LightWave 3D 9.6 (Electronic Manual)
NewTek - LightWave 3D
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About LightWave 3D 9.6 (Electronic Manual)
Proven for years in television, film, and games, LightWave 3D is also being used to create graphics for print, web, industrial design, architecture, medical imaging, and anywhere else a 3D package is needed.
LightWave 3D is versatile enough to make the transition to and from all kinds of projects. Proven for years in television, film, and games, LightWave 3D is also being used to create graphics for print, web, industrial design, architecture, medical imaging, and anywhere else a 3D package is needed. A full, robust program, LightWave 3D includes many of the tools that other packages require to be purchased separately. Soft-body dynamics, particles, hair and fur, plus unlimited render nodes, to name a few; LightWave 3D ships with all the tools an artist needs to create.
LightWave 9 includes an integrated Node Editor to create complex shading networks or shader trees. Using new and improved LightWave shaders, the Node Editor allows the user to connect parameters of various shaders and operators together to create powerful shaders without any user coding required. Not just a face lift, the Node Editor is a completely new method of working with materials, which provides an order of magnitude more capability than LightWave's surface and material edit system previously offered.
The Node Editor also takes LightWave to a new level of flexibility in rendering. Until now, LightWave's renderer has used only the Blinn shading model with Lambert diffusion, but with version 9 now offers several additional shading models to choose from, including Phong, Cook-Torrance, Oren-Nayar, and new implementations of Blinn and Lambert. We've also added Anisotropic and SubSurface Scattering (SSS) shaders to the mix. These new shading models and functionality bring artists a greatly expanded range of control over the final look of the render, making it easier than ever for LightWave to provide precisely the look you want at render time.
Other NEW! Features of LightWave 3D 9 include:
Rendering Core Improvements
The actual core of the LightWave rendering engine has been replaced with a modern implementation that reflects some of the latest developments in the CG industry. This new core allows for the addition of new rendering technologies, and lays a very strong foundation for the future. In addition to being higher quality, the rendering engine is now significantly faster for today's ambitious production needs - and the more complex the scene, the higher the speed differential!
Adaptive Pixel Subdivision
Improvements have been made to sub-division surfaces (SDS) in Layout, including support for Catmull-Clark subdivision surfaces. A new subdivision control mode has been added, called Adaptive Pixel Subdivision, which provides the user with flexible control of subdivision and level-of-detail at render time. This approach has several benefits, such as significantly improved displacement performance, as the mesh is highly optimized. For example, if you are rendering an image and you set a pixel value of 4, then no polygon will have an area larger than 4 pixels in size. The value can also be set in the sub-pixel range (values below 1.0). This results in the ability to displace and deform with higher accuracy. While not true micro-poly displacement, this method will yield similar results in many cases.
Advanced Camera Tools
The Advanced Camera Tools camera lens shader system is a whole new way of rendering in LightWave 3D. Renders are no longer limited to the standard perspective camera. Instead, you can now create any type of camera lens you wish: perspective, orthographic, fisheye, 360 degree panorama.
You can even render the scene as seen from the surface of a mesh. The lens shader gives you full control over what part of the scene is rendered for any part of the image.
Previously, effects such as these were achieved with post-process filtering, which caused artifacts, and degraded the overall quality of the image. Now, these effects are done mimicking actual light physics, resulting in a very high-quality result. However, no camera lens is perfect; the camera lens shader will let you reproduce that reality as well, by allowing you to create lens artifacts such as barrel distortions. Don't stop there, though. The lens shader will also allow you to create outlandish, impossibly warped and twisted views for that unique look when normal just won't do.
Timewarp
Timewarp manipulates time. Previously time has just been a steady clock ticking away at a certain number of frames per second. Now with Timewarp you can slow the clock down, speed it up, even wind it back, all during a single animation.
Timewarp can warp the time in a scene while keeping the camera unwarped. This will allow for unblurred camera motion, while retaining blurred motion of the action within the camera's field of view. Effects like bullet-time can be cre¬ated in this way. Timewarp can also manipulate motion blur in new ways for special effects. You can now fly through a motion blur, without additional blurring from the camera's motion.
