Tag: lightwave

Lightwave 2018

For what has seemed an absolute eternity Newtek have sat in silence, seemingly leaving Lightwave to die. Today finally there is news that Lightwave isn’t dead. Not only that, but it seems quite a lot has changed.

Although the renderer in Lightwave was actually always a strong point, it’s been re-written. A physically based rendering engine with improved realism, lighting, and ease of use. The full major pints rundown is:

  • Physically Based Rendering System: Completely rewritten rendering, shading and lighting architecture for greater realism, accuracy and ease-of-use
  • Render and Light Buffers: Expanded workflow for render and light buffers that simplifies compositing and offers more flexibility, including real-time preview of new buffers in any viewport using VPR, as well as custom buffers using the node editor
  • Volumetric Engine and Open VDB Support: Using the new volumetric render primitives, artists can specify physically based properties, Scattering, Absorption and Emission parameters, along with powerful node networks
  • Light Capabilities: New lighting architecture brings physical lights that can be optionally visible to the camera, and improved loading of IES web files to better match the intensity of real manufactured lights
  • Surface Editor, Material Nodes and Surface Preview: The Surface Editor has been overhauled for the new shading system with powerful node-based materials that are presented with a familiar interface
  • Virtual Reality Camera: Includes both cylindrical and spherical modes for creating stereo 360-degree renders and animations for VR applications
  • Modifier Stack with New Deformation Nodes: Unlocks and simplifies the previously fixed order of operations for Bones, Morphs, Subdivision and Displacements with the ability to drag and drop to re-order mesh deformations interactively
  • Cel Shader and Enhanced Edge Rendering: Offers flexible non photoreal render control over material shading and allows gradient-based cel shading, while Edge Rendering uses any material available in the Surface Editor to shade any line
  • More Integrated FiberFX:¬† Expanded to integrated closely with the new lighting and shading system and can use any material on the fibers. Fibers are now generated using the new primitive object architecture
  • Layout-based Parametric Shapes: Parametric shapes allow for creation of virtual primitive shapes in Layout that can be displaced, surfaced and rendered without needing any geometry
  • Noise Reduction Filter: Speeds up render times by using less Global Illumination rays and samples, while allowing for clean up of the resulting noise using filters instead of increased render settings
  • New Modeler Features: Layout View viewport shows the current camera view from Layout. Also new are fully interactive tools including Lattice, Smoothing, Array and Spline Bridge

Additionally, LightWave 2018 includes new enhancements to the Viewport Preview Renderer (VPR) and introduces many additional new features and improvements such UDIM texture support, more supported presets, FiberFX, Unity 5 support, and more.

I really do hope this give some resurgence to Lightwave, as it sure sounds promising.

I’m too well set in Modo now to go back, but for those who have stuck by Lightwave and waited it’s fun times in 2018!

Lightwave 2015 Wireframe Renders

Although it’s a pretty simple thing, it’s something that was always a bit of a bind in Lightwave. Rendering edges in Lightwave always worked fine for polygon geometry, but subdivision geometry would look awful, because what would be rendered would be the tripled geometry that Lightwave generates at render time.

A plugin then appeared that you could run in modeller, and it would basically create as many surfaces for the polygons as were needed to ensure that no adjoining base mesh polygons would ever share the same surface. You could then save this model, and use the surface boundary option in render edges to create the wireframe renders. It worked, but of course it required a new version of a model to be created in modeller to achieve it. The more complex the model, the more of a pain it was.

Finally Lightwave 2015 has a patch border option added to the edge rendering options. The results are glorious!

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[image]http://www.scorpiocgi.co.uk/wp-content/uploads/2015/01/veyrongt1.jpg[/image]
[image]http://www.scorpiocgi.co.uk/wp-content/uploads/2015/01/veyrongt2.jpg[/image]
[image]http://www.scorpiocgi.co.uk/wp-content/uploads/2015/01/Capri3.jpg[/image]
[image]http://www.scorpiocgi.co.uk/wp-content/uploads/2015/01/Capri1.jpg[/image]
[image]http://www.scorpiocgi.co.uk/wp-content/uploads/2015/01/exige1.jpg[/image]
[image]http://www.scorpiocgi.co.uk/wp-content/uploads/2015/01/exige2.jpg[/image]
[image]http://www.scorpiocgi.co.uk/wp-content/uploads/2015/01/Trucks1.jpg[/image]
[image]http://www.scorpiocgi.co.uk/wp-content/uploads/2015/01/Trucks3.jpg[/image]
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Invicta 5125 Nearing Completion

A little more work on this one. The scene setup has now been moved on with the bracelet posed in a sensible position. First time using bones. I like the simplicity in the setup of having all the links on one layer. It incurrs the hassle of making weightmaps, but still a pretty elegant solution I think compared to each link being separate.

On the model itself I have added the Invicta brand on the case side. Not sure whether to try and go all out and model it in, but for now it’s a normal map which works quite well from this angle. We’ll see. I also added the centre line ridge on the minutes and hour hands.

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[image]http://www.scorpiocgi.co.uk/wp-content/uploads/2014/02/Screenshot-2014-02-26-23.28.46.png[/image]
[image]http://www.scorpiocgi.co.uk/wp-content/uploads/2014/02/Invicta-5125_013.jpg[/image]
[image]http://www.scorpiocgi.co.uk/wp-content/uploads/2014/02/Invicta-5125_017.jpg[/image]
[image]http://www.scorpiocgi.co.uk/wp-content/uploads/2014/02/Invicta-5125_021.jpg[/image]
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Next up will be the watch back markings!

Invicta 5125 Watch Face Update

Today I have refined the watch face, adding reflection maps and normal maps to the branding elements of the watch. The seconds hand was too long as well!

