LightWave v9.5 Highlights

LAYOUT

Major Core Changes to the LightWave Rendering Engine:
The following changes have been made to the LightWave Render Core:

  • Implementation of BSP/KD Tree Algorithm to achieve improved speeds as scene complexity rises
  • Complete replacement of the original ray tracing core
  • Any function that uses ray tracing calls will be significantly faster in most cases
  • Improved multi-threading with dynamic segmentation to insure maximum use of available CPUs
  • Typical speed improvements at 2.5x over LightWave version 8.5 for today's increasingly ambitious high-polygon count production scenes

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!


Animation; Character Animation

  • Relativity 2
  • Sticky
  • Proximity
  • Quaternion Rotations
  • Align to Path

User Interface / Workflow Improvement

  • Mesh Editing
  • List Manager
  • OpenGL Improvements
  • UI Configuration
  • Visor
  • File Format Support: Tiff importer
  • Configuration Files
  • New Render Status Panel
  • Deformation Evaluation Order Controls
  • Load-From-Scene System Redesigned
  • Scene Loading
Rendering
  • Adaptive Subdivision
  • Node Editor
  • Node based Displacement
  • Advanced Camera Tools
  • Timewarp
  • CCTV
  • HV Deformer
  • Stress Map
  • Sketch
  • Dissolve Ray
  • Z-buffer improvements
  • Realistic Fog
  • “Unaffected by Object” Alpha Channel mode
  • Dynamics Improvements
  • ParticleFX Improvements
  • Hypervoxels Improvements
  • IK Booster
  • Pixie Dust

 

Modeler

New LScripts
  • Flip it/ Flip it fast
  • Absolute Measure
  • CutSwapPaste/CopySwapPaste
  • Mirror X/ Mirror Y/ Mirror

 

Worflow
  • Redesigned Subdivision Surface Core Engine
  • Implementation of Catmull-Clark Subdivision Surfaces in Modeler
  • Edge Selection (throughout Modeler)
  • Edge Weights
  • Multishift now operates across multiple layers

New Modeler Tools

  • Center Pivot
  • G-Toggle
  • Set Sharpness
  • Multishift

Render

Adaptive subdivision of a mesh based on distance from camera and visibility:

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.

Material Shader Node Editor - And New Shading Models:

LightWave v9 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.

Node-based Displacement:

Added Node-based displacement to the Object Properties displacement capabilities. Compatible with ZBrush 16-bit TIFF displacement maps.

Advanced Camera Tools:

New rendering technology renders scenes using arbitrary camera lenses and warps. This allows for some fantastic effects, such as:

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 - Time Re-mapping and Warping Shader:

This shader remaps time for:

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 created 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: HyperVoxel Particle Displacement Shader:

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:

Modulates bump amplitude based on degree of dynamic local mesh deformation.

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.

Sketch Image Filter:

This new image filter enables a render to be post processed with a sketch-like treatment.

New "Dissolve Ray":

LightWave v9 implements a new "dissolve ray". This is used to correctly implement the object dissolve feature when raytracing.

Z-Buffer Improvements:

Realistic Fog:

New fog mode generates realistic fog that supports transparent, refractive and reflective objects inside the fog.

"Unaffected by Object" Alpha Channel mode:

Dynamics Improvements:

Improvements in dynamics loading and solving, and workflow improvements including access via the Scene Editor make dynamics more attractive and easier to use. Higher precision in solver engines allow for better results right out of the box.

ParticleFX Improvements:

Hypervoxels Improvements:

IK Booster:

Pixie Dust:

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Animation/Character Animation

Relativity 2:

LightWave v9 includes the Relativity Expression Engine developed by Prem Design.

Sticky:

This new Item Motion plug-in allows an object to move on or by an offset distance across the surface of a target mesh.

Proximity:

A new Proximity channel modifier modifies a channel based on closest distance between an object and a mesh or other items.

Quaternion Rotations:

A new rotation controller offers quaternion rotations to minimize gimbal lock.

Align to Path:

LightWave's Align to Path command now offers a robust new align-to-path algorithm, unaffected by very slow or no motion. The original Align to Path is still available, and is now renamed to more accurately describe its function, "Align to Velocity."

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User Interface/Workflow Improvement

Mesh Editing in Layout:

The core workflow has begun a radical new paradigm shift in LightWave. Many Modeler Plug-ins which operate on the entire mesh can now be used in Layout. In addition, the user can create text within Layout, speeding up motion graphics workflow. NewTek will be building more and more mesh-editing capabilities into Layout throughout the 9.x development cycle, eventually allowing the user to move the modeling process over to Layout very early, and continue refining the mesh, rigging the mesh, and adding and editing mesh weight and vertex maps directly from within Layout, saving many hours in the creation and animation process.

Workflow Improvements:

Selection workflow has been enhanced with a new List Manager panel, available by clicking a new button by the Current Item popup. The List Manager allows fast selection of groups of items and quick and easy creation of selection sets. We've also cut the number of keystrokes required to custom-tailor nulls for your scene from 13 to 3 - and this is exemplary of the workflow speedups that NewTek will turn our concentration to for the forthcoming releases in the v9 cycle - fewer keystrokes, tool consolidation, and tool designs that optimize your productivity. ScreamerNet now offers the ability to abort rendering in progress.

Complete Re-implementation of Open GL in Layout:

LightWave v9 Layout fully supports the OpenGL 2.0 specification, leveraging the power of the latest graphics cards. New drawing modes provide new ways of interacting with scene objects and meshes, and provide for a faster turnaround of the creative process. Results from real time OpenGL shading very closely mirror the results of the LightWave rendering engine, which reduces the amount of test renders that are required. Lighting and materials can be previewed directly within the user interface with a much higher degree of accuracy than ever before.

UI Configuration:

Now the user has more control over how the user interface appears and operates:

View Renders and Image Files in UI Viewports:

The user can now create a viewport viewer with full control in terms of context, placement and size.
You can:

File Format Support:

TIFF importer now can load 8-bit and 16-bit of every flavor

Configuration Files

New Render Status Panel:

Improved layout, adds additional information about the render in progress.

Deformation Evaluation Order Controls:

To enhance the capabilities of APS in combination with displacements, the ability has been provided to set the evaluation order of the built-in Displacement Map and Bump Displacement in the object properties' Deform tab. There are two dropdowns to set the order for the displacement map and bump displacement respectively.

Load-From-Scene System Redesigned:

Scene Loading:

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Modeling Improvement

Redesign of the Core Subdivision Surface Engine:

These days, subdivision surfaces have become the standard by which most characters, props and environments are created. LightWave led the way with the first commercial implementation of subdivision surfaces. Now, LightWave sets the bar again, re-engineering the core algorithms for even faster speed, and better results. That means modeling in a shorter period of time.

Expansion of Subdivision Surfacing Tools with Edges and N-sided Polygons:

In addition to making the subdivision surface engine faster and more efficient, the capabilities of the engine have been expanded to include the ability to use edges in the construction process, add weighting to edges which allows for sharp corners and creases with no additional geometry needed, and the ability to use polygons with greater than four sides in the process.

Edge Selection and Operation Added to Many Modeler Tools:

Edge selection and operation are now allowed in many tools available within Modeler. This powerful addition to the Modeler toolset will allow the user new ways of creating and refining shapes, and improve productivity in the creation process. The capability will be extended throughout the Modeler toolset in coming releases.

New Modeler Tools:

New LScripts:

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SDK Improvements

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Documentation Improvements

Reformatted documentation includes many improvements and additional material to help make LightWave easier to learn.

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