#3D modeling
35 messages in this thread
#3D modeling — declared parent_msg_num=(none), resolved parent_id points to #(none)
Jim
Here are the phone numbers you requested;
Autodesk (3DS) 1-800-879-4233
Impulse (Imagine) 1-800-328-0184
Caligari (TrueSpace) 1-800-351-7620
Newtek (Lightwave) 1-800-847-8111
Lightwave already is a better program than 3DS. It runs on an Amiga.
However, Amigas are so slow that without a ScreamerNet rendering
engine, Lightwave is not a viable option for large scale animations.
It's not uncommon to see animations produced with Lightwave on an
Amiga that take several hours per frame to render. Lightwave is not
worth having to put up with an Amiga unless you can afford the
$15,000+ ScreamerNet rendering engine.
Now that Lightwave is arriving on the PC, I think the entire industry
will be shaken up. It never ceases to amaze me the masses of 3DS
users who put down Lightwave but have never actually used it. The
only real reason that 3DS is possibly better is because it runs on a
PC. If you are going to produce small amounts of animation (a demo
tape), wait for Lightwave. It is a better program, includes many
more features, a plug-in concept similar to 3DS's, as well as vastly
superior output, all at a fraction of the price. I'm running out of
time, but If you'd like, I could give you an in depth comparison
between 3DS and Lightwave tomorrow.
#437-#3D modeling — declared parent_msg_num=437, resolved parent_id points to #437
Thank you for the great response. I'm getting excited about
Lightwave the way you are discribing it! If you have the time I'd
love to hear about a comparison.
#455-#3D modeling — declared parent_msg_num=455, resolved parent_id points to #455
Since I'm still waiting for 3DS R4, I'll use R3 for my comparison. To
be fair, I'll compare it to Lightwave 3.5 (4.0 will be competing with
R4). As far as I know, 3DS R4 only adds features without changing
the interface. Lightwave 4.0 will probably have minor interface
changes to conform with the operating system it is being used on.
Being the human that I am, I could make some mistakes, so keep that
in mind. Also, this is just my opinion. If anyone has any other
opinions, I'd love to here them. Anyway, here it goes.
Both programs follow the typical modular format. 3DS has 5 sections;
Shaper, Lofter, Editor, Keyframer, and Materials Editor. Lightwave
has two; Modeler and Layout.
3DS's interface, with the exception of the Materials Editor, consists
of a bar across the top with several pull down menus. These access
general functions such as loading, saving, adjusting parameters, and
changing modules. A column goes down the right side which contains
the features specific to the module. In the uppermost section of
this column is the main menu. Each time you access a submenu, it is
placed below the entire main menu. This is a minor irritation to
me. I would prefer the submenu open directly below the button I just
clicked. The bottom right has tools used to manipulate the views.
These are more versatile and intuitive than Lightwave's. The views
are divided up into four sections; each can be assigned a different
POV (such as camera, light, front, left, or user) Across the bottom
is a message bar which acts as an online help as well as showing the
status of certain operations. Some portions of the interface are
tedious. The program presents the "are you sure you want to do that?
Y/N" question way too often. If I click on a viewport to render I am
pretty sure I want that viewport to render. Thankfully, there are not
too many of these types of "bothers". Overall the setup is well
thought out and extremely versatile.
Lightwave's interface is similar to 3DS's. Modeler and Layout have
different interfaces. Modeler consists of a bar across the top which
contains the main menus (Objects, Modify, Multiply, Tools, and
Display), as well as the "layer" buttons. These are used to modify
several sections of the model or several models individually without
having to manually select polygons (an excellent feature). When a
menu button is pressed, the submenu opens in the left side column, as
opposed to "pulling down". Keep in mind that these are not
program-specific buttons, they are module-specific (the menu on the
right hand side of 3DS is it's counterpart). Nearly every button
provides a numeric input which is easily accessible as well as the
standard mouse input. One nice feature is the ability to approximate
your input with the mouse, click undo, and then numeric. The numeric
display shows the mouse inputs you just entered. Then you can polish
them. This provides a high degree of precision without having to
think of the exact coordinates in your mind. The bottom left
contains two small boxes. One shows the coordinates in 3D space of
the mouse pointer. The other displays the grid size. The bottom left
contains the selection tools (point, polygon, and volume). as well as
a box which displays the number of selected points or polygons. The
bottom right contains the much used Cut, Copy, Paste, and Undo
buttons. Like 3DS, modeler uses 4 selectable views. One irritation
is the lack of precision the mouse affords. However this is due to
the Amiga's low resolution screen. This will be remedied in the PC
release. Lightwave adheres better to unit systems (meters, feet,
etc.) than 3DS. Every numeric input box shows the unit next to it.
