter where the object moves, the sequence stays on it, and doesn't wrap around the object. I used this once to create an animation of a star destroyer flying down a street outside my office window. It weaved in front of and behind buildings while casting and receiving shadows from the buildings. Robocop uses this feature in almost every episode. Lightwave has far superior surfacing than 3DS. The versatility and quality is a large step ahead. I have a big pile of IPAS routines with procedural textures. All of them combined can't match what's included in Lightwave. The PC release will have plug in procedural textures. This will definately widen the gap. The biggest advantage Lightwave has over 3DS is its output quality. Lightwave is more dynamic and "3D" looking. Plus it raytraces very well. Lightwave is fantastic at creating truly photorealistic images. Every feature in Lightwave has better quality than its counterpart in 3DS. This is especially evident in features like fog. Lightwave's fog looks like real fog, and it is awesome at creating underwater scenes(ala Sequest). Lens flares and glows can't even be compared. 3DS's make me laugh every time I see them(which is way too often). I have never had an client come to me with an animation I couldn't do. Lightwave contains many features which offer hidden possibilities such as creating lightning with the marble texture. The new version will contain all the features which made 3DS so popular (IPAS) and more. 3DS is an excellent program though. If they included more features, upped the quality, and added raytracing it could be a better program than Lightwave. It has tremendous rendering speed. I use it for every quick and dirty flying logo that comes my way. In the end though, Lightwave is just a better package. At a quarter of the price it is the best value of any 3D animation program I know of. I don't see how anyone could go wrong with it. I hope this helps you in your decision. Chad Liddell PCAD*