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LightWave 9.3 1
LightWave v9.3 What’s New Guide
(Includes updates from v9.2)
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LightWave 92
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LightWave 9.3 3
Table of ContentsModeler – 4
Create Rows– 4
Untangle– 5
Spin Edge– 5
New Selection Opt ions– 6
Display Options Panel – 6
Layout Tab– 6
GL Tab–
6Toggle Background Display– 7
Viewport Display– 7
Layout – 8
Camera Panel– 8
Real Lens Camera– 8
Shiftcamera– 9
Antialiasing– 9
Sampling Pattern– 9
Blue Noise– 9
Fixed– 9Classic– 9Adaptive Sampling– 10
*Edge/Point Rendering– 10
Motion Blur – 11Photoreal Motion Blur – 11DoF/Motion Blur Viewport Mode•– 12
Global Illumination– 13
Final Gather Type– 13 New Settings for Global Illumination Modes– 13
Ray Trace Occlusion– 14
The Limited Region Bounding Box– 15
Dynamics– 15Particles– 15Hypervoxels– 15
Volumetrics Panel– 15
General Tab– 15
*Unseen By Radioisty– 15
*Anchor– 16
*Single-sided Area Lights– 16
Close/Save Window– 16
Replace with Object Layer/Load from Layer– 17
Scene Editor– 19
Surface Editor – 20
*Volume Stacking– 20Compatibility Menu– 20
Node Editor– 20
Shaders>Subsurface Scattering– 20Kappa II– 20Occlusion II– 23
Material Nodes– 25Conductor– 25Dielectric– 28Delta– 31*Fast Skin– 34Make Material– 36
Material Mixer– 37Standard– 38Switch– 38Sigma– 39*Sigma2– 42Simple Skin– 45
Image Editor– 49*OpenEXR– 49
Presets Panel– 49
*Render Status Panel– 50
*-Indicates features introduced in v9.3.
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LightWave 94
Modeler
Create Rows
Creates a row of polygons based on the first row of selected points
and the last selected point. The order of selected points on the
first row does not affect the tool.
The first row of points is selected then the last point. The first row
determines the number of polygons created. The first and last
point selected determine the edge of the first polygon.
Here, the last point selected was at a different angle.
Multiple rows can be selected. Here, all points on the original
grid were selected before the last point.
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LightWave 9.3 5
Untangle
When a polygon is selected, this tool will make it circular. The
more sides the polygon has, the closer to a perfect circle it will become.
.
Spin Edge
When an edge is selected, this tool will spin the edge and
connect each end of the edge to the next adjacent point.
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LightWave 96
New Selection Options
Sel Entire Surface: Selects all the polygons making up the
surfaces of the polygons that are currently selected.
Sel Entire Part: Selects all the polygons making up the parts of
the polygons that are currently selected.
Select Path: Selects a shortest path (there can be multiple)
between two elements. The selected elements can be of any type
(vertex, edge, polygon).
Select Outline Points: Selects the outer points of a selected setof polygons.
Select Outline Edges: Selects the outer edges of a selected set of
polygons.
Edge Selection
Loop Expand: Expands an edge selection along an edge loop.
Loop Contract: Shrinks an edge selection along an edge loop.
Display Options Panel
Layout Tab
Show Origin
This option will show the 0 axis in the viewports. For the
perspective view, only the X and Z axis are shown.
GL Tab
Texture Resolution determines the display resolution of imagesused. Lower settings will update faster and use fewer systemresources.
Shading Method
OpenGL Multi- Texturing
De- /Activates Multi-texturing – multiple textures layers per
polygon in OpenGL.
Depending on the set tings that you activate (see below), thefollowing combinations of texture layers are possible:
A. Two color-layers with one diffuse-layer, one luminosity-layer and one reflection map (5 textures/polygon).
B. One color-layer with one transparency-layer and one reflectionmap (3 textures/polygon).
Currently the Multitexturing is made to work with graphics-cardswith at least two texture memory units.
GLSL HW Shading
GLSL HW Shading (OpenGL Hardware Shading) is now amongthe selections in the Display Options panel. Support for theOpenGL 2.0 hardware shader technology in newer video cards
has been added to Layout to provide very close approximations of render functions in the viewport displays. Light falloff, surface
blending, gradients, and many procedurals can now be displayedin the OpenGL viewports in Layout when GLSL HW Shading isturned on.
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LightWave 9.3 7
Geometry Acceleration
Determines how the graphics card displays OpenGL. Streamingrenders the mesh immediately to screen, using the lowest amount
of memory at the cost of speed. Buffered(VBO) will attempt tostore the geometry in graphics card memory, allowing for thehighest speed, at the cost of memory. In cases where the meshor shading changes with every f rame no caching is possible, afallback to the Streaming method will result, for example withanimated meshes and reflection maps. Smooth shaded geometrywill benefit the most from the Buffered(VBO) mode. If the meshis buffered in graphics card memory the performance you will getas much performance as your graphics card can give you.
Mipmap
Mipmapping is similar to what is used in today’s games to avoidgraininess of textures in a distance or at a flat angle. Basicallylower- res versions of the texture are generated in realtime and
blended in. This feature is supported in hardware by most of today’s graphics cards. This feature also works if Mutitextur ingis turned off. Please note however that due to the nature of thisfiltering method, low-resolution textures may appear a bit blurry.
Color Channel
De- /Activates the display of textures in the Color Channel if Multi-texturing is on.
Diffuse Channel
De- /Activates the display of textures in the Diffuse Channel if
Multi-texturing is on.
Transparency Channel
De- /Activates the display of textures in the TransparencyChannel if Multi-texturing is on.
Luminosity Channel
De- /Activates the display of textures in the Luminosity Channelif Multi-texturing is on.
Toggle Background Display
A new command for turning on/off the background image
display. Currently, this command must be added either as a menu
option or a keyboard shortcut.
Viewport Display
The viewport fix for Vista and ATI will change the behavior on
all platforms: when the user click-and-drags the viewport center
frame, rather than trying to update the viewport frames and
contents, the user will get a crosshair and can drag that to the
location of their choice. On mouse-up the viewports will thenredraw.
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LightWave 98
Layout
Camera Panel
Real Lens Camera
The Real Lens Camera Setting in the Camera Propert ies Panel
will simulate a physical camera lens.
Zoom Factor Menu
The zoom factor drop down menu allows you to set a zoom factor
equivalent to a real world camera lens. It has four different types
of zoom factor for you to choose from, but LightWave defaults
to a zoom factor of 3.2, equal to a 24 mm lens. LightWave usersthat are familiar with real world camera equipment may find that
using the Lens Focal Length type on the drop down menu is the
easiest to use. Those who are solely used to LightWave’s way of
doing things may be more comfortable using the Zoom Factor
type. You can also use the Horizontal and Vertical FOV (Field
of View) settings. These set the degree of angle of view.
Camera and Lens Menus
The first filter (top-left) will select the manufacturer of the
camera.The second (top-right) filter will select the camera body.
The third (bot tom-right) filter will select the lens type.
Note: I f the fi rst two filters are left at the defau lt
“All” selection, the Lens filter will show all lens
types.
Irradiance falloff simulates the darkening towards the boundary
of the image, much like a real camera. What is happening on atechnical level is the brightness of a pixel is reduced as a function
of the angle between the ray and the film plane.
The brightness is proportional to the cosine of the angle between
the film plane normal and the ray direction, taken to some power
given by the falloff value. So a falloff of 0 effectively disables it
as the brightness wil l always be 1. Higher falloff values make the
brightness drop off sharper and faster.
NOTE: The Global Camera now has its own
custom setting that can peacefully co-exist
with the standard Custom setting for any active
camera. This causes the “Resolution” pop-up to display
“Global Custom” now whenever the Global Camera resolution
settings are altered from something standard. The Camera
Properties “Resolution” pop-up will also show this same
description when “Use Global” is enabled and the resolutionsettings of the Global Camera have been edited to something
non-standard.
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LightWave 9.3 9
Shiftcamera
The Shiftcamera is a tilt/shift type of camera capable of 2-point
perspective. views, popular for exter ior render ings of bulding
designs. It works the same as the Perspective camera, but removes
the vertical perspective from the view. If part of the OpenGL
preview is cut off, change the size of the grid size with Fixed Near
Clip turned off.
Note: The camera must be kept hor izontal, do
not bank the camera, as unexpected results may
occur in a render.
Antialiasing
Antialiasing in the Advanced Cameras has been changed. You
can now input any number of antialiasing levels or use the slider
arrow with a left-click and drag.
Using any of the Advanced Cameras, Antialiasing will also
occur in one pass for all levels, instead of one pass for each level.
If you are using the Perspective Camera, for example, with an AA
level of 9 will render in one pass, while using the Classic Camerawith a PLD-9 level will render in 9 passes.
The advantage of a single pass in the Advanced Cameras is that
the renderer does not have to reconstruct the geometry data for
each AA level. Multi-pass rendering is required with the Classic
Camera.
The Reconstruction Filter works the new camera modes as it
has in previous versions of LightWave with one exception. If you set the antialiasing samples to 1 and set the Reconstruction
Filter to any mode other than Classic, you will get the old PLD-1
antialiasing. This works best with the Fixed Sampling Pattern.
