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#LightWave better?

22 messages in this thread
#59477From: Steven WaltersSep 29, 1993 5:42 PM
I have some friends that are braging about VideoToaster's Lightwave. They say it is much better than 3D-Studio. Can somebody please tell me why they think this is so? What are the pros & cons of each package??? In the intrest of fair play I will be posting a similar message in the AMIGA-ARTS area.
#59487From: ALAN IGLESIASSep 29, 1993 7:08 PM
Your friends could very well be suffering from Amigainsecurityitis, which is brought upon by being told time and time again that they are working on an "unprofessional" platform that is not very well supported, even by it's parent company, Commodore Business Machines. The condition can manifest itself by causing symptoms like you describe: the wholesale denial of any other software (in this case 3DS) to be anywhere near theirs, in terms of quality and functionability. Actually, I'm a little suprised, 'cause I've seen less and less of this as time goes on, and very little of it in my own circle of Amiga users a few years back. Anyway, lets hope this is a quickly diminishing phenomenon, because it dosen't do *anyone* any good to spread dis-information around about a hardware/software solution that they are truly not familiar with. As far as LightWave is concerned, I have no firsthand experience with it, but Amiga-oriented friends who deal with it every day tell me that it is a *very good* 3D program and they are quite satisfied with it, but I couldn't make a A-B comparison for you — maybe someone else here with real experience with both can. One thing that people *have* said, though, is that if it was a stand-alone product like 3DS, and not bundled with the toaster (known by some LightWave users as "the World's largest dongle", I'm told), it might get the support and attention it deserves, much like we enjoy with 3D Studio. Please note that these views are *not* mine but have been articulated to me by Amiga/Lightwave users I have talked to. I'd like very much to hear an A-B comparison of the two packages from *anyone* who is qualified to make it. As far as Pros & Cons of 3DS, I just can't think of ANY _substantial_ "cons" at all. Sure, I'd like to see a Spline-Patch modeler and selective Ray-Tracing for reflections and such eventually, but these things, IMHO, would be just "frosting" on the cake for an *extremely* able-bodied production-oriented desktop 3D solution.
#59661From: Bailey BrownSep 30, 1993 7:12 PM
Does lightwave have a spline-patch modeler? I've heard that the worst thing about LW (other than the Toaster dongle) is the modeler.
#59728From: ALAN IGLESIASOct 1, 1993 3:54 AM
Not *real* sure, Bailey. Don't remember talking about that recently. Hmmmm…anyone else?
#59741From: GREG TEEGARDENOct 1, 1993 9:59 AM
LightWave has a spline patch modeler.
#59960From: SyndesisOct 2, 1993 8:06 PM
LightWave's Modeler does have a method of using splines and patches, but only three people in the world know how to use it. 🙂 And as soon as you move the object into LightWave, it's reduced to polygons, similar to what happens in 3DS.
#59966From: GREG TEEGARDENOct 2, 1993 9:02 PM
Guess I'm one of those three, as I'm sure your reffering to the infamous "curves do not cross correctly". Your right, it can be extremely frustrating, as the guys who built the seaQuest sub would attest. And actually, LightWave doesn't even render splines- they are only used as boundries in the modeler for patching, which is all ploygons. In fact, the splines are never even used in Layout at all. BTW, do you know Richard Payne? He works with us over at seaQuest and asked me to mention that he says hi. -GT
#60010From: SyndesisOct 3, 1993 11:48 AM
Yup, I've known Richard for years. Tell him I still have a copy of his "flaming man" animation on floppy in my vast archives. 🙂
#60263From: GREG TEEGARDENOct 5, 1993 12:58 AM
Told Richard today that you still had a copy of his anim, he practically fell out of his seat. Said he must have done it about 5 or so years ago. BTW, on a simailar note, I understand that you were writing a DXF conversion utility for us, and Richard and John Gross asked me to mention how it was comming along. -GT
#60276From: SyndesisOct 5, 1993 8:55 AM
Actually, they were/are waiting for some improvements that I promised to make to our existing DXF converter. If you haven't seen the standalone InterChange, ask one of the other guys if they have a copy…
#60398From: GREG TEEGARDENOct 5, 1993 11:53 PM
I think Richard has one, so I'll ask tomarrow and let you know. -GT
#60012From: SyndesisOct 3, 1993 11:54 AM
