
Neither blender Or lightwave has any advanced controls for the scattering as I know of…Ī little test guide I did with terragen Demo some time ago, regardning various multiple scatter settings in terragen… So yes, using GPU and blender will be rendering the volume faster than mantra, but will probably not have the same advanced in scattering methods, you can always mess around with nodes maths, curve, contrast in various shaders, but that is a bit different. To be aware though, Houdini is baking/cooking the vdb volume for each tweak you do on the volume (not viewing and orbiting though) so it can be a bit slow while it cooks the volume in to the scene, after than the viewing in mostly realtime of the cloud is very nice to have, and you can use the ipr render to watch as you change light controls and quality of the volume.
#RENDERMAN FOR LIGHTWAVE SKIN#
Thank you Juanjo and keep up the great work.The trial version of Lightwave (30 days) allows to be fully functional, rendering, saving, exporting loading vdb.Īfter that It goes in to discovery mode, but it will still be able to load vdb files, though i think you can not save any VDB from Lightwaves gas solver in discovery mode…but loading and test rendering.įor blender it all just works, and same for houdini apprentice.įor houdini apprentice which I use, you can do whatever kind of cloudFX you want and export without any limit for the vdb export really, I could model with skin modifiers, or metaballs, or sculpt a mesh and then go in and add cloudfx to turn it in to a volume with cloud lighting set up, and with noise advection, you can choose to have in principle zero noise and just make it a volume …or increase that, it also has secondary advection, and fill particles you can use to add more bulges to a sculpted mesh if you want that.Īnd what is good is that you can simple swap out the geometry in houdini…but maintain all the volume settings so you get a new modeled mesh, but witht the same noise and shading you started with for another mesh.Īlso cool to just load a landscape for instance, and paint in low fog, or low cloud volumes, then export as vdb…and back in blender again with whatever landscape you are working on. In fact LW's integration is 10x better than Maya's on the Arnold side. Juanjo is truly blessing us by bringing film accepted and award winning renderers to Lightwave and he's doing it the right way by integrating it correctly. It started out as a great bolted on alternative to MAX's lack of rendering skills and it should have stayed that way. There are reasons why the film industry does not use it. For those that have not tried, truly try VRay on something and dig deep into the surfacing. Lightwave users understand lighting and surfacing and Vladimir Koylazov knows it, besides the fact he had said there are not enough users for him to make money and so they won't port it over. You can just look at an image and tell if it was rendered with it since it ties your hands behind your back.

It does not make you a better artist, in fact the opposite, since most don't even understand what is going on. It's a renderer that rely's on controlling everything for the user they way it wants it. Basically you are better off getting their standalone and exporting. Something is wrong when you have to convert shaders to render TYPE. Personally I have to use VRay now at work with Maya.