Sampling Pattern
There are three choices for how the antialiasing samples are
arranged within a pixel. These are selected from the Sampling
Pattern menu. Blue Noise generates a semi-random sample
pattern and is best used when you are using a large number of
samples (16 or more) or Adaptive Sampling is enabled. The
Fixed pattern generates samples on a fixed grid. This mode works
best with fewer samples or when the image contains straight
edges. There is a limit of 64 fixed samples. If you select Fixed
sampling and more than 64 samples, the additional samples are
generated with Blue Noise. Since Blue Noise is semi-random, it
does not produce Moré patterns when there are thin parallel lines
close to each other.
Blue Noise
Blue Noise is a randomized sampling pattern. For a given pixel,
Blue Noise will sample a semi-random point on the grid for a ray.
The random point will be a minimal distance away from each
other random sampling point. The sampling continues until the
difference between two points are within a certain th reshold or
the maximum number of samples has been reached. A higher
antialiasing setting will produce a finer g rid for sampling,
providing smoother ant ialiasing.
Fixed
Fixed sampling takes ray information from the center of the
grid. As more information is gathered from the g rid, the aliasing
produced is reduced.
Classic
The classic sampling pattern is based on a grid pattern.
Adaptive Sampling
The Adaptive Sampling has been changed considerably. When
you select the Adaptive Sampling option, the image will be
rendered in multiple passes. The first pass will render with the
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LightWave 910
number of antialiasing samples you have selected. Each pass
after that doubles the number of samples. For example, if the
antialiasing is set to 2, the adaptive passes will render 2, 2, 4, 8,
16 and so on. Only the pixels that exceed adaptive Threshold
will receive additional sampling during each pass. The adaptive
sampling passes will stop when all of the pixels are within the
adaptive Threshold. Because the number of samples increases
each adaptive pass, later passes may take longer to render than
earlier ones. For most images, it is best to set the antialiasing
samples to 1 when adaptive sampling is enabled. An adaptive
Threshold of 0.1 is good for draft quality work and 0.01 would
produce production quality antial iasing.
How the Adaptive Sampling mode works:
Adaptive Sampling works by rendering multiple passes and
comparing each pixel to its neigbors and to the current pixel
in the previous pass. The Threshold value is used to determine
which pixels need additional samples. When a pixel is within the
Threshold of its neighbors or the same pixel from the previous
pass, it is considered to be done. Since the neighbor pixels canchange on each pass, it is quite possible that a pixel that was once
considered to be done may need additional sampling in later
adaptive passes. Each Adaptive Sampling pass doubles the total
number of samples. The Adaptive Sampling stops rendering
passes when all the pixels are done or the maximum number of
passes is reached.
The Antialiasing value works with the Adaptive Sampling as
follows:
In the first pass of the Adaptive Sampling, the number of
samples rendered is equal to the Antialiasing level (level 0 =
1 sample). The second adaptive pass will render this number
of samples again. The third adaptive pass will double the total
number of samples again and so on. Although raising the
Antialiasing will cause the first adaptive pass to render slower,
the pixels will converge (become done) faster so the total
rendering time may not increase all that much.
In most scenes that use Adaptive Sampling, setting the
Antialising level to 0 will produce the desired results. Its possible
that the intial level of adaptive sampling could miss tiny bright
features (highlights for example). This could create temporal
aliasing (flashing dots) in your animation. To prevent this, you
can increase the Antialiasing level (try 4 or 6) and sti ll keep the
benefits of Adaptive Sampling.
The number of adaptive passes you see is determined by two
factors. First, the maximum number of passes is set with the
adaptive tolerance. If the Tolerance is 0.1, for example, the
maximum number of passes will be 5. Second, the adaptive
passes can stop early if they detect that no further work needs
to be done. That is all the pixels have converged to the desired
quality.
Oversampling is similar to the Enhanced modes for the Classic
camera, where you oversample the pixel. the value will go from
0(no oversampling) to 1(sample current pixel and surroundings).
Noise Reduction and PLD-n Work Around
Some features, such as Noise Reduction, do not work the same in
the new antialiasing as they did in earlier versions of LightWave.
There is a simple work around for this problem. You can cause thenew antialiasing to work more like classic antialiasing by sett ing
the Antialiasing to 1 and sett ing the desired antialiasing level in
the Motion Blur Passes. You must also select Classic Motion Blur,
set the Blur Length to 0 (assuming you don’t want motion blur)
and disable Adaptive Sampling. If you also set the Reconstruction
Filter to Box (or any other mode) instead of Classic and select the
Fixed Sampling Pattern, you will get the old PLD-n antialiasing.
There is currently no way to access the Enhanced antialiasingstyle with the new antialiasing. We are aware of th is limitation
and are considering dif ferent options for implementing it.
Edge/Point Rendering
The Advanced Cameras are now able to render points and lines.
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LightWave 9.3 11
Motion Blur
All of the Motion Blur modes have additional options.
The Blur Length sets the time that the simulated camera shutter
will be open during a frame. 100% would mean that the shutter is
open for the entire frame.50% would mean that the shutter is open
for half the frame and is a more typical setting. Increasing thisvalue increases the length of the motion blur streaks. It is possible
to enter values larger than 1.0 if you wish to capture more than
one frame worth of action.
In addition to the Classic and Dither motion blur, there is also
a new Photoreal Motion Blur mode. When this blur mode is
selected the motion of objects, lights and the camera wil l appear
within a single motion blur pass.
The quality of the streaks is determined by the antialiasing
settings. For best results, enable the Adaptive Sampling option
and set your desired quality with the adaptive Threshold value.
Set the Antialiasing samples to a fairly low number. Antialiasing
1 will be fastest and should work for most scenes. If there are
very long motion blur streaks in the image, you may need to
increase the Antialiasing to 2 or 4 in order to get rid of all the
gaps.
Photoreal Motion Blur
Instead of rendering a new pass for each motion blur sample,
Photoreal Motion Blur allows for multiple samples within each
render pass.
Note: Photoreal Blu r will not work with the
Classic Camera. You must use one of the
Advanced Cameras, such as the Perspective
Camera.
The Motion Blur Passes sets how many sub-frames will berendered. Each sub frame will be anti-aliased with the settings
described above. These sub-frames are blended together to
produce the final image. This is the same way the the classic
motion blur has worked in earlier versions of LightWave with the
addition that each sub-frame can now be anti-aliased.
Shutter Efficiency determines the amount of time, per frame, the
shutter will be open. The Shutter Efficiency is limited to a range
of 0.5 to 1.0. A value of 100% means the shutter is open 100% of the frame time, so the light exposure is equal for the entire frame,
closing instantly at the beginning and end of each frame. A value
of 50% means the shutter does not open fully until midway of the
frame, so the beginning and end of the light exposure are darker.
This produces a more real istic but shorter looking motion blur
streak.
If your scene contains object deformations, you should use
multiple Motion Blur Passes when using Photoreal Motion Blur.
This will save you a lot of rendering time and produce more
precise motion blur streaks.
Note: Photoreal Motion Blur captures the blur
from the start of the frame until the aperture
is closed. This is exactly the opposite of how
LightWave captured the blur in the past with what is now
called Classic Blur, which was to calculate the blur before the
current frame.
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LightWave 912
Classic Motion Blur
Dithered Motion Blur
Hint: If you do not have any motion happening
after the last frame you are rendering, and are expecting
motion blur, it will not happen. You must have some motion
after the last rendered frame to have motion blur, even if those
frames are not rendered.
Photoreal Motion Blur
Alpha of Classic Blur Alpha of Photoreal Blur
DoF/Motion Blur Viewport Mode
A new feature has been added to viewport menus to preview
Motion Blur. It functions like the Shift F9 option, but is always
on when activated. The number of preview passes is controlled in
the Preferences Panel. You must use the Camera View to use the
Motion Blur preview. The DoF/MBlur preview is activated in the
Viewport Toolbar menu.
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LightWave 9.3 13
Global Illumination
An updated radiosity model is now used for all modes.
Previously, the model used was dome shaped, made from a globe
pattern. The model is still a hemisphere, however it now uses a
jittered sampling pattern.
Final Gather Type
Final Gather calculates the rays cast from the illuminated points
on a surface, from which a hemisphere created with a specific
radius and calculates the direct and indirect illumination.
Final Gather stores shaded samples in world space but only for
secondary rays. Final Gather only shades the surface if there
are no other Final Gather samples near the point that was it
(within the Minimum Evaluation Spacing and Tolerance).
When the Final Gather does shade the point, it also adds it to
the Final Gather samples so that if a point near it gets hit again,
it won’t need to be re-shaded. This is why Final Gather is faster
than Monte Carlo but takes more memory. Final Gather can
be slower than Monte Carlo or even run out of memory if the
Minimum Evaluation Spacing is too small.
Note: A ny direct ional i lluminat ion, including
illumination from behind partially transparent
surface, is not included in the radiosity solution
for Final Gather. Final Gather only includes direct diffuse
illumination. Any other type of illumination will not work
correctly with Final Gather, as it creates a lot of shading noise.
You should use Monte Carlo for all directional illumination
(reflections, refractions, transparency, etc.)