Yes, I'm referring to that error message in Modeler. Sometimes Allen/Stuart's notion of a "user interface" can be extremely frustrating. Believe it or not, "VideoScape", the first incarnation of Allen's rendering software, sold for at least 18-24 months in the early Amiga market *without a model-making editor.* The manual recommended building objects in profile on graph paper, then entering the numbers in ASCII using your favorite text editor, performing the 2D to 3D transformation yourself, along with the proper orientation of the normal as calculated by the first, second and Nth points. Yeesh. This deficiency fueled the development of the first version of InterChange, which I wrote to convert Sculpt models to VideoScape format. At the time, I'd "given up" programming to pursue a writing career. So maybe it's Allen's fault that I didn't become the next John Dvorak. 🙂
#60018From: GREG TEEGARDENOct 3, 1993 12:44 PM
>>>Yes, I'm referring to that error message in Modeler. Sometimes Allen/Stuart's notion of a "user interface" can be extremely frustrating. Tell me about it!!! I was amazed when Richard told me how VideoScape built models! He said that's how Allen thinks, like a programmer, not an end user. I would imagine that building something like a simple box would be a real pain for the average user. (like me) Thank god that NewTek promised us at seaQuest "A1 Support" concerning tools and interface design for 3.0 LightWave. It's funny, Allen and Stuart would come down from there little hideaway's in Northern California to see how we were doing, and we'd always ask for new tools or better refinement of existing ones, and they would always offer some complicated "workaround" that was usually more trouble than it was worth, but NewTek would always step in and make them do it anyway, after all, it only makes their product better. I'd have to say that 50 to 60 percent of all the new features in the current LightWave release are there because we asked for them, many of them being in the modeler too. When I first started working there I used 3D Studio exclusivley for building models because LightWave's at the time was so poor. It wasn't until the spline patches came into being and a few other neat little tools that they switched me over, although I still like Autodesk's splines better than LigthWave's, However I feel both need to abandon their current types in favor of B Splines like the kind found in Alias Power Animator, which hands down has the best modeler around. -GT PS; I'll tell Richard you still have his anim..
#60058From: SyndesisOct 3, 1993 4:21 PM
My long-term plans are to add spline-and-patch support in InterChange in the next major revision, after the ports coming up in the next few months are released.
#60107From: GREG TEEGARDENOct 3, 1993 11:56 PM
I'm sorry, but I have never used your software before, as LightWave is my first introduction to the Amiga platform. I've always used 3DS before. Is InterChange a modeler or a conversion utility? Please excuse my ignorance in this…. -GT
#60027From: ALAN IGLESIASOct 3, 1993 1:39 PM
You not only described my first foray into 3D modeling, John, but also the reason I bought your first Interchange utility way-back-when! Wow, I'm sure glad things are a *little* easier to model these days… -Alan (doesn't take *anything* for granted!)
#60103From: Roger DanielsenOct 3, 1993 11:06 PM
John, All this brings to mind your inquiry not too long ago about some standard or set of rules or parameters to equally test rendering speed, etc. Did you ever come up with a resolution and/or aliasing parameters, etc. I've had a running debate with a local video house who's a Toaster dealer who quite frequently pays me to model in 3DS for use in his Lightwave setup. He keeps telling me I should buy an Amiga. I tell him I can't afford to slow down that much. While modeling a highly detailed logo for a project he was doing for HD MotorCompany, I was rendering the logo in 12 seconds. It was taking his Amiga 12 minutes…seriously. Has anybody come up something like one of Viewpoints models to benchmark? If the above was a fair comparison, even if they hook that thing up to nitros oxide, it won't go fast enough. Especially if R3 is 40% faster yet. For the cost of one of those steroid boxes, I could be well on my way to an Amiga-lethal render farm. Roger D.
#60147From: SyndesisOct 4, 1993 10:17 AM
All of the non-laboratory testing I've ever heard tells me that 3D Studio is significantly faster than LightWave. Although I've always had the highest respect for the programming abilities of those at the Yost Group, I think a good chunk of the speed increase is due to the hardware: today's 486s versus 030/040s. For comparison, a relatively straight port of another Amiga-based 3D program called "Imagine" resulted in vast speed increases once it was running on the PC. I doubt there could ever be a "standard scene" benchmark that would satify (read: "seem fair") to every 3D promoter. No matter which package someone has, to my eyes they're always looking for speed increases. Each package has different tricks that help it along. Each package has features that will slow them down to a crawl, too. Like programming, I think there's always potential for an order of magnitude improvement in rendering times, based on these "tweaks." If the "standard scene" doesn't exploit each package's tweaks, then someone will say it isn't "fair."
