benefits
Click to view v9.5 Benefits

LightWave Platforms

A new platform has been added, Windows 32-bit with SSE2 enhancements.

Modeler

Modeler in the Windows version now does drag and drop for files.

Layout

FiberFX Highlights:

Polygonal fiber modeler suitable for creating hair, fur and feathers, and consists of five plugins:

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Enhanced IK and Animation Systems

New IK Calculation Options for Improved Performance

LightWave now has several options that allow the user to control the basis for IK calculation. These options provide improved performance for tuning the desired solution for each animation movement. Options are:

New Bone Type - Joints

Bones can now be either LightWave's traditional z-axis bones or they can be joints, which operate in a manner similar to the joint-based metaphor found in many other programs, while still preserving the strengths of the traditional LightWave bones. This allows animators familiar with other systems easy entry into animating with LightWave, and will improve animation I/O capabilities in the future.

Joint-based animation and deformation control allows for a "stretchy bones" effect with considerable control for the user. A more organic and natural motion effect for shoulder and neck movements can be achieved, for example, or a more exaggerated effect for cartoon-type characters. Even zero-length bones (e.g. isolated joints) can cause deformation (activate them and turn off Multiply Strength by Rest Length).

Support for Nulls in IK Chains

Nulls are now allowed in the bone hierarchy. This contributes to better inter-application integration and data exchange, as well as improving the rigging possibilities within LightWave.

New Objective Options for IK

Alternative objectives can now be set for IK; this control is right below the Goal Object control on the Motion Options Panel/ IK and Modifiers Tab.

Go To Goal
The default is to go to the goal (which is the classic behavior of LightWave IK).
Point at Goal
The second option is to solve so that the item points at the goal. The item's Z axis is used as the pointer.
Pole Vector
Pole Vector is the third IK objective, listed as "YZ Plane through Goal" in the options. LWItemInfo, commands, and LScript have been updated to include the setting. IK GUI formerly only allowed objects to be used as goals; the selection has now been expanded to include all items, but operation with anything other than an object will produce unpredictable results at this time.

Pole Item

A Pole item selector has been added to the item Motion Options panel, just below Target Item Selector. The Pole item complements the target item to define the orientation of an item. For use in conjunction with the Pole item, an "Align to Pole" option has been added as a controller setting for heading, pitch, and bank, on the Controllers and Limits Tab of the Motion Options panel.

IK/FK Blending

Controls are available to apply IK/FK blending per bone and to chains. Blending can be enveloped over the course of the animation.

Soft IK

Soft IK has been added to the standard bone chain setup, with support added to the SDK/LScript as well. Essentially, Soft IK dampens the IK near the maximum extension of the joint, to help prevent the infamous "IK pop". LightWave is the only 3D application to offer this out-of-the-box. Other applications require the user to code or script this function for IK.

IK Control of Position and Scale

In Layout, position and scale can now be controlled by IK, and have limits applied. Controls have been added to the motion panel for position and scale controllers.

Animation of IK Goal Strength

Goal Strength for an IK goal can be animated, with multiple goals allowed for an IK chain; this means the user can vary the importance of a particular goal during the course of the shot.

IK System GUI/Workflow Enhancements

Multi-threaded Mesh Deformation Evaluation

Multithreading for some of the mesh deformation evaluations has been added in Layout to provide an increase in speed. The control toggle is located in the General tab of the Preferences to enable/disable the feature. The multithreading will use however many cores you have.

The multithreading only happens in Layout for interactive work, not when rendering. Currently the following parts of the mesh evaluation have been multithreaded:

Improved Morph Data Handling

In v9.5 MorphTarget values have been converted to use object identifiers instead of indexes. This change requires incrementing the revision of the scene file format to version 5.

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All New Lighting System

New Light API

The lighting system is now a plugin API, the new Light Plugin Class header has been moved to the public SDK and is now available. Custom light plug-in user interfaces now appear in the Basic tab of the Light Properties panel.

IES Lights

The Light Properties panel now has a button to load IES light files and displays a thumbnail preview of the luminaire with other information and controls. In addition, there is an IES Info panel. The "IES Info" button below the thumbnail luminaire preview opens the panel. The panel shows the description from the IES file, a gonio photometric graph, and detailed text info on IES file.

New Dome Light

User selectable sized dome lights are now available in the Light Properties Panel.