New Settings for Global Illumination Modes
All radiosity types have had an Interpolated mode added as an
option. Interpolated only works with the primary rays (surfaces
seen directly from the camera). It can use either Monte Carlo or
Final Gather rays to generate a radiosity illumination value atthe point hit. It generates a hemisphere of these rays, which are
evenly distributed but randomized to some extent. The distance
between the Interpolated samples is also controlled with the
Minimum Evaluation Spacing and Tolerance.
The Directional Rays option defaults to on in existing and new
scenes. When this option is enabled, the radiosity will include
illumination from directional sources such as reflections,
refractions, transparency and fog. When the option is disabled,the only illumination will come from non-directional sources
such as diffuse.
Cache Radiosity saves radiosity data for subsequent render
passes and f rames, which can significantly reduce rendering time.
The results can be inaccurate if objects or lights are animated,
but this option works particularly well with scenes like a walk-
through in which only the camera moves.
The purpose of Backdrop Transparency is to disabletransparency calculation, including clip maps, for backdropradiosity rays. Backdrop radiosity is supposed to be a fastand simple form of global illumination. Having it do a lot of transparency calculations makes the image slightly higher quality
but if you want higher quality you will probably be using oneof the other modes anyway. This option is only available for Backdrop type radiosity.
Intensity determines the overall amount of radiosity, with adefault of 100%.
Rays Per Evaluation represents the number of sides andsegments of the projection hemisphere (as when you model a
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LightWave 914
ball), which determine the number of radiosity rays sent out for evaluation. As you might expect, the higher the density, the moreaccurate, but the longer rendering will take.
Indirect Bounces determines the number of times an indirectray from a light source on a surface will be calculated. Up to 24
bounces are available.
Tolerance can be set f rom 0 to 1, but the default is .3. When
Tolerance is greater than zero, LightWave tries to save rendering
time by interpolating between stored values and doing a full-
radiosity evaluation only when needed. This works if the indirect
lighting on a surface varies smoothly and gradually, which is
normally the case.
Hint: Tolerance = 0 means don’t use the pixel size limit. Just use the MES as before.Tolerance >0 means use the pixel size limit (even
0.00001 should work if LightWave lets you enter a number that small). To set the MPS (Mimimum Pixel Size), internallythe math is: tolerance * 8 + 2. So you get a range of 2 - 10 for the tolerance range of 0.00001 to 1.
Minimum Evaluation Spacing sets how close at a minimum thehemispheres can be. The maximum is 100 times this number. Thelower the setting, the greater the radiosity accuracy, but the longer it would take to render. The default setting is 20mm.
Note: If you have your Minimum EvaluationSpacing set too small, the preprocess of Interpolated can be slower than Final Gather.
Try making the Minimum Evaluation Spacing larger. Also, if the tolerance for Interpolated is set too low the same thing canhappen (although that should not be as much of a problem nowthat it has a minimum setting of 0.2).
Note: Ray Recursion is the upper limit on thenumber of Indirect Bounces you are allowed.For example, if you have Ray Recursion set to 1
and Indirect Bounces set to 8, only one radiosity bounce will be calculated. However, if you have Ray Recrustion set to 8and Indirect Bounces set to 4, you will still get 4 bounces of radiosity.
A Volumetric Radiosity checkbox has been added to the GlobalIllumnation Tab in the Render Globals Panel. VolumetricRadiosity was previously added in the Edit Menu Layout Panel.
Also, a Use Ambient checkbox has been added. When this optionis selected, the ambient light is added to the background color when computing radiosity. This allows the ambient light to beoccluded. You can illuminate your scenes with just ambient lightnow if you wish. The ambient color will not affect the background
color in your rendered images.
Ray Trace Occlusion
Allows you to enable occlusion when the ray recursion level
is reached. If the ray is occluded, the background will not be
seen by the ray. This should work for all reflection, refraction,
transparency and dissolve rays regardless of their origin
(LightWave, plug-ins or Node Editor). Rays can be partially
occuded when they pass through partially transparent or
dissolved surfaces. Occlusion also considers clip maps. Ray Trace
Occlusion will save users from having to create reflection masks
to remove the background from areas where it should be blocked by other objects.
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LightWave 9.3 15
The Limited Region Bounding Box
The Limited Region Bounding Box has been updated to have
handles. They can be enabled/disabled in the Preferences Panel.
The handles are represented as small rectangles. For more
information on Limited Region, see the Layout volume of the
documentation.
Dynamics
Particles
The display of particles in the OpenGl windows can now be
turned ON/OFF in the Par ticle Tab of the Particle Property
Window.
Hypervoxels
The way Hypervoxel sprites are calculated has changed. They
now work as you would expect by the values as entered. 100%means 100% and not 50%. The texture amplitude is now only
applied if there is a hypertextu re. 100% amplitude is full contrast
not 50% contrast as before. The amplitude is also applied in
a more logical fashion and clipped to 0 to prevent negative
values. This means that if you apply a texture map to your
sprite, it will appear at 100% intensity as you would expect if
the luminosity and density are 100%. All of this will change the
look of Hypervoxel sprites considerably. Please note that there
is an ambient color that is applied to sprites. This can only beset in the Advanced shading tab for Volume Hypervoxels. It will
make sprites a bit br ighter than you would expect but it is being
calculated correctly and can be turned off.
Volumetrics Panel
Fixed Near Clip Distance: When checked this will determine
the clipping distance of volumentrics.
General Tab
Popup Positioning
Center On Selected: this is the method where the selected item
is always centered on the popup button. This can cause the menu
to be partly t runcated if it falls par tly outside of the screen, which
means that the user may have to scroll through the menu to get at
the desired item.
Keep All On Screen: this is the method which ensures that the
whole popup menu is always shown on screen. This may require
the menu to be moved so that the selected item is no longer
centred on the popup button.
Thumbnail Review
When this is checked and the Render Scene (F10) function is
running, a series of thumbnails will appear in the Render Status
Panel, showing the last several renders in the sequence..
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LightWave 916
Unseen By Radioisty
Found in the Object Properties panel, if this is checked the object
will not be used for Radiosity calculations.
Anchor
Anchor is a Motion plug-in which sticks an object to another
object via UV Maps.
After IK: Calculates motion after the IK calculation
Mesh: The object which will be sticky.
UV Map: The UV Map which will be sticky. The UV Map is
placed in the preview window
Place on Mesh: Places the object on the sticky mesh.
Align with Mesh: When checked, the object will ignore rotation
changes on itself and align to the sticky objects rotation.
Undo Parent Scaling: If it is parented to another object, theselected object will ignore the scaling of the parent object.
Image: Loads an image into the preview window
Preview Window: Use the cross hair to place the object, this is
where it will stick based on the objects pivot point.
Zoom: Zooms in/out on crosshair in UV/Image view.
Single-sided Area Lights
Area Lights now have a toggle in the Global Renders Panel
Render tab to become single-sided. The icon for Area Lights will
update and indicate if the area light is single or double-sided. The
switch toggles all area lights in the scene.
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LightWave 9.3 17
Close/Save Window
Show Changes Only shows only items that have had changesapplied in the work session.
Scene File Version will save the file in the version selected. Theversion 6.0 covers versions 6.0 through 9.0.
Save All Changes will save all changes made in a session.
Items shows the items in a scene. Clicking on the arrow willexpand or collapse the menu tree.
Mod shows which items have been changed.
Save State has different save options, which are available byright-clicking on the Save State section.
Scene files: Do not save, Save, Save As
Object files: Do not save, Save, Save As, Incremental
Files is the file path where the items will be saved. Double
clicking there will open a save options window.
Save will save based on the options chosen above.
Exit will exit without saving.
Save and Exit will both save based on the options above and alsoexit Layout.
Cancel will close this window without performing any of the
above operations.
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LightWave 918
Replace with Object Layer/Load from Layer
The Replace with Object Layer and Load from Layer functions
have been updated.
When activated, Layout will scan the object file for information,
including layer number and layer name, if one exists. In the load
menu, the name and number of each layer will be listed.
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LightWave 9.3 19
Scene Editor
Re-Parenting: Once some items are highlighted, use the mouse to
drag and drop them onto an existing object, bone, light, or camera
item to change the parent of the highlighted items. The mouse‘drop’ point can also be below the desired parent item at the same
indentation level of that parent. Visual markers appear in both
cases. The visual aids are brightest when all the highlighted items
are appropriate for the reparent operation and darkest when none
are appropriate. As an example, trying to reparent a bone from
it’s owner object to another object is an inappropriate reparent
operation. Reparenting can only be performed when the item
view is in ‘hierarchy display mode’.
The above image shows reparenting the highlighted
items to ‘Light’
Re-ordering: It is possible to change the internal storage sequenceof lights, cameras, objects, and bones when a ‘Sequence’ sortmodes is active. The sort modes are changed by mouse clickingon the item view’s item column. The mouse is used to dragand drop a highlighted selection between existing items. It isimportant to note that the sequence is implicitly defined as: allobjects (for each object, all bones in that object) followed byall lights followed by all cameras. As such, it is not possible
to reposition an object between two lights, for example. Thehorizontal mouse position is important in determining where toactually reorder items. A visual aid shows the desired insertion
point, even if that insertion point is not valid for the highlighteditems.