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[image]http://www.scorpiocgi.co.uk/wp-content/uploads/2014/02/Invicta-5125_004.jpg[/image]
[image]http://www.scorpiocgi.co.uk/wp-content/uploads/2014/02/Invicta-5125_005.jpg[/image]
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These renders come from saving the VPR render in Lightwave 11.6.1

On a slightly separate note, this helps:

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[image]http://www.scorpiocgi.co.uk/wp-content/uploads/2014/02/Screenshot-2014-02-23-17.49.29.png[/image]
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Invicta 5125 Work in Progress

So I have done quite a lot more to this now. The modelling is all but complete (it occurs to me that I need to add the split pins and spring pins that hold the bracelet assembly together). I have created the texture maps for the watch face, and done preliminary shading along with a test render.

[fancy_images width=”285″ height=”80″]
[image]http://www.scorpiocgi.co.uk/wp-content/uploads/2014/02/Screenshot-2014-02-22-22.59.36.png[/image]
[image]http://www.scorpiocgi.co.uk/wp-content/uploads/2014/02/Screenshot-2014-02-22-00.12.00.png[/image]
[image]http://www.scorpiocgi.co.uk/wp-content/uploads/2014/02/WatchFaceBlog.jpg[/image]
[image]http://www.scorpiocgi.co.uk/wp-content/uploads/2014/02/Invicta-5125_001.jpg[/image]
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As you can see in the second screen shot, I have gone the route of Skelegons for the bracelet. Usually I would create a separate layer for each link, and define specific pivot points accordingly. By using skelegons in modeller and converting them to bones in layout, it seems a slightly more intuitive way to set it up, not forgetting creating weight maps for the links in modeller too.

 

More to come soon!

New Model WIP

While I am between projects I thought I would model another watch. Here are some screens hots of the model at various stages:

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[image]http://www.scorpiocgi.co.uk/wp-content/uploads/2014/02/Screenshot-2014-02-15-17.32.16.png[/image]
[image]http://www.scorpiocgi.co.uk/wp-content/uploads/2014/02/Screenshot-2014-02-16-22.00.55.png[/image]
[image]http://www.scorpiocgi.co.uk/wp-content/uploads/2014/02/Screenshot-2014-02-16-22.05.27.png[/image]
[image]http://www.scorpiocgi.co.uk/wp-content/uploads/2014/02/Screenshot-2014-02-17-23.30.43.png[/image]
[image]http://www.scorpiocgi.co.uk/wp-content/uploads/2014/02/Screenshot-2014-02-20-22.58.53.png[/image]
[image]http://www.scorpiocgi.co.uk/wp-content/uploads/2014/02/Screenshot-2014-02-20-22.59.08.png[/image]
[image]http://www.scorpiocgi.co.uk/wp-content/uploads/2014/02/Screenshot-2014-02-20-23.40.04.png[/image]
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There will be more updates soon!

HDR Products at Ten24

My good friends at Ten24 asked for the use of one of my models to showcase some of their excellent HDR images. Check them out HERE

I did a quick render using one of them in Keyshot:

[fancy_images width=”600″ height=”200″]
[image]http://www.scorpiocgi.co.uk/wp-content/uploads/2014/02/LotusEliseTen24.105a.jpg[/image]
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Check them out because you can never have too many good quality HDR’s.

 

Vehicle Models in Lightwave 3D and OBJ Format

A selection of my high quality automotive models are available for purchase in the store. They represent great value for personal use (for commercial use you must purchase a full commercial license). All the models are highly detailed, come ready to render with a setup scene, textures, and where appropriate sliders to control specific model elements.

They are as follows, click the renders to go to the product pages:

 

[fancy_images width=”620″ height=”75″]
[image title=”Bugatti Veyron” caption=”Bugatti Veyron” link_to=”http://www.scorpiocgi.co.uk/products/bugatti-veyron-eb16-4-lightwave-3d-obj”]http://www.scorpiocgi.co.uk/wp-content/uploads/2011/10/BugattiVeyron_060.jpg[/image]
[image title=”Lotus Elise” caption=”Lotus Elise” link_to=”http://www.scorpiocgi.co.uk/products/lotus-elise-lightwave-3d-obj”]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/07/Keyshot_Renders_02.jpg[/image]
[image title=”Lotus Exige S” caption=”Lotus Exige S” link_to=”http://www.scorpiocgi.co.uk/products/lotus-exige-lightwave-3d-obj”]http://www.scorpiocgi.co.uk/wp-content/uploads/2011/10/Lotus_006.jpg[/image]
[image title=”Ford Capri 2.8i” caption=”Ford Capri 2.8i” link_to=”http://www.scorpiocgi.co.uk/products/ford-capri-2-8-injection-lightwave-3d-obj”]http://www.scorpiocgi.co.uk/wp-content/uploads/2011/10/capri_005.jpg[/image]
[image title=”Retro Truck” caption=”Retro Truck” link_to=”http://www.scorpiocgi.co.uk/products/retro-truck-standard-lightwave-3d-obj”]http://www.scorpiocgi.co.uk/wp-content/uploads/2011/11/RetroTruck_003.jpg[/image]
[image title=”Retro Truck Low Rider” caption=”Retro Truck Low Rider” link_to=”http://www.scorpiocgi.co.uk/products/retro-truck-blown-low-rider-lightwave-3d-obj”]http://www.scorpiocgi.co.uk/wp-content/uploads/2011/11/RetroTruck_007.jpg[/image]
[image title=”Retro Truck Custom High Rider” caption=”Retro Truck Custom High Rider” link_to=”http://www.scorpiocgi.co.uk/products/retro-truck-custom-high-rider-lightwave-3d-obj”]http://www.scorpiocgi.co.uk/wp-content/uploads/2011/11/RetroTruck_005.jpg[/image]
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