Attached is an image of the basic scene, no fluids yet, using the basic GI solver in LW and MXR.
It seemed neat to recreate a scene from a photo of a liquid metal drilling warehouse since it would use both hard surface modeling and fluid simulation. It would also use in-door lighting which could have interesting atmospheric lighting from relatively minimal light sources.
The LW render is more moody with its high contrast, though increasing the bounces and intensity from 10 bounces at 100% would change that, mainly by increasing the intensity. The MXR render has more even light distribution, with better surface realism.
The MXR render is a finer render (SL 18) because it is GPU-based, which means it reached a more detailed sampling level than LW could (180-540 Adaptive Sampling).
Maybe worth a look.
It seemed neat to recreate a scene from a photo of a liquid metal drilling warehouse since it would use both hard surface modeling and fluid simulation. It would also use in-door lighting which could have interesting atmospheric lighting from relatively minimal light sources.
The LW render is more moody with its high contrast, though increasing the bounces and intensity from 10 bounces at 100% would change that, mainly by increasing the intensity. The MXR render has more even light distribution, with better surface realism.
The MXR render is a finer render (SL 18) because it is GPU-based, which means it reached a more detailed sampling level than LW could (180-540 Adaptive Sampling).
Maybe worth a look.