The above image shows inserting the highlighted items
between ‘Null (1)’ and ‘Null (4)’
Of important note is that the instance part of the name (the “(2)”
in “Null (2)” for example) can change when saving and reloading
the scene. This is because the instance value assignment is based
on the item sequence at during certain item updates internal to
Layout. Instance identification is not part of a scene reference to
an item. To best ensure item name display consistency, each item
name should be unique.
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LightWave 920
Surface Editor
Volume Stacking
Surfaces with single-sided surfaces will now be treated as a solid
mass, as in “no air inside”. Double-sided surfaces will be treated
as hollow, infinitely-thin shells. This will be true of all SSS and
refractive surfaces from now on.
This means that if you have a model of a shot glass for example,
and the surface is double sided, it will in fact mean that the glass
is not a volume, but an empty shell with an infinitely thin “crust”.
Trying to render double sided surfaces as volumes with thickness
will be incorrect.
Compatibility Menu
Scenes created before LightWave v9.0 had Surface Editor features
which did not work as intended. The features have been updated.
The Compatibility menu allows you to use older scenes created before LightWave v9.2 and match those scenes rendered in older
versions of LightWave. The Compatability menu is found in the
Advanced Tab of the Surface Editor.
Node Editor
Shaders>Subsurface Scattering
Kappa II
This nodes’ output is intended to be connected to the Diffuse
Shading input of the Surface destination node. Other uses may
be possible but are not documented and may have unexpected
results.
It has the advantage of speed over the “real” SSS model calledOmega by the same creator and often looks just as good.Additionally it’s easier to set up and does not require raytracing
be enabled, Double Sided turned on, nor need a layer of Air conversion polygons be present in the model to work its magic.
Kappa II actually works best and was designed to operate withray traced shadows turned ON.
The SSS-like results can be dramatically pleasing when soft back-lighting is applied, such as that f rom an Area Light onthe opposite side of the object away from the viewer when theBackward sampling Mode is selected in the Edit Panel for this
node.
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LightWave 9.3 21
Inputs
Forward Color (type: color):
Can receive colors and patterns from other nodes in the
network. Users may also specify a color using the controls
found in the Edit Panel for this node.
Specifies the color used for the diffuse translucent channel.
Backward Color (type: color):
Can receive colors and patterns from other nodes in thenetwork. Users may also specify a color using the controls
found in the Edit Panel for this node.
Specifies the color used for the diffuse translucent channel.
Range (type: scalar):
Is the maximum range of the sampling or the maximum
distance at which samples are considered from the spot
being evaluated.
Can receive patterns or numerical values from other nodes
in the network. This value can additionally be specified
by user input by entering values into the Edit Panel of this
node.
Forward Amount (type: scalar):
Scales the result of the effect which is the output, You can
think of this as scaling the amount of SSS that is being
applied to the surface.
Can receive patterns or numerical values from other nodes
in the network. This value can additionally be specified by user input by entering values into the Edit Panel of this
node.
Backward Amount (type: scalar):
Scales the result of the effect which is the output, You can
think of this as scaling the amount of SSS that is being
applied to the surface.
Can receive patterns or numerical values from other nodes
in the network. This value can additionally be specified
by user input by entering values into the Edit Panel of this
node.
Samples (type: integer):
Can receive numerical inputs from other nodes in the
network. Additionally, controls offered in the Edit Panel for
this node may be used to specify th is value.
Sampling is the number of directions the shading model
examines the surface from in order to calculate the shading
value of each spot on the surface under evaluation.
These readings or “Samples” are taken from positions ona hemispherical lattice and it is the number of longitudinaland latitudinal sections of this hemisphere that you aredefining when you select one of the Sample preset valuesfrom the Samples pull down menu. It is for this reasonthat there are two numbers in each of the possible Sampleselections.
It’s quite easy to understand if you imagine one half of anunsmoothed (faceted) default ball object in modeler. The
first number defines the number of longitudinal stripsand the second number defines the number of latitudinalsections where each facet (or “face”) formed by their intersection defines one of the directions from which thespot is evaluated. You could visualize a sample size of 1x4for example, as a bottomless pyramid centered over theevaluation spot protruding straight out from the surfacenormal - 1 segment high and containing 4 sides.
Higher values will sample the shading from more directionsand produce smoother more accurate shading.
Incoming values higher that 15 will be set to 15. Incomingvalues lower than 0 will be set to 0.
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LightWave 922
Normal (type: vector):
Normal maps connected to this input will replace
the normals that this shader applies shading to in an
individually exclusive manner f rom other shading models.This means that more than one set of normals can be
utilized by any shaders exclusively or shared between any
of the various shaders and/or the global normals for an
individual surface.
The per-surface global normals are defined by either the
interpolated geometry itself or by whatever is connected to
the Normal input on the Surface destination node.
By using a different set of normals either from different
normal maps or from any of various nodes that may offer
normal outputs themselves, it becomes possible to create
truly layered surface shading and texturing.
Can receive input from other vector type outputs that define
surface normal information. Usually these outputs contain
the word “Normal” in the output labels.
Outputs
Color (type: color):
Outputs three channel color information in R, G, B format,
evaluated on a per spot basis.
Typically this output is connected to the Diffuse Shadinginput of the Surface destination node. However, it may also
be used within a network when using this shading model
for other purposes or when mixing several diffuse shading
models together.
Edit Panel
Here the Radiosity check box is not offered as a node connectionin the Workspace area. When checked this shading model willaccept properties from the radiosity illumination system.
Unchecked, radiosity calculations will not be applied to th is
shading model as it is applied to the object surface being edited.This can be used to omit both entire surfaces or per channelsurface att ributes from radiosity calculations thus offering morediversity in the rendered output as well as reducing the timeneeded to calculate the surface in scenes where radiosity is used.
Mode determines whether sampling occurs toward the viewer (Forward) or away from the viewer (Backward). You canremember which one to use by their names. Basically ForwardMode is used for when light is entering the material from the
front - meaning from a similar direction as the viewer. BackwardMode is suitable for when light is entering from behind the object.Positioning of all light types matters when setting the Forward or Backward Mode types.
Forward scattering is classically associated with Jade and similar materials. Backward scattering is useful and more predominatein clouds and such.
For a realistic human head, for example, probably both scatteringModes would be needed but with different colors and values.For example Forward scattering with a skin tone coloring anda smaller Range for the skin shading and a reddish coloredBackward scattering with deeper or larger, Range for the blood
and flesh properties of the model.
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g
Occlusion II
Occlusion or “ambient occlusion” is a shading method used
to help add realism by taking into account attenuation of light
caused by obstructive geometry.
Local shading methods like Lambertian shading or the
OrenNayar model do not take into account such global
information; by contrast ambient occlusion is a global method
even though it is a very crude approximation to full global
illumination, considering only a visibility function and cosine
application.
The appearance achieved by ambient occlusion is similar to the
way an object appears on an overcast day.
This shader requires that Ray Trace Shadows be turned on in theRender Globals Render tab.
It was intended to be used as input to a wide variety of connections within any given network. For example as directinput to any number of channels (connections) on the Surfacedestination node, as input to the Opacity connection of any
of the 2D or 3D Texture nodes or even as input to another Shaders’ properties. It’s use as intended, is limited only by your imagination with the few simple rules that apply to dissimilar
connection types.
Edit Panel
Samples
Can receive numerical inputs from other nodes in the
network. Additionally, controls offered in the Edit Panel for
this node may be used to specify th is value.
Sampling is the number of directions the shading model
examines the surface from in order to calculate the shading
value of each spot on the surface under evaluation.
These readings or “Samples” are taken from positions on
a hemispherical lattice and it is the number of longitudinal
and latitudinal sections of this hemisphere that you are
defining when you select one of the Sample preset valuesfrom the Samples pull down menu. It is for this reason
that there are two numbers in each of the possible Sample
selections.
It’s quite easy to understand if you imagine one half of an
unsmoothed (faceted) default ball object in modeler. The
first number defines the number of longitudinal strips
and the second number defines the number of latitudinal
sections where each facet (or “face”) formed by their intersection defines one of the directions from which the
spot is evaluated. You could visualize a sample size of 1x4
for example, as a bottomless pyramid centered over the
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g
evaluation spot protruding straight out from the surface
normal - 1 segment high and containing 4 sides.
Higher values will sample the shading from more directions
and produce smoother more accurate shading.
Incoming values higher that 15 will be set to 15. Incoming
values lower than 0 will be set to 0.
Mode
Mode is a feature exclusive to this nodes Edit Panel . Please
see the explanation for these items in the chapter that covers
texturing with the Surface Editor.
Max
Requires that the Mode be set to Ranged in the Edit Panel
for this node. When Ranged Mode is selected evaluation
sample lengths are limited to the specified Max value.
Occlusion shading works by firing a set of rays from thesurface spot being evaluated. If a ray hits any other surface
in the scene that ray is evaluated as occluded. In Ranged
mode the ray will automatically be set to a non-occluded
status after it has traveled the length specified as the Max
limit.
Spread
The overall cone angle of the sampling rays.
Heading
The rotation angle of the map for the spherical mapping
mode, and also for the light probe mode.
Pitch
The pitch rotation angle of the map, but is only applied for
the light probe mode.
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Material Nodes
The Material nodes combine features of existing nodes into a
more convenient and easier to use node system. The Material
nodes duplicate specific surfaces, but can still access the power of the node system. Several types of material nodes are available.