Also, the units are dynamic. When you have a large grid, instead of
showing 10000 meters, it says 10 kilometers. This makes it much
easier to create life size models. Modeler does a good job of having
a large number of options onscreen without being overbearing. IMO
Modeler contains no substantial interface deficiencies.
Layout's interface is a bit different than Modelers. Instead of four
views, there is only one. This presents a tradeoff. The view is
larger and more detailed, but contains less information. I
personally prefer a four view screen running at 1600×1280 on a 21
inch monitor, but this is impossible on an Amiga. I wouldn't be
surprised if a four view mode was incorporated into the PC release. A
string of menus (Scene, Objects, Surfaces, Images, Lights, Camera,
Effects, Record, Options, and ScreamerNet) run across the top. These
menus contain an unique mixture of sub-screens, pulldown menus,
sliders, and numeric input fields. These are very intuitive and well
thought out. A column on the left side contains the buttons used for
manipulating the "movables". Also in this column are several often
used buttons (motion graph, preview, render, numeric input, etc.).
The bottom contains Information regarding selected items and
keyframes. This is also where the provisions for manipulating key
frames and creating hierarchies are. The bottom right contains two
black boxes. One displays the grid size. The other switches between
the rotation and position of the selected object. Layout's interface
is less versatile than 3DS's equivalent module (Keyframer). However
it is more intuitive and it takes less time to navigate. Layout is
massive. The first time I used it it was a bit overwhelming, but
within minutes I had it figured out. Newtek did a fantastic job of
organizing a huge amount of information in an intuitive way.
Which interface is better? IMO Lightwave barely nudges 3DS out.
However, it is so close that many people would say the reverse. It
comes down to personal preference.
Now on to modeling. Both programs offer adequate modelers, although
neither is the ultimate. 3DS excels in creating basic forms of
objects, but falls flat on its face in creating organic objects and
manipulating already created objects. The three modules that are
involved in the modeling process are Shaper, Lofter, and Editor.
In Shaper, you create 2D shapes, using bezier splines. These can be
open or closed and are very easy to create. After they are initially
created, you can do the standard scale, rotate, move, etc. to them as
well as more powerful manipulations such as booleon. Shapes created
here can be used in lofter to created 3D objects, or in Keyframer to
be used as animation paths.
Lofter is where 3D objects are made. It does it's job well.
Generally you import a selected shape from Shaper to be used as a
template. You either extrude or loft this shape. The tools for
doing these are very powerful. For instance, you can extrude a shape
and vary its thickness along the length of the extrude. This would
be useful for making an object such as an accordian. The versatility
of extruding and lofting is excellent. However, the best feature of
the Lofter is fit to shape. Unfortunately, I'm not quite sure how to
describe it and I don't have the manual in front of me. Basically it
lets you create complex objects easily. A tutorial included with 3DS
shows how to make a hammer head with very little effort. Creating a
hammer head in Lightwave would be very difficult. Lofter, because of
its complexity, takes some effort to learn. One feature that drives
me nuts is bevel. Beveling text is a nightmare. If an object has
any inset angles bevel rejects them. For all intents and purposes,
3DS's bevel is useless. This annoyance aside, Lofter is excellent.
Editor contains features for manipulating objects created in the
Lofter as well as provisions for creating standard primitives. The
tool set for manipulating objects is weak. It consists of the
standard 2D and 3D scale, rotate, etc. The only powerful feature is
boolean, which is common these days. The boolean sometimes doesn't
work the way you'd like but it is acceptable. Thankfully IPAS
routines are available to further manipulate objects. However,
because of the nature of IPAS, they aren't always as versatile as
they could be. Other IPAS modules are available which model from the
ground up, most notably metaballs.
Lightwave takes a different approach to modeling than 3DS. Unlike
3DS, Lightwave can use polygons with any number of sides. This
improves it's versatility throughout the program, but causes some
problems. If a polygon isn't planar it will cause rendering errors.
Also, things go crazy when you use bones or displacement mapping on
non-triangle polygons. Thankfully it is easy to correct these
problems. Having the ability to use multi-sided polygons has its
advantages. Using large, multi-sided polygons improves rendering
speed. In addition, Lightwave can use true particles. This comes in
handy when you want to make a star field you can fly through without
little triangle-shaped stars zooming by. Other applications for one
and two point polygons are lasers, explosions, fields of grass, fur,
etc.. Whoa, I'm digressing. Anyway, when modeling you have to keep
this in mind.
#455-#3D modeling — declared parent_msg_num=455, resolved parent_id points to #455
Continued from previous message- 2 of 3
Lightwave has the ability to create primitives, as well as 2D shapes.
