Ah yes, the venerable A4000. The machine I should have bought.
...
I wouldn't be so sure. There are lots of folks with A1200s that continue to work to this day. A4000s, not so much. They were neither designed or built well.
I bought one shortly after launch because the A1200 wasn't fast enough by a long shot (or faster than the A3000 I already had) and I wasn't content to wait for all the oodles of accelerators and expansion options that would come available. I chose poorly, because I was still paying for my A4000 after it had already died and I watched in horror as, almost like dominoes, the collection of A4000s my company bought started to fall down and fail.
The Amiga, at the time, had some cool software though, even compared to the highest of the high end of what was available on SGI. Lightwave and Imagine weren't really in the same league as Wavefront, Softimage, Alias, Prisms, etc. but there would occasionally be a feature or some experimental bit of tech that would show up in Amiga apps that weren't available in any high end software.
Lightwave's quickly cliche addition of lens flares as options were ahead of its time. The way Hash's Animation:Journeyman and then Animation:Master let you do skeletal type animation with spline curves was pretty phenomenal, not to mention bringing parametric modeling to the micro platform first for animation (too bad they couldn't actually code the application itself well enough for it to be usable).
But it was Real3D that was the one package most like real, highend production software. It had a major flaw in that the coding team didn't understand the need to put conventional animation controls in and held it back by insisting on geometric transforms for so long (with a rabidly ignorant fellow heading up the beta team) but there was so much good in there. It had a fully multi-threaded, multi-tasking interface the likes of which even today most packages don't have. It was procedural in a way that only packages like Prisms and Symbolics were at the time. It handled true volumetric materials and CSG modeling and added RBD and SBD before these were offered in the high end packages. And it had a fully, completely customizable UI that I just know Houdini owes a bit to. There was nothing else for the Amiga like it either and only Blender now, based on feature set, given Lightwave is a very basic system.
And before Fori started working for NewTek he wrote a 3D app that did MetaNURBs on the Amiga, before they became a part of Lightwave+Modeler and before any commercial software for SGI had subdivision surfaces as options. This was years before Geri's Game and subd became the New Big Thing, finally making NURBs an unpleasant thing of the past for most applications that didn't involve manufacturing. And MetaNURBS might have never happened for Lightwave if our software team at DD hadn't thought he was lying during his interview about what he was coding. They blew him off and NewTek picked him up.