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Add to existing FBX files from Layout and Modeler.Interactively choose what to import / export and how.Work with industry standard FBX data on a whole new level via the new Interchange Bridge.
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The bridge uses NewTek’s proven NDI® network discovery mechanism for easy automatic configuration, and can be limited to single project use in Unreal, or installed as a general plugin for use in all Unreal projects. Multiple LightWave seats are able to connect to the same Unreal Editor simultaneously to enable real-time collaboration between artists. LightWave 3D® enters the Real-Time Age for interchange with this workflow link between the Unreal Engine and LightWave 3D®, focusing on LightWave driving Unreal changes iteratively. Real-time Collaborative LightWave™ to Unreal Engine This complete out-of-the-box 3D animation solution now offers real-time collaborative 3D interactivity through a bridge to Unreal Engine.
#Lightwave 3d 12 software
The software is affordable, complete, easy to learn and use and well established as one of the leading 3D systems on the market for producing beautiful photo-real renders as well as incredible anime. If, like me, you run relatively modest hardware, it can be useful to run layout with multiple viewports so that VPR runs at a reduced size, making it a little zippier at rendering.NewTek LightWave 3D® makes it possible for anyone to become a 3D artist and animator. If you don't, there is a 90% chance that when layout updates the models, VPR will crash layout. VPR is much more stable in LW11.6, but in earlier versions, make sure you switch off VPR before flicking back to modeler. Last few things before rendering the scene Top tip 1: Show VPR some respect! The last job is the main focus of the scene, in my case a Singapore Navy warship. I'm using a single light in the scene, just to keep a bit of contrast, which works nicely with the water. I set the standard Lightwave gradient backdrop, and using the new option in the compositing tab, I then set the option to use a backdrop color (black) so that the gradient is used but not seen in the render directly. The sides only want to have the color we don't want any bump, reflections, or IOR.Ĭopying and pasting selective settings in the surface editor Get ready to render!īefore we render, we give our water a basic environment to pick up. That way the dielectric node isn't copied. In this instance, I only paste the basic tab. In LW11.x you can right click a surface and copy, and then on the destination surface right click, and select which properties to paste. With all the properties for our water's surface ready, we can transpose them on to the surface for the sides of the water (and the bottom if you want a box of water). Using the dielectric node to give our water its nice and inviting look! I higher value will make the water appear denser, and therefore show more of the underlying color. The smaller the number, the less light is absorbed by the water, and so the clearer it becomes. The most critical parameter for this purpose is absorption.
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For water, the IOR should be 1.33, but really you can use whatever value gives you the most pleasing result. I also add turbulence procedural to the bump channel for the water surface.īasic surface settings for our water Let's get nodal!įor the main water shading, we will be using the dielectric node, which is used for glass typically, but any material that has transparent properties and an IOR higher than 1. For the bottom you can go for a river/sea bed color rather than the same blue. For the color, I chosoe the Bondai Blue from the LW11.6 color picker, but any color you want is fine. The basis of the water, consisting of simply a box Basic surface settingsīasic settings for the water come first. Select the top polygon, side polygons, and the bottom polygon in turn, and assign separate surfaces so that we have the surfaces split up for the water surface, the sides, and the bottom. Therefore, as the base geometry, all we need to do is create a box that will encompass or adequately accommodate our main model. The water we are going to create is of a style you would use in a cross-section illustration. Great for technical-style renders! Base geometry My Singapore Navy warship rendered in a cross section of water. This water is very quick, but creates a nice, rich effect at the same time. The Internet will readily give up various tutorials for creating and rendering realistic, heaving oceans, but what I am looking at here is simple but effective water which I use when creating cross sections of submerged subjects, such as boats and hydro dams. This article looks at creating simple yet attractive water in LightWave. Water_v001.lwo - LightwaveWaterPreset Introduction Here, Craig Clark looks at perfecting simple yet good-looking water in LightWave Tutorial assets Water is a topic that surfaces on a regular basis.
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