Like 3DS you can extrude and lathe these shapes, but with less
versatility. Lightwave also has the ability to model with spline
patches. However, using Lightwave's spline patches isn't easy, or
versatile. In fact, it is almost as useless as 3DS's bevel.
Actually, some would disagree. Seaquest was supposedly modeled with
Lightwave's spline patches. Modeler's real strength is in its ability
to manipulate points and polygons. This is accomplished two ways, by
simply dragging them around, or using some of the many powerful tools
intended for this. These tools include shear, twist, multiple forms
of taper, magnet, vortex, multiple forms of pole, beveling that
works, patch, skin, morph, multiple types of cloning, jitter,
boolean, etc. These are useful and very easy to use. With magnet,
you can select an area of an object and tug on it just like a real
magnet. Jitter randomizes points within an object. This is very
usefull for making rock forms such as astroids and cliffs. Modeler
also has excellent drilling tools. These are used to punch holes in
objects, using either 2D or 3D objects as templates. What seperates
these from boolean is that they don't need to intersect the object
being drilled. It is great for doing things like making holes in
walls where doors will go. But by far the best feature of modeler is
metaform. Metaform is a type of subdividing. Primitives are used to
create smoothly curved objects. This is useful for making very
complex organic objects. I modeled a very complex chandalier in just
a few hours. Metaform isn't particularly accurate and sometimes the
polygon count gets way out of hand, but those are my only complaints.
Modeler also has a powerful macro implementation. Using Arexx, you
can program macros do do almost anything ranging from centering an
object to creating router bits for beveling. Macros aren't as
versatile as IPAS modules, but you can easily create them yourself.
Newtek includes a ton of them with the program. Modeler is rough
around the edges in some spots. It is difficult to accurately model
some types of complex non-organic objects. There are also more things
to worry about (like non planar polygons, polygon alignment, stray
points, etc.) than 3DS.
A winner can't really be declared in modeling. Each one has its
strengths and weaknesses. I often model the basic shape of an object
in 3DS and import it into Lightwave for refinement. Since Autodesk
pulled spline patch modeling out of R4, Lightwave 4.0 will likely
take the lead in modeling.
Both programs have similar animation systems. 3DS uses the Keyframer
for all animation. Motion can be created using either keyframing or
importing a spline path from the Shaper. A slider along the bottom
of the screen is used to cycle through the frames. There are also
VCR-type controls on the bottom right. Creating a keyframe is as
simple as moving the the frame you want and moving, or rotating the
object to the desired position. There is no need to set the
keyframe. This is sometimes a problem because if you move something
and want to move it back you have to go into the tracks submenu and
delete the keyframe. This can be annoying. 3DS has excellent
hierarchy creation tools. You can assign objects to copy every
motion of their parent, or just certain types (ie rotation, position,
scale, or squash). The tracks submenu is another excellent feature.
It allows you to easily move, copy, or delete keyframes. The keys
submenu allows you to change the continuity, bias, tension, ease in,
and ease out, for each keyframe. Each type of motion (ie. position)
can be independantly adjusted. However, the graphic representation
of motion shows only the current frame, and it is not very easy to
understand just what it is doing.
Ipas modules are available to do special types of animation (such as
particle animation, manta wave, and melt). 3DS also provides the
standard morphing features. Cameras (3DS can use multiple cameras,
Lightwave can only use one) are controlled by moving the actual
camera and the camera's target. to move the camera you select the
actual camera and move it, to rotate where it is viewing, you move
the target. There are no provisions for changing the heading and
pitch using degrees. Spotlights function the same way.
Lightwave is similar to 3DS in motion creation. Lightwave also uses
keyframing and spline paths. A timeline is moved to the desired
frame, the object is positioned and then the keyframe is set. By
manually setting the keyframe you avoid having to take the time to
delete the frame if you don't like it, but it is easy to forget that
to set it, change the current frame, and lose your keyframe setting.
Lightwave has similar hierarchy controls as 3DS, but lacks the
ability to lock only certain types of movement. The scene menu and
motion control graph offer similar features as the tracks submenu in
3DS. In the motion graph tension, bias, and continuity can be
changed. Lightwave has no ease-in or ease-out features, but because
of how tension is set, they are not necessary. The advantage
Lightwave has in this area is that all keyframes are shown at once.
They are linked by visual splines. This is a superior method to
3DS's keys submenu because it lets you see the whole picture.
