3/6/2023 0 Comments Lightwave 3d studentLightWave 9.6 has added support for the increasingly popular open standard COLLADA format. You won’t find STL or IGES OBJ and 3DS are your best bets. It hasn’t got nearly the range of, say, Rhino. One barrier to integrating LightWave into the engineering pipeline is its somewhat limited import and export capabilities. Unfortunately, the layout window doesn’t always accurately reflect the appearance of the final render the distortion of fish eye lenses, for example, doesn’t show up. This is a big help to users trying to match camera/lens combinations when, for example, compositing a render into an existing scene. Want to create a custom tilt-shift lens? You can do that too. You want to replicate a Canon SLR with a Sigma 15mm f/2.8 fisheye lens? No problem the real-world camera has those options. You can create virtually any imaginable camera/lens combination. To help you better match reality, LightWave now has IES (Illuminating Engineering Society) profile lights and a greatly expanded selection of cameras, including perspective, orthographic, shift, and real-world cameras, as well as a configurable advanced camera. You can also build nodal networks to control volumetric lighting and object displacement maps. LightWave allows you to easily select for a wide range of real-world cameras and lenses. One heralded example is the new Carpaint shader that realistically simulates auto paint, complete with clear coat and metal flake. You can build up fantastically complex texture networks using nodes for 2D and 3D textures, gradients, math functions, and materials. LightWave’s texturing has taken a big leap forward with the addition of nodal shading. In 9.6, global illumination calculations are much faster, and rendering feedback is greatly improved. LightWave’s rendering has always been top-notch, and continues to get better. In fact, LightWave’s Modeler is fast and easy to use, in general. LightWave’s layer functionality is limited, but it’s super fast and easy to pop back and forth the between layers, combine layers, place different layers in the foreground or background, and so on. I often use layers as an easy way to keep iterative versions of my objects. Different layers can hold curves, construction surfaces, models or parts of models. Modeler provides ten layers, accessed by the number keys. You can freeze curve surfaces as polygonal meshes, or retain them as is for rendering and animation. You can model in polygons, SDSs, or a combination. Another touch of the Tab key converts the object back to polygon mode. The mesh becomes a cage on which the curved surface is hung you modify the surface geometry by manipulating the components-polygons, edges, points-of the underlying cage. You create objects from primitives (i.e., cubes or spheres), by extruding or lofting curves along paths, or by linking 2D curves together to define curved 3D surfaces.įor organic surfaces, turning a poly mesh into a curved subdivision surface (SDS) is as easy as hitting the Tab key. All objects, by default, are polygon meshes. LightWave is a polygon and surface modeler. LightWave’s Layout application is where you render and animate your creations. I’ve actually come to prefer it over the everything-all-the-time approach of similar applications editing individual objects within the context of a complex scene can become quite cumbersome. ![]() LightWave Hub, a mini-application, sits in your task bar and facilitates the interaction. Likewise, changes made in Modeler are automatically reflected in Layout. You can select an object in Layout, press a key, and open that object up in Modeler. It’s functionally similar to the way most CAD programs let you pop in and out of different environments for models, drawings, and assemblies. It’s not nearly as bad as it sounds, though the two applications are tied together. LightWave is really two separate applications: Modeler for modeling, and Layout for rendering and animation. ![]() An engineer will probably find LightWave most useful for creating beautiful renders and animations of designs created in other applications, or as a less structured environment for “sketching” out initial designs. There is no real 2D component, no BOM and no construction history. Unlike those programs, LightWave is one of the few remaining major players in non-CAD 3D space not owned by the Autodesk juggernaut.Ī prototype MP3 player rendered with LightWave’s new Car Paint shader, and Sigma fisheye lens. Like those programs, it is used heavily in the production of games, motion pictures, television, and print ads. LightWave is in the class of “art and media” applications that includes 3ds Max and Maya.
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