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Which 3D Rendering Package Do You Recommend?

schvenk asks: "I find myself overwhelmed by the decision about which 3D rendering package to get, and thought perhaps Slashdot readers could help me out. While I took a computer science course on computer graphics in college and am proficient in Photoshop, I'm otherwise new to working with 3D modeling, rendering, or animation tools. I tried Blender, and at least the Mac version is just too buggy and slow at this point. In addition the renderer doesn't seem quite as good as some of the commercial ones out there. There are other free apps but I have to wonder if like Blender, they won't quite stack up to the big boys in terms of UI, features, and render quality. I've read tons of reviews, but few are up to date and many aren't as helpful as I'd like. I don't have a lot of prior experience with 3D modeling (I'm a UI Designer by trade) but need it periodically for graphic design purposes, and in addition am interested in getting into it more. While animation interests me, still images are more of a priority, so the greatest emphasis should probably be on rendering quality, and modeling capability (as well as usability and speed). I'd be using it in Mac OS X."

"The packages that have been recommended to me for having really good quality rendering (I'm looking for something that can generate photorealistic images) and good modeling tools are Lightwave 7.5, Maya Complete 4.5, ElectricImage Universe 5, and Cinema 4D. There are lots of other apps out there but these are the ones that have been suggested. There's a pretty wide range of prices among those 4 apps, but at least for now I'm mostly setting price aside in my comparison, especially since the cost of learning an app is so astronomical that I'd rather just do it once.

So far what I've determined is as follows:

I haven't tried Lightwave yet (there's a demo in the mail), but lots of people seem to think it's good. I've been told -- and images I've seen on the Web bear this out -- that it's got a really good rendering engine, and sounds like it might be able to keep up with Maya on everything except animation, and it less expensive. It got Macworld's Editor's Choice award last year for version 7b. (The latest is 7.5.)

Some say that Maya is the top of the line. I'm not sure, and I don't think everyone agrees on it. With the inclusion of a rendering plug-in called Mental Ray with the latest version, its rendering engine is supposedly now as good as Lightwave's (it wasn't before). It was a runner-up in the Editor's Choice awards last year for v3.5. However, a number of the problems people had (both Macworld and others) with earlier versions have been addressed in the current v4.5. I played around with the demo version of Maya and liked its UI: it uses OS X standard widgets, which I appreciate, and its tutorials were well-designed and got me going quickly.

A lot of people seem to like ElectricImage Universe, and there is a version from a place called DVGarage that's stripped down and only $200, though I don't know what's missing. Fans say it's really intuitive, though that wasn't my experience downloading the demo. It's made up of several programs for the different pieces of the process (Lightwave is apparently the same way), and I wasn't really sure where to start. I also didn't like the modeling environment as much, though Universe users tell me that some of my problems (such as objects turning into boxes while you rotate the scene) can be solved by changing preferences. But I was unimpressed with the included tutorials: The task of creating a simple scene and rendering it is not something I've been able to figure out how to do, either through the tutorials or through experimentation. That said, it's worth noting that initial ease of use for such advanced tools is less important than ease and speed of use for experienced users. Even so, Maya, which is clearly no slouch in terms of being for advanced users, just seemed easier to figure out. The images I see on the Web (and there are fewer than I find for some of the other apps) seem less photorealistic overall than for some of the other apps, but again that's hardly a scientific method of evaluation.

Maxon Cinema 4D was also a 2001 Editor's Choice runner-up (v7.1; the current version is 8). It uses OS X-standard widgets for its UI. Beyond that I know little about it and have received the least amount of info from forums and Web searches. I've just downloaded the demo and will see what I can learn from that. The Web galleries I've looked at have contained some fairly photorealistic images, though Lightwave's still seem a bit more impressive to me, for what it's worth. I'm hoping someone can shed some light on this app especially. There are two levels: A cheaper version with some features missing, and a more expensive one (and actually an even higher-end option than that that I probably don't need to consider). It looks from Maxon's site like for photorealistic rendering the more expensive (XL) version is necessary, but I wouldn't swear to it.

And that's what I know so far. Beyond the big "Which is best?" question, a lot of questions remain. What's the best renderer? How different is the best app from the worst? What are the differences in modeling tools? Some of these apps have curved surfaces called NURBS, which seems to be a standard technology. Others have their own variants or substitutes. I don't really know what difference that makes. Maya has a neat tool that lets you sculpt a surface like clay, smoothly pushing and pulling at it to make organic objects like faces; I don't know what equivalents exist in the other apps. Ultimately, I'm definitely interested in animation but more interested in a wide array of modeling tools and top-notch rendering. Decent speed, ease of use, good docs, and ideally some OS X UI compliance would be good too.