Lightwave has similar morphing features to 3DS. Cameras and lights
are rotated using heading, pitch, and bank. This generally provides
greater accuracy. You can also assign targets which function
identically to 3DS's. Lightwave has two very unique animation
capabilities. One is bones. Bones are used to organically deform
objects. They are set as children to the parent object. The most
obvious use is in character animation(ie a walking cow). They are
sometimes unpredictable, but if used right are very powerful. The
other feature is displacement mapping. Displacement mapping moves
polygons within an object similarly to texture mapping. In my
opinion this is one of the best features available on a desktop 3D
program. It can be used for a large number of applications, such as
creating water that laps up and down on the side of a boat, a
realistic waving flag, grass blowing in a breeze, embossed images,
procedural craters on an asteroid, or even blowing apart a brick wall.
The quality of the displacement mapped objects is stunning. The
procedurallly created water is truly photorealistic. All of these
are impossible with 3DS. Also many more things can be animated in
Lightwave than 3DS. These include fog, dithering, saturation, and
textures. Third party animation enhancements are also available.
Advantage……………….Lightwave. Even though 3DS has slighty
more versatility with hierarchies and motion smoothing, I still find
it easier to create the motion I want in Lightwave. It has a very
unique "feel" to it that is unexplainable. Plus with all of the
other features it gives Lightwave the definite advantage. Even with
the stack of IPAS modules that I have, I still like Lightwaves
animation capabilities more.
Lighting is where some of the greatest differences between the two
programs exist. 3DS has two types of lights; spot and omni. Omni
lights shine in all directions. They can assigned a color, strength,
and fall off. Spot lights are more versatile. Spotlights can cast
shadows. They can be either circular or rectangular. The biggest
advantage 3DS's spotlights have is that they can project an image.
This is very useful for faking effects such as light shining through
a stain glass window, or faking shadows. They render very fast and
do a good job. Both types of lights can exclude specified objects.
Lightwave has three types of lights; distant, point, and spotlight.
All three types can cast shadows. Point lights are very similar to
3DS's omni lights. Distant lights act as a light infinitely far from
the scene. They are primarily used to simulate the sun's light (this
is impossible to do accurately in 3DS). Lightwave's spotlights are
similar to 3DS's except they cannot exclude specified objects,
project an image, or cast a rectangular light.
3DS wins the lighting catagory. The versatility they offer is much
greater than Lightwaves lights. The image projection is a fantastic
feature. It can be duplicated by Lightwave, but it is difficult and
time consuming.
Texture mapping is considerably different between the two programs.
3DS creates the textures in the Material Editor, and applies them in
the Editor. It has the standard parameters for creating the
textures(ie transparency, diffusion, specularity, bump…). It also
has some unique parameters such as blur reflection. Reflections can
be created without raytracing which speeds up rendering
considerably. However, their quality is considerably worse than ray
traced reflections. All parameters can be controlled with alpha
channel maps. Textures can be applied using planar, cylindrical,
spherical, and cubic methods. They are assigned within the Editor.
The method it uses to assign textures is tedious, especially on
complex objects. Mapping coordinates can be applied to objects
created in the Lofter. Smoothing groups are also clumsy. The
Materials Editor is much nicer looking then Lightwave's surface menu.
It renders samples of the texture at the top of the screen. This is
a big plus. Procedural textures are available via IPAS, but IMO most
are not very good.
#534-#3D modeling — declared parent_msg_num=534, resolved parent_id points to #534
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.
#551-#3D modeling — declared parent_msg_num=551, resolved parent_id points to #551
John
I really apprciate your comments. It is very interesting to hear
peoples comments. I take it that both of you are from an Amiga background?
Jim
#566-3D modeling — declared parent_msg_num=566, resolved parent_id points to #566
>>I take it that both of you are from an Amiga background?
As far as 3d, that's where I started, with Imagine 1.1.
#551-#3D modeling — declared parent_msg_num=551, resolved parent_id points to #551
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?
#717-#3D modeling — declared parent_msg_num=717, resolved parent_id points to #717
>>The heat will definitly be on Autodesk.
Agreed. I think the situation will be similar to when 3ds first hit
the PC market, when the only options were Topas (at 10,000 or more, I
think) or DGS (which was also lots). Two advantages I feel 3ds has
over those two, and two of the reasons I think 3ds will not go the
way of DGS or Topas and will improve dramatically in responce to
Lightwave are; (cynical) ADesk is behind 3ds. There are better (from
what I've been told; I don't use cad) cad systems out there,but ACad
holds the lion's share of the market. (Non-cynical) The Yost group
are as committed to producing an improved 3ds as Hastings is for
Lightwave. From what I understand, ADesk was the primary player in r4,
where as the Yost group has been at work on r5 since either April or
August; r5 should (if previous enhancements (r1-r2-r3) are any
indication) be much more improved and functional than r4 is in
comparison.
