Lyne opened this issue on Nov 29, 2005 ยท 25 posts
LCBoliou posted Thu, 01 December 2005 at 2:14 AM
I'm glad that some are happy!
Disclaimer: *I do not in any way represent Eovia, the company, and have no investment in Eovia stock! I am not even an Eovia beta tester. I purchase all my software, and in good faith purchased Vue 5 Infinite as one of e-ons early V5I customers. I purchased Vue 4, a couple of months before buying V5I, and still consider it to be an excellent product for the money. Im software agnostic, and only care about QUALITY!
I own 4 major 3D software packages, and Vue5I has given me more grief than the other software combined! Hence, Im writing this, ONLY due to my honest concerns!*
C5Pro has two distribution systems. The surface distribution system is far more precise than Vues (a recent formal review of C5Pro rated Carraras distribution system as superior to V5Is ecosystems).
I can distribute any object at any location based on elevation, slope, texture, etc (to a fraction of a foot!). The object distributions are not bound to a particular texture and you can place as many distribution groups as you wish -- limited only by system resources (10K objects per group). If you want, you can convert a distributed group to "real instances of the objects," for manipulation (does eat-up a lot of resource!).
Want rocks, just add a noise level layer anywhere on the terrain, set amplitude, height, etc, then add a texture layer on the noise layer for the rock coloring add, add, mix, mix to your hearts desire!
The terrain editor has an expandable window, and you add hill filters, mountain, mesa, noise, valley too much to mention. Save height info, export as grayscale/height maps, and import layers of grayscale maps. Hit the Shuffle button, and you get an infinite variety of terrains, based on your filter stack! You can also do the paint terrain tools (but this does collapse the terrain filter stacks).
C5Pro has true displacement mapping; place a texture map (or procedural shader) on an object, use the displacement map option, and you have a true 3D mesh object, not a bump map. Want waves, add the wave/ripple texture to a plane, displace it and you got real 3D waves can animate.
Volumetric clouds (along with other clouds) are excellent, and have a full featured editor.
Particle system -- able to spew out metaballs (merge [controlled] to form flowing water, rain animate reacts to the physics engine collision, gravity, etc). You can make any object a particle -- like birds bees, snowflakes).
2 forms of Poser import, (1) native import that doesnt require a copy of Poser on your PC, and (2) Transposer2 does a fantastic job on importing dynamic hair much better than Vues rope hair!
Carrara has quite a few trees, and a real plant editor, but to use the advanced editor features, you better plan to spend the time! Carraras plants have individual leaves, and spiral wound pine needles, but use procedural textures (you can use texture maps for leaves). What Carrara lacks is the ability to create truly unique individuals of a species. It does do random rotation on all axis and scale when distributing, and I suspect a plug-in will be able to modify the species seed for individual structure modifications in the near future. I discussed this with a programmer who does several popular Carrara plug-ins, and he is going to look into that possibility. I created several test runs by adding hand modified variations, color, etc, to a distributor (just drop them in) and the results were quite acceptable.
Understand that Carrara also has very good full-featured modeling tools no comparison in that department!
Carraras rendering engine is absolutely beyond Vues in quality/speed, and has options to virtually eliminate texture crawl in animations.
I could go on...