Anyway, I'm going to continue investigating. I'm posting this partly to share what information I do have, and mostly to get discussion going that might shed some more light on this subject for people who, like me, want to get into this but can't afford the time and money required to do a personal, extensive comparison of all the major apps. I apologize if any of my information is inaccurate, and hope someone will correct it. Beyond that, any and all help is greatly appreciated :-)."

40 of 321 comments (clear)

  1. The obvious choice. by carambola5 · · Score: 4, Funny

    Microsoft Excel. When your 3D rendering needs require an absolutely positively... something something.

    --
    IWARS.
    People, in general, disappoint me. Politicians even more so.
  2. Re:Blender3d! by flewp · · Score: 3, Informative

    I tried Blender, and at least the Mac version is just too buggy and slow at this point. In addition the renderer doesn't seem quite as good as some of the commercial ones out there. There are other free apps but I have to wonder if like Blender, they won't quite stack up to the big boys in terms of UI, features, and render quality.
    Read the fucking summary.

    --
    WWJD.... for a Klondike bar?
  3. It depends by Apreche · · Score: 4, Insightful

    It depends on what you are using it for. I mean if you are doing 3d modeling of a house, then AutoCAD is probably your best bet. If you are doing a model of an internal combustion engine, mechanical desktop is a good choice. If you are making characters for say a video game, character studio or 3d studio max (the newest version) is excellent. It's also good for making short scenes and animating things. Bryce, while it's interface is really crummy is amazing at texturing and terrain. If you want to draw a giant landscape bryce is where it's at. Maya is a very high quality all around awesome program. It's what they teach the film + animation majors at my school.
    I don't have much experience with some of the other tools available, but they all have their uses. Pretty much depending on what type of project you are looking to do, what level of detail you are trying to achieve, whether you need to animate or not, and your personal preferences all determine which which one will be best for you.

    --
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    1. Re:It depends by Surak · · Score: 4, Insightful

      Nope. There probably won't ever be a MacOS-X version of 3D Studio Max. Having worked with a developer at Kinetix closely, I can tell you that Max is *very* tied into the x86 archicture because much of the rendering and animation routines are written in 386 assembler and are basically the same as the routines used in 3D Studio 4 on DOS.

    2. Re:It depends by Surak · · Score: 3, Informative

      I work for a company that counts companies like Boeing, Bombardier, Lear, GE/MRAS, Chrysler, Ford, GM, Honda, Mercedes, etc. as its biggest customers.

      We do a lot of stuff in CATIA, and it's nice, but Mechanical Desktop isn't bad. In fact, for jobs that we both build *and* design, we often convert the stuff we designed in CATIA, Unigraphics, or I-DEAS to Mechanical Desktop for build purposes. It supports parameterics and everything.

      CATIA, IMHO is wayyy too complicated. UG is far and away the easiest of the systems to work with and right now we're doing a lot of Ford work in UG, since the stuff won't be sent back to Ford.

    3. Re:It depends by Mac+Degger · · Score: 3, Informative

      You should have a look at IronCAD. Very easy to use (their drag and drop part system is so easy to use it puts other CAD programs to shame), quite powerfull, excelent 2d working environment too (unusually intuitive snaps). Native 3d working environment which converts seamlessly to 2d construction schematics. Oh, I almost forgot the great piping system they've got going. And the part scaling is great aswell.

      I don't work for IronCAD, but after having had to use AutoCAD and pro/E for my studies as a mechanical engineer, using IronCAD is bliss. Check it out.

      --
      -- Waht? Tehr's a preveiw buottn?
  4. Of course it all depends on what you plan... by puppet10 · · Score: 5, Interesting

    to do with the software, but most high end 3d stuff costs an arm and a leg.

    One reasonably priced well spoken of modeller you didn't mention is Rhino.

    Maya is nice, but if you aren't animating you're only using a very small portion of its abilities.

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    1. Re:Of course it all depends on what you plan... by MisterFancypants · · Score: 3, Informative
      Rhino, while a very nice package, doesn't run on MacOS X. Of course, a lot of the stuff people are suggesting in other posts doesn't run under MacOS (any version, including X) either.

      Obviously people don't even read the articles anymore, let alone the links in the articles..