Enhanced Area and Linear Lights

Area lights are now aware of being called for sampled rays. The area and linear light quality have been improved by generating one new random number for each light sample. The maximum area/linear light quality limit of five has been lifted.

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Renderer Improvements

Global Illumination

Faster Sampling System

The Sampling system has been completely revised, providing for up to two times speed improvements in some GI operations, plus some additional improvements and optimizations.

Improved GI Quality

Changes to the interpolated radiosity modes improve the render quality, including extending interpolation to the first recursion level. Shadowed areas of radiosity are slightly darker and better defined, and corner noise is significantly controlled.

Improved GI Speed

A variety of optimizations have been implemented to make all radiosity rendering modes faster in v9.5. Many scenes will render up to or better than three times faster over previous versions of LightWave 3D.

Enhanced Support for Transparency in Final Gather

In the Final Gather radiosity mode, light can now pass through a transparent surface even if Directional Rays is disabled.

New GI Controls to Customize the Render

Secondary Bounce Samples
Secondary Bounce Samples allow control over how many samples are used to interpolate secondary bounce radiosity, which has proven effective in image quality improvement, particularly for reducing corner noise.

Maximum Pixel Spacing
This value controls the maximum distance in pixels between interpolated radiosity samples. The value should be fairly large (100 pixels or more) to speed up rendering. Large values can also cut down on visible noise in large flat areas of the scene.

Ray Precision
A new text entry field has been added to the Render tab of the Render Globals panel named Ray Precision. This floating point value provides for the adjustment of the intersection precision of the ray tracer. The higher the numbers mean greater precision.

  • The default of 6 represents 1.0E-6.
  • A value of 0 disables ray trace precision entirely. This setting works fine in most scenes

Disk-Based GI Cache

A new disk-based GI Cache System has been implemented which provides the ability to pre-render the cache and apply the solution when doing the full scene render – either locally or across a render farm. ScreamerNet is aware of the caching system and will use it at render time if the user has "baked" a cache for use.

Static GI Cache
The standard GI Cache allows the user to render fly-through type animation, where only the camera moves.

Animated GI Cache
The Animated GI Cache allows moving objects as well as the camera.

Wireframe Rendering

Implemented wire frame rendering mode to the ray traced camera modes.

Stereoscopic Rendering for New Cameras

The Perspective Camera and other new cameras can now render using the stereoscopic option, formerly reserved to the Classic Camera.

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Enhanced Integration Capabilities

Collada and FBX I/O

Valkyrie.p is NewTek's new import/export functionality for LightWave 3D. This file contains four new plug-ins that will show up in Layout and Modeler, in Windows 32- and 64-bit, and UB. Import and export of Collada and FBX scenes is provided, as well as import/export of Collada objects. Meshes, materials and animation information are supported for FBX and Collada. Import is transparent using the standard Load Scene and Load Object commands, and export options are made available on the Export menu.

New OBJ I/O

A new, highly optimized OBJ I/O plugin has been built from the ground up. Supports:

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Node Editor Enhancements

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Modeler

Symmetry Tolerance

A tolerance capability has been added to Symmetry. The control for Symmetry Tolerance is in the General Options panel. Tolerance is set in distance units.

Improved select loop for vertex and edge loops

Select loop works in more instances.

Unify Normals

Added Unify Normals tool to modeling pack. Select one or more polygons and run, the rest of the connected polygons of the mesh will have their normals matched. The tool can also run with no polygons selected, at which point it will unify according to the first polygon found.

Smooth UVs

A general Smooth UVs tool has been implemented. Smooth UVs operates in Points mode on the user selected points, and applies an algorithm similar to 3D mesh smoothing to the 2D UV map chart data. The tool smoothes the 2D geometry in an objective fashion without considering how it maps to 3D space. Texture distortion/stretching is not taken into account and the results don't necessarily result in more optimal cases from that standpoint, though the 2D geometry will be made cleaner and this can be used to untangle areas and make tight areas wider and so on.

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SDK and LScript Improvements

Package Scene Changes:

Viper Changes:

Further work has gone into Viper, improving performance for all platforms and completing the Mosaic mode for the Mac. The progress of Viper rendering has been adjusted so that a display update only occurs 4 times a second instead of for every single pixel evaluated. The result is that all modes draw faster than before and that Mosaic mode is about as fast as Normal mode if not faster and that Normal mode is about 4 times longer than Draft mode, which is consistent with there being 4 times more samples being evaluated than in Draft mode.

Mac/Universal Binaries

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