Regarding image quality; what I was refering to was more the color
richness and depth, which I feel is better in 3ds. I don't have the
time to respond to the specifics at this time, but in essense (and I
will be happy when Forge and Essence arrive on the PC) you are more
than correct in your statements on procedurals on both sides; using
image maps only, my eyes tell me 3ds is better. Using projector maps,
there are workarounds in the shadow dept. Although I lost the post
(indeed, my entire message base due to a file getting corrupted) and
can't get the exact quoted, the people who used 3ds to do about 4+
minutes worth of 3ds animation for the upcoming 'Johnny Mnenemic' film
by William Gibson (they used Alias for the motion capture sequences,
due to the fact that Puppeteer wasn't out then) said that 3ds gave
them near Renderman quality output, at a vastly greater speed. They
also wrote a lensflare IPAS of equal quality of Alias's, which is a
similar factor better than Lightwave's as Lightwave's/3ds's; don't
know if they're going to make it availible though. Have you seen the
3ds Siggraph tape (94 one)? There are some animations on it that some
have sworn could not have been done on a PC. To close… >>Quality
is often a distant second I could just as easily say a similar thing
concerning Lightwave; what we end up seeing as examples of any
program are generally the best stuff done on that program; most of
the people who make it on the 'demo tapes' would, IMHO, make any
program shine if they chose to work on a specific program. I can't
argue as far as TV; Lightwave has shown up in a lot more places than
3ds. I firmly believe that the end result is more dependant on the
talent of the artist (or in my case illustrator) than the program
itself. I've seen stuff that I've considered crap from all platforms,
Lightwave included (lord, the number of SGI things alone is scary;
having the best paint does not make one a maste painter). I don't
think anything I've placed on Cserve (with the exception of the
modified polyhedra; those really need refraction) would have benifited
from doing them in Lightwave; they would has benifited more from me
having more time than after hours/between projects to do them. For
me, 3ds has produced the best results, and I've developed workarounds
to sidestep some of the percieved flaws in 3ds. When Lightwave comes
out I may add it to my toolkit, but I'll upgrade before I add. I
really feel that one should use whatever works best for them.
John Stetzer
JWS
PS. Did see the press release concerning the script extension; if it
does what it says (and after seeing the key scripter, I see no reason
why it shouldn't), it will permit users to write their own IPAS's
without a great deal of programming knowlege; that might be the
sleeper in the whole equation. Oh, and do you know if Lightwave will
come w/a network or batch rendering system (not refering to
Screamernet, which I've been told is extra (but I assume included in
the Raptor II's)?
#730-#3D modeling — declared parent_msg_num=730, resolved parent_id points to #730
>lensflare IPAS
Check out the LenZefx for R4 from Digimation.. killer stuff. It's a
1994 version of disk 1.. much better lens flare, there's also a true
depth of field (even while moving- using R4's z-buffer), and a better
glow, and "glitter", etc.. I believe it's around the normal IPAS
price too..
>Yost group working on R5..
I'm very excited about R5.. I am pretty sure R5 will be NT based. I
also expect 3DS to have 3D hardware capabilities comperable to SGI's
at that time, implementing NT 3.5's OpenGL graphics support, and a
new line of _Glint_ based (OpenGL accelerated) boards coming to the
market. (Autodesk has already joined with the company for the
Cyberspace VR dev. kits..)
I expect the interface to be revised, and updated to more current
interface designs, as well as integration of current features (like
IK) into the main code.
With NT's multiplatform support, and multiprocessor support, I totally
expect that 3DS could be running more CPU power than many SGI's, and
at a lower cost. DEC Alpha's, Mips processors, and even PowerPC's
should be supported.
I'm unsure of new features, especially in the modeller, and renderer,
but I expect them to be signifigantly enhanced, and with splines.
Looking at Yost Groups track record, and logging hundreds of yours in
ASOFT, I think all that's safe to say.
Anyways, I thought I'd add a little more 3DS talk to this prominently
LW discussion.. 🙂 I haven't used the latest version of LW, so I'm
not going to start any "LW stinks" stuff, but have been pleased with
3DS' ever growing capabilities. LW certainly will have to kick some
tail to beat 3DS on the PC side of things.. It'll be interesting.
🙂
#765-#3D modeling — declared parent_msg_num=765, resolved parent_id points to #765
>>Check out the LenZefx for R4 from Digimation
Did when I was at A.U.; didn't mention it because it's not quite ready
yet, and I was just quoting the quote as a quality thing. I remember
Dave saying it was based more on the Photshop style lensflare.
>>Looking at Yost Groups track record…I think all that's safe to
say I agree; I too have logged lots of time in ASOFT; surprised you
haven't seen me there :^).
>>have been pleased with 3DS' ever growing capabilities
Dittto.
>>LW certainly will have to kick some tail to beat 3DS on the PC side
of things Of what is out there, it will have the best chance; it is a
very good program. As I said, I think it will help make 3ds better
in the long run.