      At any rate, I'd say the original poster should go with Maya. The UI is great, it is well supported under different operating systems and the renderer has been much improved if you get a recent version...Also, if the renderer isn't up to snuff for what you want, there are various free alternative renderers that are actually very good (POVray, the free Renderman clones (such as BMRT), etc) which Maya can export to using third party exporters.

  5. Carrara Studio 2 is good. by colonel.sys · · Score: 3, Informative

    I have taken a look at a few 3D Applications and found Carrara Studio 2 to be very nicely usable. It doesn't comply with Aqua but that's not a problem: it uses kind of a fullscreen UI which is extremely nice to use and doesn't interfere with your screen resolution.

    If you can't get far enough with Carrara, give Cinema 4D a try.

    Links:
    http://www.eovia.com (Carrara)
    http://www.maxon.de (Cinema 4D)

    --
    We are all individualists!
  6. 3D studio and Poser by rufusdufus · · Score: 5, Interesting

    I have 3D studio max and it is very powerful. However, it is also very expensive and very very difficult to learn. I don't recommend it for the weak of heart.

    I also have Poser to do human and animal posing, and this program is great. It is easy to use and intuitive. For doing animation of 3d human models it is perfect.

  7. Discreet's 3dsmax by ayeco · · Score: 4, Insightful

    You're question, unfortunately, will spawn a bunch of personal opinions and elitist responses.

    I've been using Discreet's 3dstudio max since it was a DOS app (then autodesk's 3ds studio made by the Yost group). I've been teaching it since Max r1 came around. I find it interesting that your question doesn't mention it.

    Obviously I'm a big fan of it. I highly recommend it - it is very easy to use, has plently of free pluggins as well as commercial ones, open architecture for programming and scripting and its default scanline rendering engine is very fast. Some people will argue that its rendering quality is inferior to, say, Maya, but I beg to differ.

    Look into it.

    1. Re:Discreet's 3dsmax by WeaponOfChoice · · Score: 3, Insightful

      Some people will argue that its rendering quality is inferior to, say, Maya, but I beg to differ.

      My own experience with both Maya and Max left me with the impression that both renderers create almost perfect images though I found Maya preferable. Max always seemed to produce something ever so slightly harsher than Maya, though I have friends who argue exactly the same thing from the opposite side.

      Maya is best for me (inevitably what people really mean when they claim something is 'best')

      --


      It's not that I'm Anti-American - I'm Pro-Freedom
    2. Re:Discreet's 3dsmax by tolldog · · Score: 3, Informative

      I agree with you on this.

      Maya is the best for me as well but for many other reasons...

      Such as the free renderer license (which does nicely with 1000 procs to render)
      MEL
      The Maya ASCII file format.

      But none of these have to do with the quality of the renderer (which has gotten much much better in 4.x)

      -Tim

      --
      -I just work here... how am I supposed to know?
    3. Re:Discreet's 3dsmax by rworne · · Score: 5, Informative
      I've been using Discreet's 3dstudio max [discreet.com] since it was a DOS app (then autodesk's 3ds studio made by the Yost group). I've been teaching it since Max r1 came around. I find it interesting that your question doesn't mention it.

      Quite possibly its because he/they were looking for Mac OS X rendering packages. 3DS Max is Windows-only. I would think running it in Virual PC would be wasteful, slow and painful.
      --
      I tried every decent and legal way I could think of to resolve the issue w/the business before I rented the chicken suit
  8. Personal Preference by Arrghman · · Score: 4, Insightful

    The only real way to choose a 3D program to use is by actually trying them out to see which you're the most comfortable with.

    If you go anywhere and ask this question you'll get many different answers... some will say LightWave's interface is the easiest there is while others can't make heads or tails of it. Some won't like the modeler functions in Maya some will. Etc, etc and so forth.

    What it comes down to is eash program has its own approch to 3D. What is important is finding which approch suits you the best and using that one. You can get great results out of any of these programs if you know what you're doing, but if you can't work with the interface, with the methodology behind each program, you won't be able to get that far without struggling.

    So my suggest is, wait for those demo CDs and play around with everything you can. Find which one you like the best and go for that one. You won't be dissapointed!

  9. You forgot.... by TekkonKinkreet · · Score: 5, Informative

    ...Softimage XSI, Discreet (or whatever they call themselves this month) 3DSMax, Hash Animation Master. I always start out people new to 3D on Hash, it's cheap, full-featured, and has everything you need to learn the 3D animation trade (of which rendering is the least part), basically it kicks butt.