CCTV Shader
CCTV is a shader that paints a view of the scene on a surface; render a view from a camera onto a surface, with controls for brightness, saturation and contrast:
Create a closed-circuit TV display
Simulate digital camera displays
Render a view through binoculars and magnifying scopes
Create holographic instances
HV Deformer
This shader stretches and squashes HyperVoxel particles based on particle properties and distance between particle and mesh. HV Deformer gives you new levels of control over HyperVoxel particles. With HV Deformer you can:
Create more realistic looking pools of water
Change the orientation of HyperVoxel particles arbitrarily
Stretch and squash HyperVoxels based on the properties of individual particles
Alter the size of HyperVoxels as a function of time, space, or distance to an object
...and much more.
More precisely, HV Deformer allows you to change the size, thickness (or flatness), and orientation of particles as a function of distance to object surfaces, particle properties, or any arbitrary envelope.
Stress Map
Stress Map makes more realistic, dynamic wrinkles. This is done by altering the degree of bump mapping used based on the amount of local polygon distortion. For example, when an arm is bent, wrinkles applied as a bump map become more pronounced around the joint, where the mesh is being squeezed. If the mesh is instead being stretched, the wrinkles will disappear.
Stress Map can also be used to alter the color of a surface based on how much a polygon has expanded or shrunk due to some distortion. This could be used to simulate the whitening of the skin as it is stretched, or to indicate areas where the mesh is being stressed.
Relativity 2
LightWave v9 includes the Relativity Expression Engine developed by Prem Design.
Point-and-click set-up using "professors"
Multiple levels of expressions: one object can reference another object with an expression on it, and so on.
Expressions to react to IK-based motions
Ease of navigation between multiple instances of Relativity, so mass updates of expressions can be done with ease
Relative referencing of motion data (SELF, PARENT, ROOT, PREV, NEXT and relative referencing of a matched object name within a hierarchy), so it is possible to copy expressions between objects and have each know what it's supposed to do
A number of higher level functions are included that can measure path distance traveled, sum up an item's channel values over time, determine optimal following distances, watch for events, etc.
Functions to measure speed, acceleration, velocity, interpolation, etc.
Comments can be embedded within expressions, so you don't end up totally confused when revisiting an expression set up a month or two ago
Language is simple and easy to understand
Includes a large set of "scratch variables" that allow complex setups of expressions
Receive detailed feedback when errors are encountered
Expression-based morphing and displacement, including complex morphing forms like traveling morphs, effector morphs, etc.
Objects can follow points on other objects and morph between points on multiple objects, allowing higher-level "crowd control" with a series of morph targets.
Textures can be used for displacement, deformation, color envelopes, etc.
And much, much more!
System Requirements:
Macintosh
G4 or higher (G5 recommended)
Mac OS X 10.3.3 (Panther)
512 MB RAM for OS X (1GB recommended)
230MB available harddrive space (not including content)
Graphics Card:
Windows
Pentium III or higher (Pentium IV recommended)
Windows 2000 (Sp3), or XP (Sp1)
TCP/IP Network Protocol Installed
512 MB RAM(1GB recommended)
230MB available harddrive space (not including content)
Graphics Card:
LightWave 3D is versatile enough to make the transition to and from all kinds of projects. Proven for years in television, film, and games, LightWave 3D is also being used to create graphics for print, web, industrial design, architecture, medical imaging, and anywhere else a 3D package is needed. A full, robust program, LightWave 3D includes many of the tools that other packages require to be purchased separately. Soft-body dynamics, particles, hair and fur, plus unlimited render nodes, to name a few; LightWave 3D ships with all the tools an artist needs to create.
LightWave 9 includes an integrated Node Editor to create complex shading networks or shader trees. Using new and improved LightWave shaders, the Node Editor allows the user to connect parameters of various shaders and operators together to create powerful shaders without any user coding required. Not just a face lift, the Node Editor is a completely new method of working with materials, which provides an order of magnitude more capability than LightWave's surface and material edit system previously offered.
The Node Editor also takes LightWave to a new level of flexibility in rendering. Until now, LightWave's renderer has used only the Blinn shading model with Lambert diffusion, but with version 9 now offers several additional shading models to choose from, including Phong, Cook-Torrance, Oren-Nayar, and new implementations of Blinn and Lambert. We've also added Anisotropic and SubSurface Scattering (SSS) shaders to the mix. These new shading models and functionality bring artists a greatly expanded range of control over the final look of the render, making it easier than ever for LightWave to provide precisely the look you want at render time.
