There´s also a free personal use Octane version for blender, though limited to 1 GPU, so I am not sure it gives any speed advantage over cycles really, have to check again, I see now that my older version for that has expired and just installed it.
The thing is, the way octane has to be installed, with a license server, then nothing happens until you realize you have to activate it, then you open blender and try to find the octane render engine ..and it´s not there, then you have to figure out that you
need to activate it in the addon´s panel (why they haven´t that activated within the installation baffles me)
And then you find it in the render panel, but you can´t render unless activating it in your otoy account, both license server and blender prime standalone..blah.
And it still won´t activate and render.
it´s messy to install and setup, and the non perpetual license will not attract users enough I believe.
yes, if going the route i'd recommend the E-cycles route. Reliable and fast.I think E-cycles would be a something I rather look in to, need to verify how vdb´s are handled in native, e-cycles and octane though.
As for your stuff, well..I don´t think modeling is the showstopper in either program, if you know how to, you can do it in both software I think, the question is what gives the best looking result I suppose, and to some degree the renderspeed, then you have to ask yourself, could this be all done in blender without any cost, or at least quite much lesser cost than any LW upgrade does...and also think about what else will be improved in general for the 3D apps, and how that will be feasible to be introduced in any eventual future Lightwave product.
Did you use CPU or GPU for rendering there with native cycles?
I would suggest look in to how to add light falloffs in cycles, by checking use nodes for the lights, add light falloff, control strength and smoothness, the quadratic mode is a good start.
This project wasn't for a client it was just me trying to run Blender through it paces and doing a project a client may request. It took forever in general terms. The modeling modifier stack seems to just get in the way, but do acknowledge that some aspects of it are nice. The mirroring/symmetry and arraying is somewhat of a joke. What I don't understand is when you go into the Sculpting symmetry is on by default and for normal modeling you have to set it all up. PITA!
There wasn't much of speed difference on my PC the GPU (GTX1050ti) and CPU (i7-8086K 4GHz) rendered this scene within a minute of each other - 7m19s GPU 8m12s CPU.
I just assumed the lights have falloffs built in. Otherwise they couldn't call it PBR rendering - right?