    I've used 'em all, and personally I like the way Maya and SoftImage renderings look best, but far more important than the renderer is how good you are at lighting and texturing. If you take the time to build the material correctly and light it well, any of these tools will give you good results. Most of them are coming on, what, ten years old now?

    IMO, the rendering engine comes into play when you really want photorealistic effects like global illumination or radiosity (and then only subtly), or special effects, like a plugin toon renderer...stuff you will no doubt have fun playing with, but aren't likely to impact your UI work much. Choose an interface and modeling tools you like, or spare your wallet, would be the criteria I'd recommend.

  10. Emacs by Billly+Gates · · Score: 3, Funny
    Just maker sure you enable large memory support in the kernel before use.

  11. Best. by torre · · Score: 4, Insightful
    Hi, To answer your question... there isn't any one best. And you shouldn't attempt to measure it as such. Each package has its strong points and weaknesses. You must judge them according to your needs and your workflow... There's no need in spending thousands of dollars on the software and training on the more expensive packages if all you need is modeling to do web graphics.

    Also, stay away from the marketing hype and common misconceptions that one renderer is better than another...Every commercial render out there is capable of doing a good job. Each renderer has it's own personality that you must learn to work with. Some like Mental Ray or Lightwave have some easy default provided by some company like Newtech, Alias Wavefront, Avid, or even Discreet. (BTW don't be fooled by renders like Mental ray or Renderman, the true power of these renders come out when you write your own shaders - a non trivial not for novice task- and not using the defaults) Others like the Maya default render require you become more personal with how the render works to achieve the same results. It all depends on what you need to achieve your goals. There's no need to spend more money if you'll never use some of the more advanced features like micro-polygon displacement, or multi million polygon scenes.

    My suggestion is it not to listen to too many people, download the demo's and see which one fit your bill. All the advice that we as a community can offer can't tell you which one will agree with your artistic/technical side most and your situation. Its all comes down to a personal choice once you've weeded out your requirements.

    but that's just my 2 cents.

  12. Nobody ever says anything about... by Ziviyr · · Score: 3, Informative

    Realsoft 3D

    Which has always seemed to be pretty advanced to me.

    --

    Someone set us up the bomb, so shine we are!
  13. Graphical UIs are for wussies. by uglyMood · · Score: 5, Funny

    Go with the POV-Ray raytracer and do what I do -- TYPE your graphics. I swear, you young punks today don't know what 3D graphics are... mutter, grumble...

    Besides, it's free.

    --
    "No matter where you go, there you probably are." -- Buckaroo Heisenberg
    1. Re:Graphical UIs are for wussies. by Lumpy · · Score: 4, Informative

      I know you're being funny... but if anyone has looked at the IRTC competition winners and espically looked at what POVRAY can do.... it can hold it's own with the $95,000,000,000 3d rendering engine..

      and the funny part... if you are a math wiz, povray is actually easier to use than some silly GUI... I can figure out a nice trig function faster than I can get poser to generate a decent looking human figure in a realistic sitting pose.

      POVRAY 3d art and animation for the poor that can look as good as the rest of the stuff out there. (with LOTS of work!)

      --
      Do not look at laser with remaining good eye.
    2. Re:Graphical UIs are for wussies. by halibut007 · · Score: 3, Informative

      I agree that POV-Ray is a really awesome rendering tool. But for some types of work GUI's can be faster to use and more convenient.

      There is a nice GUI frontend for the POV-Ray rendering engine called Moray.

      Find it here: http://www.stmuc.com/moray/

      Moray is shareware and costs about $70 american to register.

  14. Render, modeller, compositor by Pseudonym · · Score: 5, Informative

    First thing, you should be careful with your terminology.

    A modeller lets you create models and scenes. A renderer turns these scenes into 2D images. A compositor lets you turn these 2D images into other 2D images, and usually also lets you assemble them into single-file animation formats. Don't expect to do any "real" 3D work without at least one of each.

    It's confusing because many modellers have renderers built in. They are usually inadequate for complex jobs. (Though, in fairness, one blockbuster 100% computer animated feature film has been made using Maya's built-in renderer, so it's not exactly useless.) However, thanks to the wonders of Open Source, the modeller is now the only part you have to buy.

    Here's what I suggest:

    • Get Maya Complete. This will cost money.
    • Get Liquid, which will cost you nothing. This will export Maya to RenderMan(TM).
    • Get Aqsis, which will cost you nothing. This is your renderer. It is RenderMan(tm) compliant, which is the de facto standard for communication between renderers and modellers.
    • Get Cinelerra, which will cost you nothing. This is your compositor. (Available only for Linux, unfortunately, but it's free.)