Conductor
Appropriate for simulating metallic surface finishes accurately.
The appropriate values for various conductors (metals) can be
obtained from published data in handbooks of optical constants.
Edit Panel
Basic Tab
Color
Outputs three channel color information in R, G, B format,evaluated on a per spot basis.
Specularity
Defines the amount of specularity that is applied to thesurface by this node.
Can receive patterns or numerical values from other nodesin the network. This value can additionally be specified
by user input by entering values into the Edit Panel of this
node.
Roughness
Can receive patterns or numerical values from other nodesin the network. This value can additionally be specified
by user input by entering values into the Edit Panel of thisnode.
Specifies the amount of roughness that will be applied.
Roughness is the result of microfacet evaluation in lightingconditions. Higher values produce rougher surface properties while lower values produce smoother lookingsurfaces. This kind of roughness is more easily seen onobjects with many sharp edges or where high contrast bumpor normal maps are applied.
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Bump
Specifies a vector direction for modifying the surface
normal. This is surface normal direction information
and affects the way the surface is shaded. Careshould be taken when connecting to this input.
Connecting dissimilar types or non directional vectors
may cause the surface to shade wrongly.
Can receive input from other nodes in the network only.
Bump Height
Specifies the bump height or “amplitude” of the Bump
directional vectors.
Using Alpha or luminance (connecting Color) values from
other textures in the network along with their respective
bumps can have the effect of blending the bump textures
together.
Capable of receiving patterns or numerical values fromother nodes in the network, this value can additionally be
specified by user input by entering values into the Edit Panel
of this node.
Since Bump Amplitude is a shading feature and not a
displacement coordinate system value it is specified as a
percentage, specifically as a percentage of the texture value.
Receive Radiosity/ Receive Caustics
Here the Radiosity and Caustics check boxes are not offered
as node connections in the Workspace area and are features
exclusive to the Edit Panel of the node.
When checked this shading model will evaluate shading
information for the surface channel it is being applied
including any Radiosity or Caustics computations as defined
by those system attributes applied to the scene.
Unchecked, radiosity and/or caustics calculations will not be
evaluated by this shading model as it is applied to the object
surface being edited.
This can be used to omit both entire surfaces or per channelsurface attr ibutes from radiosity or caustics calculations
thus offering more diversity in the rendered output as wellas reducing the time needed to calculate these surfaces inscenes where either radiosity or caustics are used.
Advanced Tab
Reflection Blur
Controls the amount of blur of the surface reflections. Some
amount of blur is required in order to have the Dispersion
amount affect the surface. The number of samples used also
greatly affects the quality of blurr ing that takes place.
Can receive patterns or numerical values from other nodes
in the network. This value can additionally be specified
by user input by entering values into the Edit Panel of this
node.
Mode
Reflection Image
Mode and Image are features exclusive to this nodes EditPanel . Please see the explanation for these items in the
chapter that covers texturing with the Surface Editor.
Image Seam Angle
Angle or “Image Seam Angle” as it is designated in the Edit
Panel for this node allows the user to rotate the seam line of
a wrapped image around the Axis that has been selected for
the projection method.
Can receive patterns or numerical values from other nodes
in the network. This value can additionally be specified
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by user input by entering values into the Edit Panel of this
node.
Samples
Can receive numerical inputs from other nodes in the
network. Additionally, controls offered in the Edit Panel for
this node may be used to specify this value.
Sampling is the number of directions the shading model
examines the surface from in order to calculate the shading
value of each spot on the surface under evaluation.
These readings or “Samples” are taken from positions on
a hemispherical lattice and it is the number of longitudinal
and latitudinal sections of this hemisphere that you are
defining when you select one of the Sample preset values
from the Samples pull down menu. It is for this reason
that there are two numbers in each of the possible Sample
selections.
It’s quite easy to understand if you imagine one half of anunsmoothed (faceted) default ball object in modeler. Thefirst number defines the number of longitudinal stripsand the second number defines the number of latitudinalsections where each facet (or “face”) formed by their intersection defines one of the directions from which thespot is evaluated. You could visualize a sample size of 1x4for example, as a bottomless pyramid centered over theevaluation spot protruding straight out from the surfacenormal - 1 segment high and containing 4 sides.
Higher values will sample the shading from more directionsand produce smoother more accurate shading.
Incoming values higher that 15 will be set to 15. Incoming
values lower than 0 will be set to 0.
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Dielectric
Dielectric is a physically accurate node for simulating glass-like
materials. Use this state-of-the-art node when you want to create
realistic glass. Dielectric uses Beer’s Law, which is about energyabsorption, occuring when light passes through a surface. The
more light that is absorbed by the material, the darker it will look.
Edit Panel
Basic Tab
Color
Outputs three channel color information in R, G, B format,
evaluated on a per spot basis.
Absorption
The amount of light that is absorbed.
Refraction Index
Index Of Refraction or IOR, is a charted index of the
different amounts of refraction associated with real world
materials.
Refraction is the bending of light as it passes through
transparent mater ials or substances of different density.
Dense substances bend light more than materials that are
not dense.
See elsewhere in this manual for a list of many real world
transparent materials and their corresponding IOR values.
Can receive patterns or numerical values from other nodes
in the network. This value can additionally be specified
by user input by entering values into the Edit Panel of thisnode.
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Roughness
Can receive patterns or numerical values from other nodes
in the network. This value can additionally be specified
by user input by entering values into the Edit Panel of thisnode.
Specifies the amount of roughness that will be applied.
Roughness is the result of microfacet evaluation in lighting
conditions. Higher values produce rougher surface
proper ties while lower values produce smoother looking
surfaces. This kind of roughness is more easily seen on
objects with many sharp edges or where high contrast bump
or normal maps are applied.
Bump Height
Specifies the bump height or “amplitude” of the Bump
directional vectors.
Using Alpha or luminance (connecting Color) values from
other textures in the network along with their respective
bumps can have the effect of blending the bump textures
together.
Can receive patterns or numerical values from other nodes
in the network. This value can additionally be specified
by user input by entering values into the Edit Panel of this
node.
Since Bump Amplitude is a shading feature and not adisplacement coordinate system value it is specified as a
percentage. Specifically as a percentage of the texture value.
Advanced Tab
Reflection Blur
Controls the amount of blur of the surface reflections. Some
amount of blur is required in order to have the Dispersion
amount affect the surface. The number of samples used also
greatly affects the quality of blurring that takes place.
Can receive patterns or numerical values from other nodes
in the network. This value can additionally be specified
by user input by entering values into the Edit Panel of this
node.
Mode
Reflection Image
Mode and Image are features exclusive to this nodes Edit
Panel . Please see the explanation for these items in thechapter that covers texturing with the Surface Editor.
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Image Seam Angle
Angle or “Image Seam Angle” as it is designated in the Edit
Panel for this node allows the user to rotate the seam line of
a wrapped image around the Axis that has been selected for the projection method.
Can receive patterns or numerical values from other nodes
in the network. This value can additionally be specified
by user input by entering values into the Edit Panel of th is
node.
Samples
Can receive numerical inputs from other nodes in thenetwork. Additionally, controls offered in the Edit Panel for this node may be used to specify this value.
Sampling is the number of directions the shading modelexamines the surface from in order to calculate the shadingvalue of each spot on the surface under evaluation.
These readings or “Samples” are taken from positions ona hemispherical lattice and it is the number of longitudinaland latitudinal sections of this hemisphere that you aredefining when you select one of the Sample preset valuesfrom the Samples pull down menu. It is for this reasonthat there are two numbers in each of the possible Sampleselections.
It’s quite easy to understand if you imagine one half of anunsmoothed (faceted) default ball object in modeler. The
first number defines the number of longitudinal stripsand the second number defines the number of latitudinalsections where each facet (or “face”) formed by their intersection defines one of the directions from which thespot is evaluated. You could visualize a sample size of 1x4for example, as a bottomless pyramid centered over theevaluation spot protruding straight out from the surfacenormal - 1 segment high and containing 4 sides.
Higher values will sample the shading from more directionsand produce smoother more accurate shading.
Incoming values higher that 15 will be set to 15. Incoming
values lower than 0 will be set to 0.
Refraction Dispersion
Controls the amount of light dispersion. This input can
receive patterns or numerical values from other nodes in the
network. This value can additionally be specified via user input by entering values into the Edit Panel for this node.
Dispersion is a phenomenon that causes the separat ion of a
wave into spectral components with different wavelengths,
due to a dependence of the waves’ speed on its wavelength.
In simpler terms dispersion occurs in materials in which the
Index Of Refraction (IOR) is not constant, but rather varies
depending on the wavelength of incoming light. Whitelight splits into its monochromatic components, where each
wavelength beam has a different IOR. The classic example
is a beam of white light entering a prism of some sort and
projecting a rainbow colored pattern out the other side.
Dispersion as used in this shading model simulates real light
dispersion. The higher the value the greater the amount of
dispersion that will be simulated and applied.
NOTE: Air polygons are no longer necessa ry for
Dielectric. Just plug the Material Output from
Dielectric into the Material Input of the
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Delta
Delta is an energy conserving material. What this means is that it
has realistic properties like when specularity is 100% the diffuse
in turn will go down to 0%.