>> It'll be interesting. 🙂
That, my friend, is a major understatement :^). Nice talking to you
outside of ASOFT.
#779-#3D modeling — declared parent_msg_num=779, resolved parent_id points to #779
>I too have logged lots of time in ASOFT; surprised you haven't seen me there
:^). <
I'm sure I have. Sorry your name didn't stick out.. Even being there
for many many months, unfortunately I don't remember everyone's
names. I'm pretty bad with names..
It's suprising how many John's are around.. I even met my name-mate @
asoft.. hence the jNj.. 🙂 I'm the only John *N* Jordan on CIS,
last time I checked.. (hopefully, forever!)
#787-#3D modeling — declared parent_msg_num=787, resolved parent_id points to #787
>>I'm sure I have.
I tend to lurk a lot, so maybe not. The last major ASOFT discussion I was
involved in was w/Sanford Kennedy on skinning un-skinable models.
>>I even met my name-mate @ asoft
I remember that; 'N' doesn't look a thing like 'K', so how could
anyone get confused ;^).
#792-3D modeling — declared parent_msg_num=792, resolved parent_id points to #792
>The last major ASOFT discussion I was involved in was w/Sanford Kennedy on
skinning un-skinable models.
AAh, I haven't gotten into SKIN yet. I have it, just too busy at this time. I
probably ignored it. I tend to pop around, not really reading everything, and
dropping the topics once they get off my interest at the time. (kinda like
when this thread straying from modelling. <g>)
>JKJ
Yeah, I haven't seen much of him lately.. probably lurking like everybody else.
🙂
I wonder how many people read my messages… I know that some read EVERYTHING
in ASOFT.. (and probably read this area too) It's kinda strange. (Big
Brother-ish)
Well, gotta go be productive.. 🙂
JNJ
#534-#3D modeling — declared parent_msg_num=534, resolved parent_id points to #534
>Cameras (3DS can use multiple cameras, Lightwave can only use one) are
controlled by moving the actual camera and the camera's target. to move the
camera you select the actual camera and move it, to rotate where it is viewing,
you move the target. There are no provisions for changing the heading and
pitch using degrees.<
FWIW It's pretty easy to fix the focus in front of the camera, and
allow it to turn like one might think it should (not having a fixed
target) by assigning both the camera and the target to a dummy, or
another object. Just move, rotate, etc. the dummy, and you've got
the desired effect. I guess the only easier way would be to have 3DS
shut off the fixed target. That would be nice, but it's not a
problem for me. I usually like the target to be fixed.
>displacement mapping….[animated]… impossible with 3DS.
I believe that using disk 7, you could could make morph targets, and then
animate between the normal object, and the displaced targets. It seems to be
more difficult than Lightwave, but I believe it's possible. (haven't tried it
though)
In all, good objective summary. I'd love to have some of LW's texture tools..
And the "sun" type of lighting. mabe R5.. 🙂
JNJ
#764-#3D modeling — declared parent_msg_num=764, resolved parent_id points to #764
John,
Thanks for pointing out the camera rotation work around. I wrote the
comparison late at night and left out many features from both programs.
I stand by my statement referring to Lightwave's displacement mapping.
To obtain anywhere near the quality of Lightwave's procedural
displacement mapping would require a morph object for every frame.
Obviously this becomes cumbersome. For the sake of discussion, I'll
use the waving flag example. To get decent motion accuracy would
take 20,000-30,000 polygons. For a five second animation you would
end up with 3,000,000 polygons in your mesh. It would be very
tedious to set up all of the morph targets as well. Plus I still
don't think you could obtain the same level of accuracy. For all
intents and purposes it is impossible. I know you can do a work
around and make it less complex but at the expense of realism. About
a year ago a major client called up needing an animation involving a
waving flag. They needed it completed in less than 24 hours. This
was a huge corporation with a massive AV department. They have more
Tellys than I can count. Their animators, who exclusively use 3DS,
were unable to complete it in however long they had to work on it. I
did the entire animation in the 24 hours. Setting up the actual flag
motion took about 2 minutes. All I had to do was click two buttons
and enter the texture size. When they reviewed it they freaked.
First of all they couldn't believe I had finished it in such a short
amount of time, but more importantly they couldn't believe the
quality. One guy thought I composited a real flag in. I didn't
actually think it was that good. If I had more time I could have done
a much better job. Using 3DS I would have had to take huge short
cuts to get it done that quick. I doubt that they would have been
impressed if I had used manta wave to create the motion. Setting up
the 360 morphs with 11 million polygons wouldn't have worked. I
think I have made my point.
BTW, what was the last version of Lightwave you used?