    If you find yourself making money with these, you can replace and augment bits if you find them not doing what you want. (For example, replace Aqsis with RDC or PRMan and replace Cinelerra with Shake or After Effects. You can even augment Maya with Houdini or SoftImage if you feel like spending money.)

    The key here is to stick with standards so you can drop in replacements into your production line.

    Good luck.

    --
    sub f{($f)=@_;print"$f(q{$f});";}f(q{sub f{($f)=@_;print"$f(q{$f});";}f});
  15. POV-Ray by Fastball · · Score: 5, Informative

    If you're interested in good looking stills, broke, and understand very high level scripting languages, you might want to look at POV-Ray. Additionally, if you're working on a Windows platform, an outstanding modeller called Moray that works with POV-Ray. The author is very responsive and makes one of the finer modellers I've worked with. POV-Ray has a deathly slow renderer though.

  16. Here's a comparison by cooldev · · Score: 5, Informative

    Zaon has a thread dedicated to answering this question.

    There's a permanant thread to the above link from CGTalk's discussion forum to keep this subject from coming up again and again. I highly recommend visititing CGTalk to view some of the discussions and images. They have forums for the major packages, threads for posting work in progress and finished images, and it's and all around great site with many professionals.

  17. Re:what i suggest by prockcore · · Score: 4, Informative

    The best one i found is 3dsMAX its powerful yet easy to use. Not to metion a standard in the industry.

    Um, which industry? The only industry that uses 3dsmax is the game industry. The television and film industry has standarized on Lightwave and Maya.

    Lightwave is used primary for television. It's very heavily used for sci-fi shows (like SG1 and B5), made for TV movies like Beowulf, and commercials (The M&M commercials and Coca-cola polar bears for example).

    Maya is used more in the film industry. For example, LotR used Maya exclusively.

    So unless your goal is to make 3d models for video games, stay away from 3dsmax.

  18. Best rendering package? by Trogre · · Score: 5, Insightful

    POV-Ray.

    It's one of few that can actually do mathematically perfect surfaces at arbitrary resolutions without having to decompose the scene into polygons. Of course, this is because it is a raytracer and not a zbuffer-based renderer, so it isn't the fastest out there.

    It doesn't have a native modeller, but many third-party modellers can export as POV scene format.

    --
    "Nine times out of ten, starting a fire is not the best way to solve the problem." - my wife
  19. Cinema all the way, baby! by rgoer · · Score: 3, Informative

    I'd be using it in Mac OS X

    So, um, did any of you guys recommending 3DSMax read this part of his initial query? Um... anyway, if OS X is to be your platform, the only software you need to bother with is Cinema 4D. Get r8 and a nice openGL card (whatever the newest nVidia card Apple will sell you), and you will not be disappointed.

    I've been using C4D since version 5, and have been using it in OS X since it has been possible to do so. Cinema is a wonderful piece of software: the modelling workflow puts 3DSMax to absolute shame, the animation system (while still lacking in some areas) is rapidly, and I mean rapidly catching up to the big dogs (check out this site (Mash is a C4D developer) for some really beautiful examples of the leaps and bounds r8 has made in the soft-IK department), and you simply will not find a faster renderer (as far as single workstation rendering goes--I'm sure Pixar's n-cpu PrMan farm offers serious competition).

    The biggest downfalls for C4D are a lack of n-sided polys and a lackluster implementation of boolean modelling. These weaknesses, when weighed against the outrageous strengths displayed in nearly every other area, make C4D the obvious choice for Mac users. Shit, I've found the environment to be even more work-condusive than Maya's sometimes... now if only Maxon could figure a way to incorporate something like A|W's marking-menus without legally stepping on some toes...

  20. Art of Illusion by Wayne+Gramlich · · Score: 3, Interesting

    The Art of Illusion 3D modeller is written in Java and runs on the Linux, Mac, and Windows platforms. (It does not currently use the Java3D interface, because that has not yet been licenced for the Mac platform.) Here's a URL:

    http://www.artofillusion.org/

    It is under a GPL license and seems to be pretty easy to use (i.e. not nearly as confusing as Blender is to initial users.)

    Your milage may vary.

    -Wayne

  21. Advice from a professional 3D artist by edo-01 · · Score: 3, Interesting
    When chosing renderers there's a lot of FUD about "this or that package has a crap renderer" etc, but a good render is a function of good composition, modelling, lighting and texturing. Bad 3D will look bad no matter what you render it with!