Edit Panel
Basic Tab
Color
Outputs three channel color information in R, G, B format,evaluated on a per spot basis.
Specularity
Defines the amount of specularity that is applied to thesurface by this node.
Can receive patterns or numerical values from other nodesin the network. This value can additionally be specified
by user input by entering values into the Edit Panel of thisnode.
Roughness
Can receive patterns or numerical values from other nodesin the network. This value can additionally be specified
by user input by entering values into the Edit Panel of this
node.
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Specifies the amount of roughness that will be applied.
Roughness is the result of microfacet evaluation in l ighting
conditions. Higher values produce rougher surface
proper ties while lower values produce smoother looking
surfaces. This kind of roughness is more easily seen onobjects with many sharp edges or where high contrast bump
or normal maps are applied.
Refraction Index
Index Of Refraction or IOR, is a charted index of the
different amounts of refraction associated with real world
materials.
Refraction is the bending of light as it passes through
transparent mater ials or substances of different density.
Dense substances bend light more than materials that are
not dense.
See elsewhere in this manual for a list of many real world
transparent mater ials and their corresponding IOR values.
Can receive patterns or numerical values from other nodes
in the network. This value can additionally be specified
by user input by entering values into the Edit Panel of th is
node.
Bump
Specifies a vector direction for modifying the surfacenormal. This is surface normal direction information
and affects the way the surface is shaded. Care
should be taken when connecting to this input.
Connecting dissimilar types or non directional vectors
may cause the surface to shade wrongly.
Can receive input from other nodes in the network only.
Bump Height
Specifies the bump height or “amplitude” of the Bump
directional vectors.
Using Alpha or luminance (connecting Color) values from
other textures in the network along with their respective bumps can have the effect of blending the bump textures
together.
Can receive patterns or numerical values from other nodes
in the network. This value can additionally be specified
by user input by entering values into the Edit Panel of this
node.
Since Bump Amplitude is a shading feature and not adisplacement coordinate system value it is specified as a
percentage. Specifically as a percentage of the texture value.
Receive Radiosity/ Receive Caustics
Here the Radiosity and Caustics check boxes are not offered
as node connections in the Workspace area and are features
exclusive to the Edit Panel of the node.
When checked this shading model will evaluate shading
information for the surface channel it is being applied
including any Radiosity or Caustics computations as defined
by those system atributes applied to the scene.
Unchecked, radiosity and/or caust ics calculations will not be
evaluated by this shading model as it is applied to the object
surface being edited.
This can be used to omit both entire surfaces or per channel
surface attr ibutes from radiosity or caustics calculations
thus offering more diversity in the rendered output as well
as reducing the time needed to calculate these surfaces in
scenes where either radiosity or caustics are used.
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Advanced Tab
Reflection Blur
Controls the amount of blur of the surface reflections. Some
amount of blur is required in order to have the Dispersion
amount affect the surface. The number of samples used also
greatly affects the quality of blurr ing that takes place.
Can receive patterns or numerical values from other nodes
in the network. This value can additionally be specified
by user input by entering values into the Edit Panel of thisnode.
Mode and Reflection Image
Mode and Image are features exclusive to this nodes Edit
Panel . Please see the explanation for these items in the
chapter that covers texturing with the Surface Editor.
Image Seam Angle
Angle or “Image Seam Angle” as it is designated in the Edit
Panel for this node allows the user to rotate the seam line of
a wrapped image around the Axis that has been selected for
the projection method.
Can receive patterns or numerical values from other nodes
in the network. This value can additionally be specified
by user input by entering values into the Edit Panel of this
node.
Samples
Can receive numerical inputs from other nodes in the
network. Additionally, controls offered in the Edit Panel for this node may be used to specify th is value.
Sampling is the number of directions the shading modelexamines the surface from in order to calculate the shadingvalue of each spot on the surface under evaluation.
These readings or “Samples” are taken from positions ona hemispherical lattice and it is the number of longitudinal
and latitudinal sections of this hemisphere that you aredefining when you select one of the Sample preset valuesfrom the Samples pull down menu. It is for this reasonthat there are two numbers in each of the possible Sampleselections.
It’s quite easy to understand if you imagine one half of anunsmoothed (faceted) default ball object in modeler. Thefirst number defines the number of longitudinal stripsand the second number defines the number of latitudinal
sections where each facet (or “face”) formed by their intersection defines one of the directions from which thespot is evaluated. You could visualize a sample size of 1x4for example, as a bottomless pyramid centered over theevaluation spot protruding straight out from the surfacenormal - 1 segment high and containing 4 sides.
Higher values will sample the shading from more directionsand produce smoother more accurate shading.
Incoming values higher that 15 will be set to 15. Incomingvalues lower than 0 will be set to 0.
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Fast Skin
Fast skin is a skin shader with improved subsurface scattering
and less noise.
Edit Panel
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Diffuse Color
Can receive colors and patterns from other nodes in the
network. Users may also specify a color using the controls
found in the Edit Panel for this node.
Specifies the color used for the diffuse translucent channel.
Diffuse
Can receive patterns or numerical values from other nodes
in the network. This value can additionally be specified
by user input by entering values into the Edit Panel of this
node.
Specifies the amount of Diffuse reflectivity that will be
applied.
Diffuse Roughness
Can receive patterns or numerical values from other nodes
in thenetwork. This value can additionally be specified byuser input by entering values into the Edit Panel of thisnode.
Specifies the amount of roughness that will be applied.Roughness is the result of microfacet evaluation in lightingconditions. Higher values produce rougher surface
proper ties while lower values produce smoother lookingsurfaces. This kind of roughness is more easily seen onobjects with many sharp edges or where high contrast bump
or normal maps are applied.
Specular Color
Can receive colors and patterns from other nodes in the
network. Users may also specify a color using the controls
found in the Edit Panel for this node.
Specularity
Defines the amount of specularity that is applied to the
surface by this node.
Can receive patterns or numerical values from other nodes
in the network. This value can additionally be specified
by user input by entering values into the Edit Panel of this
node.
Glossiness
Defines the amount of glossiness that is applied to the
surface by this node.
Can receive patterns or numerical values from other nodes
in the network. This value can additionally be specified
by user input by entering values into the Edit Panel of this
node.
Fresnel
Defines the amount light reflection on a surface.
Refraction Index
Index Of Refraction or IOR, is a charted index of thedifferent amounts of refraction associated with real world
materials.
Refraction is the bending of light as it passes through
transparent mater ials or substances of different density.
Dense substances bend light more than materials that are
not dense.
See elsewhere in this manual for a list of many real world
transparent materials and their corresponding IOR values.
Can receive patterns or numerical values from other nodes
in the network. This value can additionally be specified
by user input by entering values into the Edit Panel of this
node.
Epidermis Visiblity
Determines the visiblity of the outer-layer of the skin shader.
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Epidermis Color
Can receive colors and patterns from other nodes in the
network. Users may also specify a color using the controls
found in the Edit Panel for this node.
Specifies the color used for the outer-layer of skin.
Epidermis Distance
The depth into how far light is absorbed into a surface.
Epidermis Gamma
This function provides a standard gamma correction
function. Gamma correct ion is a function that adjusts the
brightness and contrast simultaneously.
Make Material
Make Material can be used to make a material from the older
shader components.
Diffuse
Can receive patterns or numerical values from other nodes
in the network. This value can additionally be specified
by user input by entering values into the Edit Panel of this
node.
Specifies the amount of Diffuse reflectivity that will beapplied.
Specular
Defines the amount of specularity that is applied to the
surface by this node.
Can receive patterns or numerical values from other nodes
in the network. This value can additionally be specified by user input by entering values into the Edit Panel of this
node.
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Reflection
Can receive patterns or numerical values from other nodes
in the network. This value can additionally be specified
by user input by entering values into the Edit Panel of thisnode.
Defines the amount of reflection that is applied to the
surface by this node.
Refraction
Can receive patterns or numerical values from other nodes
in the network. This value can additionally be specified by user input by entering values into the Edit Panel of this
node. Defines the amount of refraction that is applied to the
surface by this node.
Material Mixer
Material Mixer blends materials together, the strength of the
blend determined by the alpha channel.
A/B
The two Materials which will be blended.
Alpha
Using the alpha information from another mode, this input
determines how the materials are mixed.
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Standard
Standard is a replication of the built-in shading model. Build
custom materials with this node.
Switch
Switch switches between the materials using the integer input.
It is mainly meant for air polygons, where you need to have
different material on the flipside of the polygons.
Switch
This input determines where the switch will be made. Typically
you will use the Spot Info node and the Polygon Side
output for best use of this input.
True
Used for the positive side of the polygons.
False
Used for the negative side of the polygons.
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Sigma
A material node which uses subsurface scattering, which occurs
when light partially passes through a surface, and is scattered
within the object, then exits through a dif ferent location.Subsurface scattering is an important and recent addition 3D
computer graphics for the realistic rendering of such materials
as marble, skin, and milk and other real-world semitransparent
substances.
Edit Panel
Basic Tab
Surface Color
Can receive colors and patterns from other nodes in the
network. Users may also specify a color using the controls
found in the Edit Panel for this node.
Specularity Color
Can receive colors and patterns from other nodes in the
network. Users may also specify a color using the controls
found in the Edit Panel for this node.
