Lightwave Trial

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Xiaoqi Hauge

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Aug 4, 2024, 1:10:36 PM8/4/24
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Inconjunction with the release of the extended free LightWave 2015 trial, the LightWave 3D Group is introducing a new series of Quick Start LightWave 2015 videos to help familiarize users with the powerful features and user interface of LightWave 2015. The Getting Started videos will be updated on an ongoing basis and available in the Quick Start Learning section of the LightWave website.

Created by artists for artists, LightWave 3D is intuitive, award-winning software that offers an end-to-end production pipeline for artists and designers to model, animate, capture, retarget, render, and input and output to 3D, including 3D printing.


With the various features of LightWave 2015, artists can take control of dynamic simulations with new Bullet constraint types such as Point-to-Point, Hinge, Slider, Cone Twist, Spring and six degrees of freedom (DOF). Use Importance Sampling to greatly improve the quality of scenes lit by GI and HDR images or background lighting. Match plates, simply place, or sync objects in photographs with the Match Perspective tool. Take advantage of the Genoma 2 Character Rigging System, a rapid modular rigging system that at its base level is a complete rigging development kit (RDK) to quickly rig characters for animation without the need to set up complex rigs from scratch. It also supports the use of Math Expressions and Scripts and includes new and improved human, feline, and arthropod preset rigs.


LightWave 2015 includes Edge Rendering, Patch Border Rendering, Edge Buffering, 64-bit QuickTime Support, as well as new enhancements to the Viewport Preview Renderer (VPR). It also introduces many new features and improvements such as Interactive Dynamic Parenting, Textured Falloffs in Modeler, Fiber FX, GoZ Multi-tool and Unity 5 support, and more. It also supports the latest interchange formats such as Alembic 1.5 and FBX 2015.


The Technetix announcement stated the trial network featured an N+2 architecture. Besides the DNN amplifiers, other equipment used in the trial included a Distributed Access Architecture (DAA) node, a 1.8-GHz multitap, two DOCSIS 4.0 modems, and one DOCSIS 3.1 modem. [The post from van den Berg states that Broadcom supplied the RMD and cable modem and Excentis supplied a traffic generator and custom dashboard.] The successful use of the DOCSIS 3.1 modem illustrated backwards compatibility, according to Technetix.


The service provider was able to demonstrate 16K QAM up to 1.8 GHz, resulting in at least 15 Gbps downstream and 2 Gbps upstream, Ariesen reported. The 17-Gbps total transmission reading derived from limitations of the test equipment used in the trial, he added; Ariesen said Technetix has shown 19 Gbps in total throughput, which the amplifiers enable operators to divide flexibly between upstream and downstream as their requirements demand.


Ariesen added that the DNN technology is under test at other operators, including some in the U.S. and Canada. He said he expects at least some of these efforts to move to field trials later this year.


The VodafoneZiggo DOCSIS 4.0 trial involved the VodafoneZiggo TEC Campus in Amsterdam. "With the use of DOCSIS 4.0 in the network, we are going to provide even greater service reliability and more capacity, which will make even more bandwidth available for all internet and entertainment services on the network. Without the inconvenience as there is no need to dig up the street," said Leo-Geert van den Berg, director, fixed networks at VodafoneZiggo.


Stephen has moderated panels at numerous events, including the Optica Executive Forum, ECOC, and SCTE Cable-Tec Expo. He also is program director for the Lightwave Innovation Reviews and the Diamond Technology Reviews.


He has written numerous articles in all aspects of optical communications and fiber-optic networks, including fiber to the home (FTTH), PON, optical components, DWDM, fiber cables, packet optical transport, optical transceivers, lasers, fiber optic testing, DOCSIS technology, and more.


The problem I have had for my interest in it, is the lack of a new forum site, since the newtek team shut down talks about lightwave on their forum and archived that stuff, while the only place for lightwave discussions is discord and facebook, I refuse both of those, but soon a new website forum should be in place.


some of the new features are listed below, and I must say what they have done is way more than the last updates from Newtek, at least from my point of view of what I would like to see adressed, some advancements on none destructive workflow in Layout, text creation that also can be used dynamicly with bullet and adjust the text after the simulation is done etc, animatable non destructive L-system, unreal bridge, chronosculpt included, turbulenceFD included.