    In terms of final output these days, a good artist can use any of the Major packages out there and get similar results (a renderer does not a good artist make). Maya has a rep as a high-end package, and if you are good with it you're not going to have any problems finding work. Given that you are on a Mac I'd lean towards Lightwave, it's got a great renderer built in and it's a LOT easier to learn than Maya. And for what you need it for; rendering occasional design elements and fooling around it's perfect. Lightwave is a great package that easily competes with Maya for the quality of work produced with it.

    If you were on the PC I'd reccomend 3DS Max with Brazil for rendering, I've been using it since 3DS DOS v2 and although I often freelance for a shop that's mostly Softimage and Maya I've never felt the need to learn anything else. We used it for over a thousand shots a year for three years on Farscape and it's been fantastic. I'll never switch packages as long as Discreet still develop it.

  22. Re:Learn the code! by Molt · · Score: 5, Insightful

    Ummm.. if it takes someone with no experience of 3d graphics 'a week, two at the most' to learn enough to be able to notable improve on the stability and speed then the original coders must have been severely lacking in ability.


    Also I think saying someone should learn the intricacies of the code behind all the applications they use to be more than a little ridiculous, there's a reason so many people are trying to make open source programs more usable- it's so people will use them. This kind of attitude just doesn't help.


    Oh, and the fact something is 'Point and click' is a good thing for most people. Just thought you'd like to know.

    --
    404 Not Found: No such file or resource as '.sig'
  23. Get some experience by Bastian · · Score: 3, Informative

    And I don't just mean with the modelling programs themselves. From your questions about things like NURBS, it sounds like you don't have much experience with the process of 3D modelling itself yet. (If I'm wrong, excuse my presumptuousness.)

    In my experience, it's really almost impossible to judge 3D modellers until you have some experience with them and know what kinds of features you want and how you like to model. The modellers you are looking at buying are expensive enough that I would recommend you make sure you know enough about rendering that you can make your own informed decisions about what suits you.

    Try starting off with something like Moonlight 3D or Blender, or using a friend's copy of 3D Studio Max or something like that, and get yourself extremely comfortable with 3D modelling, including animation-related stuff. Learn basic modelling, learn how to use NURBS, and learn how to use stuff like inverse kinematics, and make sure you are comfortable with all of them. Then, take a look at the demos you have and you will be able to tell whether one modeller's way of doing things feels more comfortable to you than another.

    Otherwise, you might just find out that you've spent great heaping piles of money on a 3D modelling package that everyone on Slashdot just recommended to you based primarily on the knowledge that it's used by ILM or Pixar or what have you.

  24. Lightwave/Maya by captaineo · · Score: 5, Informative

    I would focus your attention on Lightwave or Maya.

    Lightwave is very easy to learn, has a very good modeler (for polygons and subdivision surfaces; no NURBS though), and a good rendering engine. Lightwave works really well out of the box, you won't need any additional software at the beginning.

    Maya is the most flexible of commercial 3D packages; the modeler is good for NURBS and can handle polygons and subdivision surfaces too (though not as easily as Lightwave). Maya's animation features are unparalleled. However, the renderer isn't so great. Many professional Maya users export their scenes to a RenderMan-based renderer instead of using the bundled one.

    If you had to get just one package, or you don't think you'd be able to set up a renderer for Maya, I would get Lightwave. If you are mostly concerned with animation and can expect some help in the lighting and rendering departments, get Maya.

    Both Lightwave and Maya skills are valuable for getting 3D animation jobs. Lightwave is slightly more concentrated in game development and TV work, while Maya is more concentrated in film and TV.

    Finally, don't put too much weight in the sample images you find for each package. The Lightwave website has a huge gallery of excellent work, but you have to keep in mind it's been around for many many years, and so its users have had plenty of time to figure out how to get good results from it. A newer package might not have that many impressive sample images, simply because there isn't a large community of experienced users yet.

  25. Renderers and Bicycles by jefu · · Score: 5, Insightful

    I used to spend a lot of time on bicycles. Not racing or anything, just having fun, commuting, exploring and the like.

    Got known for it.

    People would say "I want to buy a bike, whats the best one?"

    I'd ask them what kind of bike they had now and how often they rode it. The answer was frequently that they did not have a bike and didn't ride. Since none of these people had millions in the bank, my answer was always about the same :

    "Go to a thrift store, yard sale, whatever and find a bike that fits ..." [insert info about bike fit here ] "...then ride it for a month or two - find out what kind of riding you like, get a feel for how you ride and then come back and we'll talk more."