Other NEW! Features of LightWave 3D 9 include:
Rendering Core Improvements
The actual core of the LightWave rendering engine has been replaced with a modern implementation that reflects some of the latest developments in the CG industry. This new core allows for the addition of new rendering technologies, and lays a very strong foundation for the future. In addition to being higher quality, the rendering engine is now significantly faster for today's ambitious production needs - and the more complex the scene, the higher the speed differential!
Adaptive Pixel Subdivision
Improvements have been made to sub-division surfaces (SDS) in Layout, including support for Catmull-Clark subdivision surfaces. A new subdivision control mode has been added, called Adaptive Pixel Subdivision, which provides the user with flexible control of subdivision and level-of-detail at render time. This approach has several benefits, such as significantly improved displacement performance, as the mesh is highly optimized. For example, if you are rendering an image and you set a pixel value of 4, then no polygon will have an area larger than 4 pixels in size. The value can also be set in the sub-pixel range (values below 1.0). This results in the ability to displace and deform with higher accuracy. While not true micro-poly displacement, this method will yield similar results in many cases.
Advanced Camera Tools
The Advanced Camera Tools camera lens shader system is a whole new way of rendering in LightWave 3D. Renders are no longer limited to the standard perspective camera. Instead, you can now create any type of camera lens you wish: perspective, orthographic, fisheye, 360 degree panorama.
You can even render the scene as seen from the surface of a mesh. The lens shader gives you full control over what part of the scene is rendered for any part of the image.
Previously, effects such as these were achieved with post-process filtering, which caused artifacts, and degraded the overall quality of the image. Now, these effects are done mimicking actual light physics, resulting in a very high-quality result. However, no camera lens is perfect; the camera lens shader will let you reproduce that reality as well, by allowing you to create lens artifacts such as barrel distortions. Don't stop there, though. The lens shader will also allow you to create outlandish, impossibly warped and twisted views for that unique look when normal just won't do.
Timewarp
Timewarp manipulates time. Previously time has just been a steady clock ticking away at a certain number of frames per second. Now with Timewarp you can slow the clock down, speed it up, even wind it back, all during a single animation.
Timewarp can warp the time in a scene while keeping the camera unwarped. This will allow for unblurred camera motion, while retaining blurred motion of the action within the camera's field of view. Effects like bullet-time can be cre¬ated in this way. Timewarp can also manipulate motion blur in new ways for special effects. You can now fly through a motion blur, without additional blurring from the camera's motion.
CCTV Shader
CCTV is a shader that paints a view of the scene on a surface; render a view from a camera onto a surface, with controls for brightness, saturation and contrast:
HV Deformer
This shader stretches and squashes HyperVoxel particles based on particle properties and distance between particle and mesh. HV Deformer gives you new levels of control over HyperVoxel particles. With HV Deformer you can:
More precisely, HV Deformer allows you to change the size, thickness (or flatness), and orientation of particles as a function of distance to object surfaces, particle properties, or any arbitrary envelope.
Stress Map
Stress Map makes more realistic, dynamic wrinkles. This is done by altering the degree of bump mapping used based on the amount of local polygon distortion. For example, when an arm is bent, wrinkles applied as a bump map become more pronounced around the joint, where the mesh is being squeezed. If the mesh is instead being stretched, the wrinkles will disappear.
Stress Map can also be used to alter the color of a surface based on how much a polygon has expanded or shrunk due to some distortion. This could be used to simulate the whitening of the skin as it is stretched, or to indicate areas where the mesh is being stressed.
Relativity 2
LightWave v9 includes the Relativity Expression Engine developed by Prem Design.
And much, much more!
System Requirements:
Macintosh
- Full OpenGL support
- Latest drivers from chipset manufacturer
- 1024x768 minimum screen resolution (1280x1024 recommended)
- 64MB onboard dedicated RAM per display (128MB recommended)
Windows
- Full OpenGL support
- Latest drivers from chipset manufacturer
- 1024x768 minimum screen resolution (1280x1024 recommended)
- 64MB onboard dedicated RAM per display (128MB recommended)
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