Chad Liddell
PCAD*
#810-#3D modeling — declared parent_msg_num=810, resolved parent_id points to #810
It's not hard to do a rippling flag.. in fact, there's one as an
example in the 3DS example meshes. As I recall, that one isn't
great, but is old. I think there is an IPAS that lets you do that
with about the same ease that you described in LW. That's how I
would do a flag, not using a displacement IPAS to make keyframed
morph targets. You are correct, that way would take a longggg time.
Fortunately, there's an easier way in 3DS.
The latest version of LW I used was, I think, 2.0. I know.. it's old!
That's why I said I wasn't going to get into the LW/3DS thing. 🙂
Since my post, I've looked around my mag's for info on LW 4 (it's 4,
right?) The multiplatform one. It's got my interest.. it sounds like
it's got a fighting chance outside of Amiga-dom. (BTW- I hate
Amigas, I'm glad they're out..) What suprised me is that it'll run
on SGI's.. That'd be interesting.. pay $!$! for an SGI, and
supporting software, and only $1k for the 3D program. 🙂 Do you
know of the benefits of using SGI's over something like a dual
Pentium 90/ Dec Alpha/MIPS based NT machine?
If I had LW4 around to try out, I'd be interested in experimenting.
Otherwise, I'll stick with 3DS. I doubt it'll get behind LW in the
near future. R5 will be something serious to contend with.
#831-#3D modeling — declared parent_msg_num=831, resolved parent_id points to #831
>>It's not hard to do a rippling flag.. in fact, there's one as an
example in the 3DS example meshes. As I recall, that one isn't
great, but is old. I think there is an IPAS that lets you do that
with about the same ease that you described in LW.
PMFJI, but I was just wondering what IPAS it would be that lets you do
a rippling flag as easily and as effectively as Lightwave. I use
both 3DS and Lightwave. I have never been able to produce that kind
of effect in 3DS, but I have gotten excellent results in Lightwave. I
have all of the Yost Group IPAS modules, but even using Manta Wave, I
haven't gotten the results with 3DS that I would like.
Troy Jeppsen
#896-#3D modeling — declared parent_msg_num=896, resolved parent_id points to #896
I have not done any flag type work myself, and I don't use LW, so I could have
led you astray. Mabe the quality of the 3DS flag moving doesn't compare to
LW's.. I haven't seen anything from LW except the stuff on tv. I knew it was
possible to do flag type animation, but mabe it's not what you want. If you
are really interested in getting a fully comprehensive answer, go ASOFT and ask
there. (ASOFT=3DS forum) I'm sure someone there has done a good flag.
JNJ
#925-3D modeling — declared parent_msg_num=925, resolved parent_id points to #925
Thanks, I'll try that.
Troy
#831-#3D modeling — declared parent_msg_num=831, resolved parent_id points to #831
>> think there is an IPAS that lets you do that
>> Fortunately, there's an easier way in 3DS.
So it's not in 3DS, but an extra package. People tend to say "3DS can do
that", but it's not 3DS, it an IPAS (=extra $$$).
>> Do you know of the benefits of using SGI's over something like a dual
>> Pentium 90/ Dec Alpha/MIPS based NT machine?
To make use of the two P5 the program has to be written for multible
CPUs. Just getting a dual P5 won't help. Alphas might be fast, but
the progeams must be recompiled for the AXP to get the speed. If not
it's slow.
-David
#920-3D modeling — declared parent_msg_num=920, resolved parent_id points to #920
>So it's not in 3DS, but an extra package. People tend to say "3DS can do
that", but it's not 3DS, it an IPAS (=extra $$$). <
Well, yes it's 3DS. You can't do that without 3DS.. nor can you take
the IPAS and plug it into another program. Sure it's extra cash, but
well worth it. I'm not sure about LW projects, but I'd assume a one
time expense of $300 for 6 or so IPAS' doesn't make a big dent into
the budget.. I just cover it with the project. (charge a percentage
more for the IPAS.) This doesn't pay for the entire pack, but it
gets me more tools to work with later on. If you don't like paying
for plug-in's, then you should take back your raving about LW's
future capability of plug-in's. I'm sure you'll have to pay for them
too.
>Multiprocessors, Alpha's, etc.
Yes, the program would need to be made in such a way that it would be
multi-threaded. The multiprocessor part is taken care of internally
in NT. Multithreading is a basic part of any good NT program. Also,
the LW NT version would need to be compiled for the different
processors on NT.. that's a given for NT stuff as well. I'm sure LW
will do these things. Well, hopefully. If they don't, it'll only
take advantage of a 32bit memory address space. I doubt that in
itself would justify the large overhead of the NT O.S.
It'll be fun to see how things go.. I'm sure 95 will be a really
amazing year for 3D- especially on the PC.
