Tag: newtek

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!

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]
[/fancy_images]

 

Lightwave & Radiosity

So I was waiting on a render of my Rolex Yacht-master II the other day, and having read a few posts recently by Dave Jerrard on Facebook about his monstrous 32 core workstation; I commented how a little more horsepower would be nice. The subsequent conversation with him was very interesting in terms of the practical outcome. First, a grab of my render in progress (check out the time remaining!)

[image_frame style=”framed” align=”center” height=”200″ width=”600″]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/08/rendering.jpg[/image_frame]

Now I know these estimates are not accurate, but none the less when you are waiting on a render, it’s depressing to see. The settings for that render were as below.

[image_frame style=”framed” align=”center” height=”200″ width=”600″]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/08/settings.jpg[/image_frame]

As you can see Final Gather radiosity was set and interpolated with settings that had worked pretty well on my vehicle renders. It was suggested that what I might want to do would be to use Monte Carlo instead, but WITHOUT interpolation, and with the RPE set really low around 4 or 5. Additionally, given the model I was rendering, the shading and lighting samples while not OTT at 4 would be fine at 1. i also took the opportunity to remove the secondary bounce and to stay with a single bounce.

These were the revised settings.

[image_frame style=”framed” align=”center” height=”200″ width=”600″]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/08/05_lightwave_rendering.jpg[/image_frame]

The maximum samples value on the camera tab is one that needs to be tested and tweaked for your specific render, but I chose just to stick on 128 and get my render going. What was the upshot? Well the render came home in 3h 22m 53s rendering at 3000 x 2000. Pretty good all in all I thought. A few more minutes on top to get an AO render and a depth pass. Job Done!

[image_frame style=”framed” align=”center” height=”200″ width=”600″]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/08/3dartist_final_grade.jpg[/image_frame]

So when I thought interpolated must be the quickest way to go is not always true, and in this instance was very much slower.

Sci-fi, Roots, and Rendering

Like many people in the CGI industry in the cuurent era, their initial forays in to CGI were triggered and inspred by things seen on TV.

Myself? I’m no exception. I entered in to the CG arena totally off the back of Babylon 5, and the work produced for it by Foundation Imaging. Of course Fandation Imaging is long gone, but the ground breaking work of Babylon 5 lives on.

It’s actually a long time since I have done any Babylon 5 related imagery. Back in the dim distant past I started out downloading other peoples models. I would convert them from Lightwave to Imagine format, re-apply the textures, and render them in Imagine. Generally they looked terrible, and eventually I got to grips with Lightwave, still in the early stages creating renders using other peoples models. A community existed where the models were created called The Babylon 5 Modellers Guild.

They ran a contest to design a new Babylon station called Babylon 6 (who’d have guessed), and with the assistance of a guy known as ‘Hadrian’ we came up with an idea for Babylon 6. I set about modelling this station, and that started my career as a modeller.

[image_frame style=”framed” align=”center” height=”150″ width=”550″]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/03/01.jpg[/image_frame]

Well after creating a good few Babylon 5 models of my own, I gradually drifted away from rendering the subject. Then I came across a Facebook Page that made me dig up my models and make them available for download. This led to me doing a few new renders, which you can see below.

[image_frame style=”framed” align=”center” height=”150″ width=”550″]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/08/1.jpg[/image_frame]

[image_frame style=”framed” align=”center” height=”150″ width=”550″]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/08/2.jpg[/image_frame]

[image_frame style=”framed” align=”center” height=”150″ width=”550″]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/08/3.jpg[/image_frame]

I started out just rendering a Starfury, before adding a couple of extra ones to fill the frame. Then I added a couple of instances of my Hyperion model and some beam weapons. The last render is the same as the second, but with a slightly more aggressive grade.

24K Gold

Having modelled add rendered the various models of Yacht-master II’s in Luxion Keyshot Pro and Bunkspeed Pro, the last combo I found (and probably my favourite) is the 24K gold with black face & bezel.

[fancy_images width=”180″ height=”130″]
[image]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/06/Clip_31.jpg[/image]
[image]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/06/watch1.jpg[/image]
[image]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/06/watch2.jpg[/image]
[/fancy_images]

This is how it stands in Lightwave right now, a much bigger challenge I have to say than both Luxion and Bunkspeed’s renderers!

Lightwave (and OBJ) Automotive Models

A selection of my high quality automotive models are available for purchase in the store. They represent great value at just under ten pounds 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]
[/fancy_images]

 

Rolex Yachtmaster II

I modelled this a few weeks ago, and have been working on shading in Keyshot Pro, Bunkspeed Pro, and Lightwave. Just a few grabs here showing the Lightwave model and some Lightwave renders, as they represent the bigger challenge than Keyshot and Bunkspeed Pro.

First up, a couple of initial and not yet final renders (Keyshot in the case of these two).

[fancy_images width=”280″ height=”175″]
[image]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/05/ym2_v003.jpg[/image]
[image]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/05/ym2_v004.jpg[/image]
[/fancy_images]

And below, a sequence of screen grabs showing the modelling progress in Lightwave.

[fancy_images width=”280″ height=”175″]
[image]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/05/Clip.jpg[/image]
[image]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/05/Clip_2.jpg[/image]
[image]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/05/ym2_v001.jpg[/image]
[image]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/05/Clip_3.jpg[/image]
[image]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/05/ym2_v002.jpg[/image]
[image]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/05/Clip_4.jpg[/image]
[/fancy_images]

Bugatti Veyron GT Final

I can’t think of any other things I’d like to do with this really. Over all I’m pretty happy with it, so I am calling it done!

[fancy_images width=”180″ height=”100″]
[image]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/05/BugattiVeyronGraded_083.jpg[/image]
[image]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/05/BugattiVeyronGraded_084.jpg[/image]
[image]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/05/BugattiVeyronGraded_088.jpg[/image]
[image]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/05/BugattiVeyronGraded_089.jpg[/image]
[image]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/05/BugattiVeyronGraded_090.jpg[/image]
[image]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/05/BugattiVeyronGraded_092.jpg[/image]
[image]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/05/BugattiVeyronGraded_0851.jpg[/image]
[/fancy_images]

New Alloy Rims

I designed some new rims for the Veyron GT, though I am not sure if I like them for the previous ones I designed better, but anyway, this is them!

[image_frame style=”framed” height=”275″ width=”275″]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/05/522812_n.jpg[/image_frame]

[image_frame style=”framed” height=”275″ width=”275″]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/05/BugattiVeyronGraded_085.jpg[/image_frame]

[image_frame style=”framed” height=”275″ width=”585″]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/05/BugattiVeyronGraded_086.jpg[/image_frame]

Veyron GT Interior

As with all my cars this interior isn’t meant for super closeup rendering, and this is as close it it would stand up (ideally looking in through an open door rather than right inside, but it’s ok). Anyway, in keeping with the new GT Blue nature of the car, I have given the interior a two tone blue treatment. As a road going car, I decided that it should have two seats still, but it retains a roll cage inside, along with the race steering wheel with adjustment controls.

[image_frame style=”framed” height=”300″ width=”620″]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/05/BugattiVeyronGraded_080.jpg[/image_frame]