#60268From: John HinkleyOct 5, 1993 2:25 AM
John, From my own observations programming on both the Amiga and the PC, similar instructions run about the same speed on a 60040 and 80486. C compilers on the Amiga are real trash and generate code that is half as fast as the 32 bit compilers on the PC. And of course the 486 is available at twice the clock speed as the 040 (66 vs 33 MHz). The PC version of Vistapro runs about 4 times faster on a 486/66 than the Amiga version on a 040/33. Roughly half that 4x is the processor clock speed (and other design considerations, mainly the 486's external cache) and the other half the C compiler (Manx 5.1 on the Amiga, Watcom 9.5 on the PC). Clint has recently changed from Manx C to SAS C on the Amiga and is getting 25% faster renderings now. So the new Amiga VP3 has improved from 1/4 to 1/3 the speed of the PC version. I have found that a 60MHz Pentium runs VP3 (a Pentium optimized version) about twice as fast as a 486/66. I have found these speed differences to be fairly consistant across many 32 bit programs I have written on both machines. As you noted, other program design considerations can make a very large difference in execution speeds so this may not mean anything in the Lightwave vs. 3DS speed issue. John.
#59500From: Yost GroupSep 29, 1993 9:03 PM
Actually, if you're talking final output quality, Lightwave and 3DSr2 were very similar. They both computed color in 24-bit space and they both used adaptive super-sampling for antialiasing. However, the 3DSr3 renderer is so much better than Lightwave that it's in a completely different league. If output quality is what you're comparing, there IS NO COMPARISON. You just can't get the edge quality with super-sampling that you can with an analytical A-buffered renderer. Plus, you'll have color posterization (quantization) problems in dark areas with Lightwave… especially if you attempt to do gamma correction. To be perfectly honest, we have objective proof that the 3DSr3 renderer is even better than the ALIAS renderer, which also uses adaptive super-sampling. Gene Bodio currently has both systems in his studio and he's sending the ALIAS system back because it's so slow and the quality is so bad. Edge and color quality is something we made sure in 3DSr3 was as good as Renderman. Nobody else except for Wavefront (and Pixar, of course) in the commercial rendering business can honestly make that statement.
#59512From: david W. mennenohSep 29, 1993 10:41 PM
However, the 3DSr3 renderer is so much better than Lightwave that it's in a completely different league. If output quality is what you're comparing, there IS NO COMPARISON. You just can't get the edge quality with super-sampling that you can with an analytical A-buffered renderer. Plus, you'll have color posterization (quantization) problems in dark areas with Lightwave… especially if you attempt to do gamma correction. I sure enjoy reading messages like this. You guys are awesome. I love R3 so far, we got our copy on Monday. Very impressive indeed. I can't seem to be able to stop using it though……
#59662From: Bailey BrownSep 30, 1993 7:12 PM
I'm a 3DS user and I've demoed lightwave and read alot about it. I know alot more about 3DS than LW, but here goes nothing: The only features of lightwave that I really care about that are not in 3DSr2 or 3DSr3 are the "bones" and the displacement mapping. The bones especially seem really cool. The worst thing about LW is that it runs on an Amiga. The Amiga isn't a bad system, but I've noticed that for doing animation, it helps to have a big, fast, high-resolution, CAD-type display. There are no cad type displays for the Amiga. Also, the Amiga flickers alot. The best refresh it ever does is about 60Hz NI, and most of the modes are interlaced and therefore flicker REALLY REALLY bad. Most PC CAD type displays are refreshed at 70Hz NI or better. Also, Amigas are still stuck at 25MHz (though I think 40MHz accelerators are out now) while PCs are in now in Pentiumland. A 60MHz Pentium should be about five times faster than the 25MHz 68040 in the A4000 for floating point. The other bad thing about LW is that it HAS to come bundled with the Video Toaster. The Toaster is a great piece of hardware/software for video production, but if you are just into animation, it is just a big dongle. Also, you cannot put the Toaster into just any amiga, just the A2000, the A3000 (with modifications), and the A4000. It will not work with the most cost-effective Amiga, the A1200 with an accelerator. Finally, on a related note, unlike 3DS, Lightwave will not even render without its dongle. So while 3DSr3 has transparent, built-in network rendering supporting up to 9999 render nodes on one licensed copy of 3DS, you would have to buy a Toaster for every machine you wanted to render on with LW. I don't know why Newtek doesn't unbundle LW from the Toaster and sell it for 2/3 the price of the Toaster. They could use a normal dongle like everybody else and it would work on the A1200. BTW, the Toaster costs about $2300, so it is cheaper than 3DS. But if you are not already into Amiga but already have a 486 PC, then you are certainly better off with 3DS. Just from my personal observations, about an equal number of people I've run across on the net who have used both alot eventually went with LW or 3DS.