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Specularity
Defines the amount of specularity that is applied to the
surface by this node. Also has the affect of reducing the
diffuse, so when Specularity is set to 100%, diffuse will be0%.
Roughness
Can receive patterns or numerical values from other nodesin the network. This value can additionally be specified
by user input by entering values into the Edit Panel of th isnode.
Specifies the amount of roughness that will be applied.Roughness is the result of microfacet evaluation in l ightingconditions. Higher values produce rougher surface
proper ties while lower values produce smoother lookingsurfaces. This kind of roughness is more easily seen onobjects with many sharp edges or where high contrast bumpor normal maps are applied.
Bump
Specifies a vector direction for modifying the surface
normal. This is surface normal direction information
and affects the way the surface is shaded. Care
should be taken when connecting to this input.
Connecting dissimilar types or non directional vectors
may cause the surface to shade wrongly.
Can receive input from other nodes in the network only.
Bump Height
Specifies the bump height or “amplitude” of the Bump
directional vectors.
Using Alpha or luminance (connecting Color) values fromother textures in the network along with their respective
bumps can have the effect of blending the bump textures
together.
Capable of receiving patterns or numerical values from
other nodes in the network, this value can additionally be
specified by user input by entering values into the Edit Panel
of this node.
Since Bump Amplitude is a shading feature and not a
displacement coordinate system value it is specified as a
percentage, specifically as a percentage of the texture value.
Translucency
Translucency is the material quality of allowing light to pass
diffusely through semitransparent substances.
Since translucency is in consideration of light rays in
specific, it is considered and classified as a diffuse shading
model.
Translucent shaded surfaces will not reveal the surface
colors and properties of other object surfaces that exist
on the other side of the t ranslucent object away from the
observer. Lights however will show through t ranslucent
surfaces and are needed in order for translucency shaders to
affect the surface at all.
Absorption Color
The color channel which is absorbed. Can receive colors and
patterns from other nodes in the network. Users may also
specify a color using the controls found in the Edit Panel for
this node.
Absorption
The amount of light that is absorbed.
Distance
The depth into how far light is absorbed into a surface
Refraction Index
Index Of Refraction or IOR, is a charted index of the
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different amounts of refraction associated with real world
materials.
Refraction is the bending of light as it passes through
transparent mater ials or substances of different density.
Dense substances bend light more than materials that are
not dense.
See Suracing & Rendering manual for a list of many real
world transparent materials and their corresponding IOR
values.
Can receive patterns or numerical values from other nodesin the network. This value can additionally be specified
by user input by entering values into the Edit Panel of this
node.
Samples
Can receive numerical inputs from other nodes in the
network. Additionally, controls offered in the Edit Panel for
this node may be used to specify this value.
Sampling is the number of directions the shading model
examines the surface from in order to calculate the shading
value of each spot on the surface under evaluation.
These readings or “Samples” are taken from positions on
a hemispherical lattice and it is the number of longitudinal
and latitudinal sections of this hemisphere that you are
defining when you select one of the Sample preset values
from the Samples pull down menu. It is for this reason
that there are two numbers in each of the possible Sample
selections.
It’s quite easy to understand if you imagine one half of an
unsmoothed (faceted) default ball object in modeler. The
first number defines the number of longitudinal strips
and the second number defines the number of latitudinalsections where each facet (or “face”) formed by their
intersection defines one of the directions from which the
spot is evaluated. You could visualize a sample size of 1x4
for example, as a bottomless pyramid centered over the
evaluation spot protruding straight out from the surface
normal - 1 segment high and containing 4 sides.
Higher values will sample the shading from more directionsand produce smoother more accurate shading.
Incoming values higher that 15 will be set to 15. Incoming
values lower than 0 will be set to 0.
Pass Light Inside
If on, light is passed inside the surface. Which means all aurfaces
inside the Sigma surface receive illumination. If it is off, no l ight passes inside the surface.
Advanced Shading
If this is on the SSS rays will hit any other surfaces inside the SSS
surface, otherwise the rays will only hit the SSS surface.
Subsurface Radiosity
When checked, Sigma will calculate the radiosity for the
subsurface of the surface.
Receive Radiosity/ Receive Caustics
Here the Radiosity and Caustics check boxes are not offered
as node connections in the Workspace area and are features
exclusive to the Edit Panel of the node.
When checked this shading model will evaluate shading
information for the surface channel it is being applied
including any Radiosity or Caustics computations as defined
by those system at tributes applied to the scene.
Unchecked, radiosity and/or caustics calculations will not be
evaluated by this shading model as it is applied to the object
surface being edited.
This can be used to omit both entire surfaces or per channel
surface attr ibutes from radiosity or caustics calculations
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thus offering more diversity in the rendered output as well
as reducing the time needed to calculate these surfaces in
scenes where either radiosity or caustics are used.
Advanced Tab
Reflection Blur
Controls the amount of blur of the surface reflections. Some
amount of blur is required in order to have the Dispersion
amount affect the surface. The number of samples used also
greatly affects the quality of blurring that takes place.
Can receive patterns or numerical values from other nodesin the network. This value can additionally be specified
by user input by entering values into the Edit Panel of th is
node.
Mode/ Reflection Image
Mode and Image are features exclusive to this nodes Edit
Panel . Please see the explanation for these items in the
chapter that covers texturing with the Surface Editor.
Image Seam Angle
Angle or “Image Seam Angle” as it is designated in the Edit
Panel for this node allows the user to rotate the seam line of
a wrapped image around the Axis that has been selected for
the projection method.
Can receive patterns or numerical values from other nodes
in the network. This value can additionally be specified
by user input by entering values into the Edit Panel of th is
node.
Occlusion
Occlusion or “ambient occlusion” is a shading method used
to help add realism by taking into account attenuation of light caused by obstructive geometry.
Sigma2
A material node which uses subsurface scattering, which occurs
when light partially passes through a surface, and is scattered
within the object, then exits through a dif ferent location.Subsurface scattering is an important and recent addition 3D
computer graphics for the realistic rendering of such materials
as marble, skin, and milk and other real-world semitransparent
substances.
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Basic Tab Roughness
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Basic Tab
Surface Color
Can receive colors and patterns from other nodes in thenetwork. Users may also specify a color using the controls
found in the Edit Panel for this node.
Specularity Color
Can receive colors and patterns from other nodes in thenetwork. Users may also specify a color using the controlsfound in the Edit Panel for this node.
Specularity
Defines the amount of specularity that is applied to thesurface by this node. Also has the affect of reducing thediffuse, so when Specularity is set to 100%, diffuse will be
0%.
Roughness
Can receive patterns or numerical values from other nodesin the network. This value can additionally be specified
by user input by entering values into the Edit Panel of thisnode.
Specifies the amount of roughness that will be applied.Roughness is the result of microfacet evaluation in lightingconditions. Higher values produce rougher surface
properties while lower values produce smoother lookingsurfaces. This kind of roughness is more easily seen onobjects with many sharp edges or where high contrast bumpor normal maps are applied.
Bump
Specifies a vector direction for modifying the surface
normal. This is surface normal direction information
and affects the way the surface is shaded. Care
should be taken when connecting to this input.
Connecting dissimilar types or non directional vectors
may cause the surface to shade wrongly.
Can receive input from other nodes in the network only.
Bump Height
Specifies the bump height or “amplitude” of the Bump
directional vectors.
Using Alpha or luminance (connecting Color) values from
other textures in the network along with their respective
bumps can have the effect of blending the bump textu res
together.
Capable of receiving patterns or numerical values from
other nodes in the network, this value can additionally be
specified by user input by entering values into the Edit Panel
of this node.
Since Bump Amplitude is a shading feature and not a
displacement coordinate system value it is specified as a
percentage, specifically as a percentage of the texture value.
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Samples Quality
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Samples
Can receive numerical inputs from other nodes in the
network. Additionally, controls offered in the Edit Panel for
this node may be used to specify this value.
Sampling is the number of directions the shading model
examines the surface from in order to calculate the shading
value of each spot on the surface under evaluation.
These readings or “Samples” are taken from positions on
a hemispherical lattice and it is the number of longitudinal
and latitudinal sections of this hemisphere that you are
defining when you select one of the Sample preset valuesfrom the Samples pull down menu. It is for this reason
that there are two numbers in each of the possible Sample
selections.
It’s quite easy to understand if you imagine one half of an
unsmoothed (faceted) default ball object in modeler. The
first number defines the number of longitudinal strips
and the second number defines the number of latitudinal
sections where each facet (or “face”) formed by their intersection defines one of the directions from which the
spot is evaluated. You could visualize a sample size of 1x4
for example, as a bottomless pyramid centered over the
evaluation spot protruding straight out from the surface
normal - 1 segment high and containing 4 sides.
Higher values will sample the shading from more directions
and produce smoother more accurate shading.
Incoming values higher that 15 will be set to 15. Incoming
values lower than 0 will be set to 0.
Scattered Color
Can receive colors and patterns from other nodes in thenetwork. Users may also specify a color using the controlsfound in the Edit Panel for this node.
Distance
The depth into how far light is absorbed into a surface
Quality
Controls the quality of the subsurface scattering.
Refraction Index
Index Of Refraction or IOR, is a charted index of the
different amounts of refraction associated with real world
materials.
Refraction is the bending of light as it passes through
transparent mater ials or substances of different density.