    Why? Without knowing how someone rode or what kind of riding they might like, there is no way to tell them what kind of bike to buy. Further, even sending them to good bike shops to try bikes was a waste of time because they wouldn't be able to tell how the bike felt to them.

    Of course, they could just go out to a good bike shop and spend way more than they could afford on a bike they'd never use. But that didn't feel like a good suggestion to me somehow.

    Same thing here. "Renderer" and "modeller" seem to be mixed up. I get no feel that the poster knows what he's looking for.

    So my advice:

    Get Blender, POV (or similar free or very cheap packages) and work with them seriously for a while. Do a couple good sized projects. Figure out what you're good at and what you want to do. Get a feel for how you want the application to react and what you really want it to do.

    Then, if you still need advice, you'll be able to ask for it more precisely.

    And the answers will mean more.

  26. Blue Moon Rendering Toolkit (BMRT) by snowtigger · · Score: 3, Informative

    BMRT is a free (as in beer) renderer that complies with Pixar's Renderman format. Thus, if you use a modeler that can export in Renderman format, you can use BMRT for rendering. I haven't used it much, but it has been used in several major film productions.

    Binaries are available for several platforms, including windows, linux and solaris.

    Originally created by former Pixar employee Larry Gritz, BMRT was then integrated into a startup called Exluna that was recently bought by Nvidia. They stopped distributing BMRT, but some online resources are still available.

    Now, if you're still interested in trying out the software, it is still available on the web (try searching for "BMRT2.6" using your favorite search engine)

    Larry Gritz also wrote a nice book, called "Advanced Renderman", which explains quite a lot about shaders, Renderman and uses BMRT for examples.

    If you're interested in finding out more about Renderman, check it out !

  27. I recommend the following tool for your needs by eyefish · · Score: 3, Informative

    Although not mentioned often in the media, one of the most-kept secrets in the 3D industry is a relatively inexpensive tool called TrueSpace by Caligari.

    First, note that this tool does NOT produce the kind of photorealistic images you get in lightwave, BUT what it has going for it is market-leading modeling tools and bar none the absolute most intuitive user interface on the market (this is not to say that the renderer is bad, the latest version now comes with a real nice third-party renderer which produces very nice renders).

    I recommend you give it a try so it becomes your modeling program, and then export your work to render in Lightwave or whatever else.

    Note that all the tools you mention Maya has (as well as Lightwave and the others) actually appeared first in many cases in TrueSpace (like the clay deformation tool, as well as many other "free form organic" tools.

    The cool thing about it is that you actually create your objects and scenes in true 3D (but you can also bring top/bottom/left/right/front/back views if you wish), and the controls are simply awe-inspiring in easy of use and downright common sense (I have NEVER read the manual, and this something hard to say about any other 3D program out there). Oh yeah, everything is in real time as well, even in solid render mode!

    This has to be the most-copied tool in the 3D world, and ironically the one that gets the least amount of credit. Check it out, I think they have an older version you can download as trialware for free.

    On a side note, since you design GUIs, and come from a Photoshop background, I think you'll find this tool to be very intuitive. I myself use it for creating pseudo-3D GUI elements all the time, and then bringing it in into Photoshop for further refining.

  28. Spend some time... by DarkFall · · Score: 3, Informative

    ...trying out the packages, but mostly trying to figure out what 3D tasks you specifically need. Various programs have various strengths. Some programs have amazing modeling tools (Maya) some have great texturing tools (C4D is pretty good), some are good all around with a top notch renderer (Lightwave). Your needs define what package you should use, not the other way around..so the biggest question to ask yourself is what you know you need. Saying "everything" will cause you grief :)
    I've been doing 3D on a mac for many years, and I can honestly tell you that I've had to use different tools at different times. Lately I've been staying pretty much in Maya. The built-in renderer has it's flaws but it is by no means poor...Your lighting, shading, texturing skills will play a larger role than the renderer, plus that are plug-ins to export to a Renderman compatible renderer.

    There are some other cheap options that are pretty decent programs..they aren't mainstream, but if you're only using 3D as a secondary tool to add to your illustration/presentation arsenal, it might be cheaper and better in the long run. I can safely recommend things like Pixels3D (http://www.pixels.net) and Hash Animation Master (http://www.hash.com). Pixels just came out with Mac OS X version too which is looking pretty decent, and their Tempest renderer is pretty nice too.