You do not have to mess with two different apps for fluid simulating and rendering, you have the advantage of having full in scene context simulation with all other lightwave stuff, and you do not have to work with any camera matching workflow.


Geometry Nodes ( similar but probably not yet unpar to blenders initially)

Though L-system is Waay easier to setup than the corresponding nodes needed to do it in blender, the L-system you just add the parametrics and animate it.


Octane for GPU rendering seem to now be included in the release, not sure how well that will work though, I have some issues when it comes to what fractals octane can access that prevents me from taking full use of those.


But it definitely looks like the new team is advancing Lightwave faster than the old team, and it does so by adressing important things with a focus, unlike the other updates I felt was straying away to things they shouldnt work on.


A suite of tools, developed by a user for users, (Formally OD Tools) now natively included within LightWave 2023. These span across all aspects of LightWave, including Modeler, Layout, and asset transfer functionalities.


Now part of this exciting 2023 bundle. Delve into the realm of sculpting and editing 3D meshes with an emphasis on time-based deformations and animations - perfect for freezing and adjusting physics calculations on geometry created in Bullet.


its not a question of what is the best software for figthing some kind of war.

For some Lightwave is out of the option completely and they canrecognize what it may be able do to for some who uses it, and only focus on their needs.


Turbulence FD I think was a bit tempting, I am not happy with the blender fluids, TFD utilzing the CPU will simulate much faster than blenders fluids, and it can utilize like 80 fractal noises in pretty much all channels, where blender is very limited to like 13 or so fractal noises.

TurbulenceFD also generates a better grid solving than blenders fluid, better quality I believe.


There is however a problem with TFD and that it uses the older legacy volumetric shader, that you can not use with the newer volumetric items in one single renderpass, and a very very slow multiple scatter rendering, so you would have to deal with that or convert to VDB and load and render without multiple volume bounce scatter, unless usig octane which would be the choice then of course, now that the plugin is inside of lightwave by default, but it will still need to rerun the simulation and convert for every change you do in the simulation unless they fix it to work directly with the newer volumetrics.


I do have embergen, but it requires camerat matching scaling issues and such, and not in scene context aware to other elements in the scene, it can not use image sequence as flow maps for the fluid emission, it only has One noise fractal as opposed to Lightwaves around 80 fractals.


So it has a lot to catch up on still, but what they have done for this short time is Way more than the newtek team did, and they where throwing in things and in a direction that didnt make sense, for me the new team seems to go in the right direction, when and if they solve the lack of modelling in layout, and boost the render engine, then I think they will be able to compete.


As I have said so many times before, I rather set things up in Lightwave layout than in blender, cameras, lights, objects, movement motion modifiers, easier, cleaner on the eye look of the UI as for structure and where things are, the structure of blenders UI and how you focus on things are not what attracts me.


-Windows file browser, I am not a fan of the blender file dialog, I constantly browse for files by entering a keyshortcut that represents the files first inital letter, I cant do that in blender, you need to use the file serch requester and search for the whole name, its so much smoother with the windows file browser I think.


Though the new release looks way more interesting now than the other releases, I still want to test drive what I am about to purchase, and I can not justify a preorder without that, even though I may get it cheaper now than then.


They now have just launched the new lightwave account page, though they stated it was a bit of a premature release, so there may be errors and it may be working depending on what they update right now.


its not as clean and functional as the newtek Xforo forum platform, and it misses vital post images options ( which would ruin my free wix account storage anyway, but embedding images is possible but should be easier to do, otherwise it is easy for me to arrange sections.


As for website and content, documentation ( which Thomas wasnt happy about to say the least)

And the forum, they need more time invested in that, not sure what format they can change with whatever platform they got, if its too limited, they need to consider to replace it completely, in worse case remove the forum board to an external proper forum board if it cant be inserted on Lightwave3D.com


I dont see why that would be something to bother about as tedious, they bought lightwave from vizrt/newtek, and that should include all the accounts details And all its content, seems it would be more hazzle to go in to each account individually and remove certain old content.

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