CompuServe Thread

#3D modeling

35 messages in this thread
#437From: Dwayne L. LiddellNov 5, 1994 8:44 PM
#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.
#455From: JimNov 6, 1994 8:59 AM
#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.
#533From: Dwayne L. LiddellNov 7, 1994 5:12 PM
#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.
#563From: JimNov 7, 1994 11:04 PM
#533-3D modeling — declared parent_msg_num=533, resolved parent_id points to #533
Dwayne Thank you very much for your explaination of LightWave. It sounds very good, especially the price. I am really looking forward to it's release on the PC. Jim
#534From: Dwayne L. LiddellNov 7, 1994 5:12 PM
#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.
#551From: John StetzerNov 7, 1994 9:37 PM
#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.
#566From: JimNov 7, 1994 11:08 PM
#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
#591From: John StetzerNov 8, 1994 10:58 AM
#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.
#717From: Dwayne L. LiddellNov 10, 1994 4:31 AM
#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?
#730From: John StetzerNov 10, 1994 11:22 AM
#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)?
#765From: John N. JordanNov 11, 1994 1:17 AM
#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. 🙂
#779From: John StetzerNov 11, 1994 10:47 AM
#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.
#787From: John N. JordanNov 11, 1994 4:45 PM
#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!)
#792From: John StetzerNov 11, 1994 5:44 PM
#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 ;^).
#842From: John N. JordanNov 13, 1994 7:00 PM
#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
#764From: John N. JordanNov 11, 1994 1:17 AM
#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
#810From: Dwayne L. LiddellNov 12, 1994 6:16 PM
#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*
#831From: John N. JordanNov 13, 1994 3:00 PM
#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.
#896From: Troy G. JeppsenNov 15, 1994 4:16 AM
#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
#925From: John N. JordanNov 15, 1994 2:00 PM
#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
#950From: Troy G. JeppsenNov 16, 1994 2:55 AM
#925-3D modeling — declared parent_msg_num=925, resolved parent_id points to #925
Thanks, I'll try that. Troy
#920From: David HofmannNov 15, 1994 1:31 PM
#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 $$$). >> Do you know of the benefits of using SGI's over something like a dual >> Pentium 90/ Dec Alpha/MIPS based NT machine? To make use of the two P5 the program has to be written for multible CPUs. Just getting a dual P5 won't help. Alphas might be fast, but the progeams must be recompiled for the AXP to get the speed. If not it's slow. -David
#929From: John N. JordanNov 15, 1994 3:20 PM
#920-3D modeling — declared parent_msg_num=920, resolved parent_id points to #920
>So it's not in 3DS, but an extra package. People tend to say "3DS can do that", but it's not 3DS, it an IPAS (=extra $$$). < 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.
#981From: David HofmannNov 16, 1994 5:53 PM
#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
#991From: Dan RichardsonNov 16, 1994 7:59 PM
#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>
#535From: Dwayne L. LiddellNov 7, 1994 5:13 PM
#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*
#568From: JimNov 7, 1994 11:11 PM
#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
#569From: Dwayne L. LiddellNov 8, 1994 12:25 AM
#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.
#572From: Brian ReedNov 8, 1994 3:57 AM
#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
#722From: JimNov 10, 1994 7:32 AM
#569-3D modeling — declared parent_msg_num=569, resolved parent_id points to #569
Dwayne It's a shame the SGI's weren't affordable. I work on an Indigo 2 and it's fantastic. Jim
#680From: David HofmannNov 9, 1994 12:49 PM
#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
#459From: Andrey ZmievskiyNov 6, 1994 11:31 AM
#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
#514From: John StetzerNov 7, 1994 12:05 PM
#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.
#753From: Stephen BrinkworthNov 10, 1994 7:03 PM
#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.
#757From: John StetzerNov 10, 1994 9:58 PM
#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.