    The short and the skinny...if 3D is your primary focus, decide on your needs. Maya is an amazing all around tool and the renderer simply stands out because everything else about the program is so great, that the renderer simple seems like the sore thumb out. If your needs with 3D are secondary, a cheaper package would suit you better and will provide the tools you'd need for reasonably advanced 3D.

    Last but not least..everyone's got their favorite and it all means fuzz-all to you...you need to decide what suits you best by trying out as much as you can.

  29. Blender by Animats · · Score: 5, Informative
    Blender is interesting, but it's in a wierd place right now. The company that developed it, NaN, went broke. A number of users organized a campaign to raise 100,000 and make it free software. They raised the money, and you can now download the sources from Blender.org. All the sources are GPL.

    But the open source version isn't quite buildable yet. The developers are trying to straighten out the sources and clean up the build process. The project is still being set up.

    Meanwhile, you can download the old NaN version, EULA and all (you're agreeing to the EULA of a defunct company!), and a keyfile that makes the licensing system happy, from blender.org. Works fine.

    All 3D packages have wierd user interfaces. Editing in 3D is so complicated that there's no agreement on how to do it. Blender, though, is unusually wierd; it has a few menus, many buttons, too many control keys, and a little gesture recognition. It has its fanatics, but not enough of them, which is why NaN went bust.

    Incidentally, one implication of the wierd user interface problem is that just downloading a 3D app and playing it doesn't get you much of anywhere. These things take a while to learn, typically months.

    If you're going to do serious work, and the output is video or film (not games), Maya is probably the way to go. It's the de facto standard in film work right now. 3DS Max leads in games, and Lightwave in TV. Softimage used to be #1 in film, but they blew it, much to my annoyance as a Softimage user. Blender remains a toy, although if the free software community gets behind it and cleans it up, it could be more of a contender.

  30. Re: Obviously - H O U D I N I by johnrpenner · · Score: 5, Informative


    the first major high-end 3D package to be comercially ported to LINUX was HOUDINI from sidefx. alias' maya and sidefx Houdini are like the pepsi-coke of high-end 3D.

    they've also got a free 'Houdini Apprentice' programme, so you can try it - works on Linux!

    they used Houdini to animate gandalf's fireworks, and animate the rushing river horses in lord of the rings. they've used it in the star trek movies, Terminator 3D, and just about every sci-fi effects flick out there - check it out:

    www.sidefx.com

    a lot of the most interesting highend 3D technologies started with HOUDINI - Procedural Motion and Graphics OP networks were invented by
    the Programmers at Side Effects.

    some of the things you can do with their 3D animation
    software (Houdini 5.5) are:

    - In-Viewport editing generates procedural 'memory' of construction history.
    - Support of multiple geometry types: 3D NURBS, Bezier, Mesh, Poly, L-systems (itterative geometry), and Metaballs.
    - Procedural 3D Surface Modelling (SOPs > "Noun").
    - Procedural Waveform/Motion, Audio, and Channel Editing (CHOPs > "Verb").
    - Procedural Particle Systems (POPs) for simulating Smoke, Fire, and Gases.
    - Procedural Shader generation (SHOPs).
    - Procedural 2D Compositing (COPs).
    - Softbody Inverse Kinematics & Character / Facial Animation capabilities.
    - Organic modelling of plant growth over time via L-systems algorithms.
    - Integrated Metabolic, NURBS, and Polygonal Sub-Division Surface modelling.
    - Integrated VEX RenderMan-like shading language for mantra Renderer.
    - Integrated Scripting and Expression Languages.
    - Integrated RenderFarm capabilities.
    - Extensive Scripting support in: hscript, tcl, etc.

    they've also got an offshoot for doing cool realtime 3D graphics ('TOUCH' - used on the RUSH tour this summer) at:

    www.derivativeinc.com

    cheers!

    john.

  31. The obvious choice... by Loki_1929 · · Score: 3, Funny

    Is Microsoft Paint. Not only does it start quickly and have low overhead (unlike some other graphics programs *cough*Maya*cough* *cough*Lightwave*cough*), but just look at all the features! With MSPaint, you can draw straight lines, curvy lines, make them different colors, or even add text! It's even got something that lets you fill in big areas in seconds with a single color, and it allows you to zoom up to like 8x!

    I mean, holy shit; with all that, how can you go wrong?

    --
    -- "Government is the great fiction through which everybody endeavors to live at the expense of everybody else."