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-   -   LightWave 2019.1 released! (http://www.foundation3d.com/forums/showthread.php?t=21902)

Professor Moriarty 16th Jul 2019 12:04 AM

LightWave 2019.1 released!
 
There's life in the old girl yet! NewTek just released LightWave 2019.1. Registered users of previous versions can upgrade for $395 for a limited time.


https://blog.lightwave3d.com/2019/07...-available-now

Gordon Robb 24th Jul 2019 05:09 AM

some nice little tweaks there

Rigel 24th Jul 2019 07:02 AM

Okay, I'm in. I just received the money from my partner's life insurance policy, so it's now or never.

Now I have to learn how to texture all over again!!

Oldcode 24th Jul 2019 12:08 PM

Quote:

Originally Posted by Rigel (Post 333071)
Now I have to learn how to texture all over again!!

Texture, and Rending. It's a whole new ball game. :wtf:

Rigel 25th Jul 2019 07:05 AM

Quote:

Originally Posted by Oldcode (Post 333073)
Texture, and Rending. It's a whole new ball game. :wtf:

And the lights! I have to learn a new measurement for light intensity.

I tried a render of my TOS Kelvin model. It rendered rather nicely, except the specular hits were way to hot. But I liked how the running lights were shining on the hull.

Zippy 25th Jul 2019 12:35 PM

The spec hits are something I'm still learning too. It's not so much the lighting as the surface. The standard surfacing needs its spec tweaked to work but it does. What I've found is nice is switching it to Principled and copying the standard surfaces (dif, spec, etc) into Surface layer nodes has kinda worked. The only bummer is there's no dif maps on Principled.

Rigel 26th Jul 2019 07:02 AM

Quote:

Originally Posted by Zippy (Post 333077)
The spec hits are something I'm still learning too. It's not so much the lighting as the surface. The standard surfacing needs its spec tweaked to work but it does. What I've found is nice is switching it to Principled and copying the standard surfaces (dif, spec, etc) into Surface layer nodes has kinda worked. The only bummer is there's no dif maps on Principled.

Ah ha! A clue! I shall have to investigate. . .

Zippy 26th Jul 2019 10:57 AM

Here's how I've been working it so far while experimenting on Dennis Bailey's Enterprise A:

Color Layer node: Copy all Color layers from the Standard material that came with the old object.
Scalar Layer node 1: Copy all Diffuse layers from Standard material. Plug this into Roughness.
Scalar Layer node 2: Copy all Spec layers and plug into Sheen.

I'm still figuring things out as I go but I've gotten some nice looking results so far. Now, if I can figure out how to get the diffuse maps to act the same way with the Principled shader then I'll be a happy man.
There are some things which the BSDF shader doesn't work well for and one of those things is large planets. You can't control the diffuse sharpness like you can with Standard (at least that I've found). It's great for "smaller" objects where material can make a difference (like cars, asteroids, buildings, bugs), but on a planetary scale I've seen no benefit.

Professor Moriarty 9th Aug 2019 09:53 AM

Well that didn't take long.

LightWave 2019.1.1 Released 8/5/2019
LightWave 2019.1.2 Released 8/7/2019


So in the space of two days we have had two maintenance releases on LightWave 2019.1. It's heartening to see this level of activity coming out of NewTek, especially after the Vizrt acquisition, but I hope they're not rushing these updates out the door before they're fully baked.


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