LightWave 3D 11 is a complete modeling, rendering and animation system. Used extensively in broadcast television production, film visual effects, video game development, print graphics and visualization, Light Wave is responsible for more artists winning Emmy Awards than any other 3D application.
Technical Specification
General System System RAM: 512 MB minimum requirement, 1 GB recommended, Requirements: Graphics card: nVidia FX 5200 series (minimum) or ATIFireGL V 5100 (minimum), Graphics support: Full OpenGL (OpenGL 2.0 support, or ARB_shading_language_100 OpenGL extension in earlier versions, required to use GLSL features), Graphics driver: Latest from chipset manufacturer, Dedicated video RAM: 64 MB per display minimum requirement, 128 MB recommended, Minimum resolution: 1024x768 minimum requirement, 1280x1024 recommended, Hard drive space: 230 MB for program installation (not including content),
Operating System
Windows 32-bit: Operating System: Windows XP Processor: Intel or AMD, Windows 64-bit, Operating System: Windows XP Professional x64 Edition, Processor: Intel EM64T or AMD64, System RAM: 1 GB
About LightWave 11 LightWave 11 offers major feature upgrades, enhancements and optimizations that empower artists and studios to move their visuals to all new extremes. Achieve greater detail with instancing, better realism with dynamics, fracturing and natural flocking motion, and easier control with unified sampling and industry-standard SDK-level access Python scripting. LightWave 11 is a solid, production proven start-to-finish 3D modeling, rendering and animation software that is built to stand alone or easily integrate into any 3D workflow. Read more on the features below.
New Features in LightWave 11 Instancing Mass duplication of objects with little memory overhead. Bullet Dynamics Production Proven Physics Engine. Fracture Pre-shatter objects for use with Bullet using a variety of algorithms. Flocking Create natural swarming, crowd avoidance behaviors with ease. Unified Sampling New sampling system which features higher-quality sampling at often reduced render times Shadow / Reflection Catcher Blend believable shadows and reflections into background plates easy and fast Car Paint - Iridescence Updated Car Paint shader to support iridescent effects, giving you more realistic results Python Scripting Virtual Studio Tools ZBrush™ GoZ™ Support Render Buffer Enhancements FiberFX Enhancements
Industry standard, SDK level access Python scripting Playstation™ Move support, SDK and much more GoZ support for Layout and Modeler, with zero-config installation The new Compositing Buffer Export panel makes exporting render buffers easier New Stroke volume rendering mode, new instancing support and speed improvements
Print Camera Utility Align to Plane Scene Loading Optimizations Optimizations
Overhauled utility for setting up renders for print Easy object alignment for modeling off-axis Significant speed boost with some scenes loading up to 7X faster Speed improvements to IK performance and GLSL shading means smoother working in Layout
Instancing Instancing can be used to mass-duplicate objects in a scene with very little system overhead. With the ability to support massive "virtual" polygons, you can populate a scene with incredible detail while retaining reasonable rendering times. While instances can be thought of as clones of the original source objects, they don’t need to be identical. Instead, you can randomly scale, position, rotate and surface cloned objects differently from the source object, which can be a tremendous timesaver on many types of 3D projects.
Bullet Dynamics Bullet is a fast production-proven Open Source physics engine that is used to create many high-profile, effects driven films and real-time game engines. It features rigid-body 3D dynamics originally created by ABC. In LightWave 11, the Bullet Dynamics engine is located directly in Layout, but can be used with the Fracture tool in Modeler to create compelling physicsbased animation like collapsing buildings or massive explosions. It can also be used to naturally place items in a random pattern, a process that can be time-consuming and difficult to do by hand.
Fracture This LightWave Modeler tool was designed to complement Bullet Dynamics in LightWave by allowing you to pre-fracture objects that are to be destroyed. Fracture offers a variety of methods and settings to fine-tune the look of pieces as they are being fractured. You also have the ability to create an Endomorph of the resulting fracture and animate a fracturing object with or without dynamics. Weight maps can also be applied to the source object to control the density of a fracture, making it an extremely flexible tool for breaking 3D objects in LightWave.
Flocking Get control over the crowd with Flocking. Easily calculate crowd avoidance of neighbors, target alignments and cohesive attractions for natural motion. Classic examples of flocking motion include:
Flocks of birds Schools of fish Swarms of insects Animal herd behaviors Craft maneuvers (planes, alien ships, etc.)
Car Paint - Iridescence Iridescence, also known as "Gonjochromism," is a property that describes how surfaces change color when they are viewed at different angles. This effect can be seen on soap bubbles, pearlescent sea shells or cars with "Chameleon" or "Flip-Flop" paint. The Car Paint shader in LightWave 11 has been updated to support iridescent effects, giving you more realistic results.
Enhanced Virtual Studio Tools (VST) LightWave 11 expands the Virtual Studio Tools (VST) toolset with additional controller types, including support for the affordably priced Playstation™ Move. These types of third-party controllers use the Virtual Studio Tools SDK to hook directly into the system. The new Control Booth and Device Managers in the VST can be used to manage every aspect of how a controller is figured and used in LightWave. Virtually anything that can be animated in LightWave can be controlled using a multitude of devices.
Enhanced Interchange Tools - GoZ™ GoZ is interchange technology from Pixologic® that allows applications to send model and texture data to and from ZBrush™ for sculpting detail on a base mesh. It is incredibly popular with many 3D artists and now it is directly supported in LightWave 11. The GoZ implementation in Layout and Modeler is full-featured and powerful—it can be used to exchange model data and all the associated texture maps. The LightWave Modeler implementation even lets you use ZBrush for sculpting Endomorphs in facial animation.
Render Buffer Enhancements Saving and viewing the buffers produced by the render engine is now easier and more robust in LightWave 11. The new Compositing Buffer Export panel makes it possible to select the objects that are to be included in the specified buffers, making it easier to select buffers for saving or viewing. These enhancements streamline rendering out for compositing by combining and extending the functionality of the two panels you had to visit previously in LightWave. It also allows presets of commonly used buffers to be saved to aid in setting up for output—a function that was not possible in earlier versions of the LightWave.
User Interface Enhancements LightWave 11 has a number of workflow improvements that add up to a better user experience and overall faster creative environment:
Node Search - The list of available nodes can now be searched to quickly find a specific node. Adding Multiple Nodes - Adding multiple nodes in one go is now possible using the menu option Grouped Property Panels - Commonly accessed properties that affected rendering are now grouped into one panel to speed setup Faster Access to Morph Mixer - This often used feature has been pulled out from the Displacement list and placed on the main Deform tab to speed up workflow Optimizations - Speed improvements to IK performance and GLSL shading means smoother working in Layout for animators Scene Loading Speed - Featuring a significant speed boost with some scenes loading up to 7X faster Faster Layered Objects - Experience speed improvements when working with multiple layers in Modeler Align to Plane - Allows you to toggle the alignment of your object in Modeler to the World Coordinates and back. Making it easier to work with tools that operate better when aligned along an axis
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