Dense substances bend light more than materials that arenot dense.
See Suracing & Rendering manual for a list of many real
world transparent materials and their corresponding IOR
values.
Can receive patterns or numerical values from other nodes
in the network. This value can additionally be specified
by user input by entering values into the Edit Panel of this
node.
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Simple Skin Edit Panel
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Simple Skin
Simple Skin, as the name implies, is a physically accurate skin
shader with subsurface scattering. Subsurface scattering occurs
when light partially passes through a surface, and is scattered
within the object, then exits through a dif ferent location.
Edit Panel
Basic Tab
LightWave 946
Diffuse Color Can receive patterns or numerical values from other nodes
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Can receive colors and patterns from other nodes in the
network. Users may also specify a color using the controls
found in the Edit Panel for this node.
Specifies the color used for the diffuse translucent channel.
Diffuse
Can receive patterns or numerical values from other nodes
in the network. This value can additionally be specified
by user input by entering values into the Edit Panel of th is
node.
Specifies the amount of Diffuse reflectivity that will be
applied.
Diffuse Roughness
Can receive patterns or numerical values from other nodes
in thenetwork. This value can additionally be specified by
user input by entering values into the Edit Panel of thisnode.
Specifies the amount of roughness that will be applied.Roughness is the result of microfacet evaluation in l ightingconditions. Higher values produce rougher surface
proper ties while lower values produce smoother lookingsurfaces. This kind of roughness is more easily seen onobjects with many sharp edges or where high contrast bump
or normal maps are applied.
Specular Color
Can receive colors and patterns from other nodes in the
network. Users may also specify a color using the controls
found in the Edit Panel for this node.
Specularity
Defines the amount of specularity that is applied to the
surface by this node.
p
in the network. This value can additionally be specified
by user input by entering values into the Edit Panel of this
node.
Glossiness
Defines the amount of glossiness that is applied to the
surface by this node.
Can receive patterns or numerical values from other nodes
in the network. This value can additionally be specified
by user input by entering values into the Edit Panel of this
node.
Fresnel
Defines the amount light reflection on a surface.
Refraction Index
Index Of Refraction or IOR, is a charted index of the
different amounts of refraction associated with real world
materials.
Refraction is the bending of light as it passes through
transparent mater ials or substances of different density.
Dense substances bend light more than materials that are
not dense.
See elsewhere in this manual for a list of many real world
transparent materials and their corresponding IOR values.
Can receive patterns or numerical values from other nodes
in the network. This value can additionally be specified
by user input by entering values into the Edit Panel of this
node.
Epidermis Visiblity
Determines the visiblity of the outer-layer of the skin shader.
LightWave 9.3 47
Epidermis Back Scatter found in the Edit Panel for this node.
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Controls the relative amount of backwards scattering for the
Subdermis layer. This parameter is relative to the Visibility
parameter for the Epidermis layers.
Epidermis Color
Can receive colors and patterns from other nodes in the
network. Users may also specify a color using the controls
found in the Edit Panel for this node.
Specifies the color used for the outer-layer of skin.
Epidermis Distance
The depth into how far light is absorbed into a surface.
Epidermis Gamma
This function provides a standard gamma correction
function. Gamma correction is a funct ion that adjusts the
brightness and contrast simultaneously.
Quality
Controls the quality of the subsurface scattering.
Subdermis Visiblity
Determines the visiblity of the sub-layer of the skin shader.
Subdermis Back Scatter
Controls the relative amount of backwards
scattering for the subdermis layer. This parameter
is relative to the Visibility parameter for the
Subdermis layers.
Subdermis Color
Can receive colors and patterns from other nodes in the
network. Users may also specify a color using the controls
Specifies the color used for the sub-layer of skin.
Subdermis Distance
The depth into how far light is absorbed into a surface
Subdermis Gamma
This function provides a standard gamma correction
function. Gamma correction is a function that adjusts the
brightness and cont rast simultaneously.
Quality
Controls the quality of the subsurface scattering.
Bump
Specifies a vector direction for modifying the surface
normal. This is surface normal direction information
and affects the way the surface is shaded. Care
should be taken when connecting to this input.
Connecting dissimilar types or non directional vectors
may cause the surface to shade wrongly.
Can receive input from other nodes in the network only.
Bump Height
Specifies the bump height or “amplitude” of the Bump
directional vectors.
Using Alpha or luminance (connecting Color) values from
other textures in the network along with their respective
bumps can have the effect of blending the bump textu res
together.
Capable of receiving patterns or numerical values fromother nodes in the network, this value can additionally be
specified by user input by entering values into the Edit Panel
of this node.
LightWave 948
Since Bump Amplitude is a shading feature and not a
di l di l i i ifi d
Image Seam Angle
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displacement coordinate system value it is specified as a
percentage, specifically as a percentage of the texture value.
Receive Radiosity/ Receive Caustics
Here the Radiosity and Caustics check boxes are not offeredas node connections in the Workspace area and are featuresexclusive to the Edit Panel of the node.
When checked this shading model will evaluate shadinginformation for the surface channel it is being appliedincluding any Radiosity or Caustics computations as defined
by those system attributes applied to the scene.
Unchecked, radiosity and/or caustics calculations will not beevaluated by this shading model as it is applied to the objectsurface being edited.
This can be used to omit both entire surfaces or per channelsurface attr ibutes from radiosity or caustics calculationsthus offering more diversity in the rendered output as wellas reducing the time needed to calculate these surfaces in
scenes where either radiosity or caustics are used.
Advanced Tab
Reflection Blur
Controls the amount of blur of the surface reflections. Some
amount of blur is required in order to have the Dispersion
amount affect the surface. The number of samples used also
greatly affects the quality of blurring that takes place.
Can receive patterns or numerical values from other nodes
in the network. This value can additionally be specified
by user input by entering values into the Edit Panel of th is
node.
Mode/ Reflection Image
Mode and Image are features exclusive to this nodes Edit
Panel . Please see the explanation for these items in the
chapter that covers texturing with the Surface Editor.
Angle or “Image Seam Angle” as it is designated in the Edit
Panel for this node allows the user to rotate the seam line of
a wrapped image around the Axis that has been selected for
the projection method.
Can receive patterns or numerical values from other nodes
in the network. This value can additionally be specified
by user input by entering values into the Edit Panel of this
node.
LightWave 9.3 49
Image Editor The ‘Bundled’ container refers to presets stored inside the
L t li ti (i id th li ti b dl ) th
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MIP maps are now only used to soften maps. You can control the
exact amount of softening by editing the MIP Strength for the
map: 1.0 is fully sharp, 2.0 is 2x filtering, 3.0 is 3x, and so on.
This change presumes that all texture map anti-aliasing will be
performed with pixel sampling. One major benefit of this change
is that maps can now be softened when seen by reflection and
refraction rays.
A toggle for using Classic mipmap handling or the new “Soft”
mipmap option has been added to the Image Editor. For new
scenes the default is Soft. Loading any scene that does not have
Soft specified in the scene will use the Classic mode.
OpenEXR
LightWave now supports the OpenEXR format for input-output.
Presets Panel
The Presets Panel has been updated with all available menuslisted. Each library is l isted in a separate category. The light
colored lines indicate available ‘library containers’ and their
lock state, which depends upon design decisions and folder
permissions.
Layout application (inside the application bundle); these
would be specific to that application and provided solely by
NewTek. The “Built-In” container refers to presets stored in
the “SharedSupport” folder, which is shared among all the LWapplications; these would be provided solely by NewTek and
is not modified by the user or third party installers. There is a
“This Network” container (not shown here) that would refer to
presets shared among members of a Mac network (I could not
test this specifically). The “This Machine” container refers to
presets stored on the local machine and shared among all users
that can log into this machine. This is where third party presets
would normally go (so that they can be shared among all users on
the machine). The “This User” container refers to presets storedspecific to current logged in user and are not shared with any
other users. The “Custom” container (not shown here) refers to
the user define preset folder that can be specified within Layout.
The lock symbol means there is no write access allowed to the
container. For the cur rent library, you will also see the lock state
if that particular library has not write access.
Double-clicking on the preset image (like before) will act ivate
that preset. One difference now is that double-clicking onthe name will open up the editing dialog to set the name and
description of that preset.
Changes to the preset folder made outside of LW are ok and will
be realized when the preset shelf is brought to the foreground.
You may also notice that the description field (at the bottom) does
not clash with the window resize gadget anymore.
This new capability removes a restr iction and allows LW to be
operated from a read-only device such as a CD-ROM, a network
application server (educational environments), a mounted DMG
file. In many environments, users do not have write access to
the previous single preset folder, so having these other locations
is useful. Also, third party UB installers now have a reliable
location to place their preset updates. Also, when updates to the
Universal Binary version of LightWave are made via the intended
drag-drop install, the previous Applications/LightWave3D folder
will be totally replaced; so it is important not to make third party
or user modifications to that folder.
LightWave 950
Render Status Panel
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The Render Status panel has has some alterations to the
status gr id. Some labels have changed (some shortened, some
lengthened), and some values have been adjusted for their newly
allotted space (e.g., “Field Rendering”, which used to be “Fields”,
now shows “E/U” for Even/Upper First field rendering, and “O/L”
for Odd/Lower first).