#929-#3D modeling — declared parent_msg_num=929, resolved parent_id points to #929
>> If you don't like paying for plug-in's, then you should take back your
>> raving about LW's future capability of plug-in's.
You must confuse me with someone else. I haven't said anything about LW in any
of my recent messages. I don't even have it. And I won't participate in this
LW vs 3DS thread. All I wanted to say in msg is that peolpe say "3DS can do
that" but forget to mention that it's an external modul. People get the
impression 3DS can do all these things.
Looks like NT will become the OS for the future since it is available for many
CPUs. Recompiling for a different CPU is simple from what I've heard (I'm not
a programmer). Also heard Motorola ported NT for the PPC.
-David
#981-3D modeling — declared parent_msg_num=981, resolved parent_id points to #981
>>peolpe say "3DS can do that" but forget to mention that it's an external
modul. People get the impression 3DS can do all these things.<<
Hey, Windows can do word processing, desktop publishing, rendering, modeling,
video and sound editing. Of course, you need some add on modules. <g>
#455-#3D modeling — declared parent_msg_num=455, resolved parent_id points to #455
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*
#535-#3D modeling — declared parent_msg_num=535, resolved parent_id points to #535
Dwayne
You really have out done yourself! I really didn't expect such a
detailed response. It is appreciated. I take it your background experience is
from the Amiga? Would you say that you speak fairly toward the PC? and are
looking forward to the release of Lightwave yourself for the PC?
Jim
#568-#3D modeling — declared parent_msg_num=568, resolved parent_id points to #568
I absolutely hate Amigas. The only program I have ever used on them
is Lightwave. I was born with a PC in my mouth and have always used
them. I am actually heavily biased towards PC's, and even more
biased towards NT systems and SGIs. I think that most of Lightwaves
problems are due to the Amiga's architecture.
#569-3D modeling — declared parent_msg_num=569, resolved parent_id points to #569
>I absolutely hate Amigas. The only program I have ever used on them is
Lightwave.
Well sheesh. I think they're super, tho I know they never had the
acceptance and are slow by todays standard. Still, with one, I had a
32 bit pre-emptive multitasking OS nearly a decade ago. In fact I
had a 3D modeler/tracer on the shelves in 89, for CLI -or- GUI. Ah
well no point, just hoping you can appreciate something of the
Amiga.. no need for a thread about wars.
>I was born with a PC in my mouth and have always used them.
I was born wayyy before that. When we had a apple][ with a 68000/7220
and 2megs static ram in a slot, and other advanced cards, IBM sent us
this completely stupid 8088 cassette thing called a PC. it was good
for a laugh, and we put it right next to the LISA (also rather
worthless).
>I am actually heavily biased towards PC's, and even more biased towards NT
systems >and SGIs.
SGI, well theres no comparing to that, they're awesome. Dont expect
to really compare a PC to one, soon. 😉
>I think that most of Lightwaves problems are due to the Amiga's architecture.
Well in that specifically, I'd think you've laid the blame
inappropriately. (And there is fair blame to lay). The Amiga long
suffered 'lack of progress' after its intro and before its demise,
but really, only intimate experience with the low level Amiga can
give you the finer points of the appreciation. There are worthwhile
points within.
Frankly, I wish I had a platform that was a combo of the best of both
platforms, but then, it still would perhaps pale next to an SGI. Ah
to have a real computer.
Bri
#535-3D modeling — declared parent_msg_num=535, resolved parent_id points to #535
Thank you very much for the very detailed comparsion. Never seen
something like this before! Great! 🙂 -David
#437-3D modeling — declared parent_msg_num=437, resolved parent_id points to #437
PMJI, could you post that comparison in this or GUGRPA forum? I and
everyone else would appreciate it.
Thanks,
Andrey
#437-3D modeling — declared parent_msg_num=437, resolved parent_id points to #437
>> It never ceases to amaze me the masses of 3DS users who put down Lightwave
but have never actually used it.
And it never ceases to amaze me when Lightwave users consider me the
antiChrist or something because I've used both and prefer 3ds to
Lightwave. Sorry to jump in like that and not interested in starting
another 'holy war', but just felt it needed to be stated that the
reverse is also true.
#437-#3D modeling — declared parent_msg_num=437, resolved parent_id points to #437
Hi Chad
>> I'm running out of time, but If you'd like, I could give you an in
depth comparison between 3DS and Lightwave tomorrow. <<
Just wondering if you ever posted this comparison; I would be very interested
in seeing it.
Thanks.
#753-3D modeling — declared parent_msg_num=753, resolved parent_id points to #753
>>Just wondering if you ever posted this comparison
Yes, reset your message date to this past Monday morning; it shouldn't
have scrolled of already.