|
Rendering
Major Core Changes to the LightWave Rendering Engine:
The following changes have been made to the LightWave Render Core:
- Implementation of BSP/KD Tree Algorithm to achieve improved speeds as scene complexity rises
- Complete replacement of the original ray tracing core
- Any function that uses ray tracing calls will be significantly faster in most cases
- Improved multi-threading with dynamic segmentation to insure maximum use of available CPUs
- Typical speed improvements at 2.5x over LightWave version 8.5 for today's increasingly ambitious high-polygon count production scenes
The actual core of the LightWave rendering engine has been replaced with a modern implementation that reflects some of the latest developments in the CG industry. This new core allows for the addition of new rendering technologies, and lays a very strong foundation for the future. In addition to being higher quality, the rendering engine is now significantly faster for today's ambitious production needs - and the more complex the scene, the higher the speed differential!
Adaptive subdivision of a mesh based on distance from camera and visibility:
- Added Adaptive Sub-division methods - Per Object, Per Polygon and Per Pixel
- Highly optimized mesh, tied to render resolution when using Per Pixel
- Visibly similar to micro-poly displacement
- Improvements to Sub-division surfaces
- Support for both LightWave Subdivision Surfaces and Catmull-Clark Subdivision Surfaces
- Subdivision level can be controlled via numerical values, envelopes, expressions, motion modifiers, textures, procedurals, gradients and more
Improvements have been made to sub-division surfaces (SDS) in Layout, including support for Catmull-Clark subdivision surfaces. A new subdivision control mode has been added, called Adaptive Pixel Subdivision, which provides the user with flexible control of subdivision and level-of-detail at render time. This approach has several benefits, such as significantly improved displacement performance, as the mesh is highly optimized. For example, if you are rendering an image and you set a pixel value of 4, then no polygon will have an area larger than 4 pixels in size. The value can also be set in the sub-pixel range (values below 1.0). This results in the ability to displace and deform with higher accuracy. While not true micro-poly displacement, this method will yield similar results in many cases.
Material Shader Node Editor - And New Shading Models:
LightWave v9 includes an integrated node editor to create complex shading networks or shader trees. Using new and improved LightWave shaders, the node editor allows the user to connect parameters of various shaders and operators together to create powerful shaders without any user coding required. Not just a face lift, the Node Editor is a completely new method of working with materials, which provides an order of magnitude more capability than LightWave's surface and material edit system previously offered.
The Node Editor also takes LightWave to a new level of flexibility in rendering. Until now, LightWave's renderer has used only the Blinn shading model with Lambert diffusion, but with version 9 now offers several additional shading models to choose from, including Phong, Cook-Torrance, Oren-Nayar, and new implementations of Blinn and Lambert. We've also added Anisotropic and SubSurface Scattering (SSS) shaders to the mix. These new shading models and functionality bring artists a greatly expanded range of control over the final look of the render, making it easier than ever for LightWave to provide precisely the look you want at render time.
- New Shading Models
- Normal Maps from Z Brush 2 Supported
- Branches can be imported and exported
- Math Animation Nodes
- Animated Gradient Node
- Work how you want to work: Layers in Nodes; Nodes in Layers; Layers Only; Nodes Only
- Full support of native controls and envelopes
- Available in Layout and Modeler, and maintains context when switching between the two
- Full SDK Support for third parties to create nodes (including shading models) and for third party renderers to interface with/query nodal shaders.
Node-based Displacement:
Added Node-based displacement to the Object Properties displacement capabilities. Compatible with ZBrush 16-bit TIFF displacement maps.
Advanced Camera Tools:
New rendering technology renders scenes using arbitrary camera lenses and warps. This allows for some fantastic effects, such as:
- Camera plane deformations
- Arbitrary projections
- UV map generation
- True orthographic rendering
- Space warp simulations
- Lens distortion duplicating physically accurate real world lenses or non-existent "imaginary" lenses
- 360 degree panorama rendering (one camera)
- And more
The Advanced Camera Tools camera lens shader system is a whole new way of rendering in LightWave 3D. Renders are no longer limited to the standard perspective camera. Instead, you can now create any type of camera lens you wish: Perspective, orthographic, fisheye, 360 degree panorama.
You can even render the scene as seen from the surface of a mesh. The lens shader gives you full control over what part of the scene is rendered for any part of the image.
Previously, effects such as these were achieved with post-process filtering, which caused artifacts, and degraded the overall quality of the image. Now, these effects are done mimicking actual light physics, resulting in a very high-quality result. However, no camera lens is perfect; the camera lens shader will let you reproduce that reality as well, by allowing you to create lens artifacts such as barrel distortions. Don't stop there, though. The lens shader will also allow you to create outlandish, impossibly warped and twisted views for that unique look when normal just won't do.
Timewarp - Time Re-mapping and Warping Shader:
This shader remaps time for:
- Bullet-time
- Freeze-time
- Slow-motion effects
- Fast-motion effects
Timewarp manipulates time. Previously time has just been a steady clock ticking away at a certain number of frames per second. Now with Timewarp you can slow the clock down, speed it up, even wind it back, all during a single animation.
Timewarp can warp the time in a scene while keeping the camera unwarped. This will allow for unblurred camera motion, while retaining blurred motion of the action within the camera's field of view. Effects like bullet-time can be created in this way. Timewarp can also manipulate motion blur in new ways for special effects. You can now fly through a motion blur, without additional blurring from the camera's motion
CCTV Shader:
CCTV is a shader that paints a view of the scene on a surface; render a view from a camera onto a surface, with controls for brightness, saturation and contrast:
- Create a closed-circuit TV display
- Simulate digital camera displays
- Render a view through binoculars and magnifying scopes
- Create holographic instances
HV Deformer: HyperVoxel Particle Displacement Shader:
This shader stretches and squashes HyperVoxel particles based on particle properties and distance between particle and mesh. HV Deformer gives you new levels of control over HyperVoxel particles. With HV Deformer you can:
- Create more realistic looking pools of water
- Change the orientation of HyperVoxel particles arbitrarily
- Stretch and squash HyperVoxels based on the properties of individual particles
- Alter the size of HyperVoxels as a function of time, space, or distance to an object
- ...and much more.
More precisely, HV Deformer allows you to change the size, thickness (or flatness), and orientation of particles as a function of distance to object surfaces, particle properties, or any arbitrary envelope.
Stress Map:
Modulates bump amplitude based on degree of dynamic local mesh deformation.
- Create wrinkles on bending joints
- Alter the color of a surface based upon polygon distortion
Stress Map makes more realistic, dynamic wrinkles. This is done by altering the degree of bump mapping used based on the amount of local polygon distortion. For example, when an arm is bent, wrinkles applied as a bump map become more pronounced around the joint, where the mesh is being squeezed. If the mesh is instead being stretched, the wrinkles will disappear.
Stress Map can also be used to alter the color of a surface based on how much a polygon has expanded or shrunk due to some distortion. This could be used to simulate the whitening of the skin as it is stretched, or to indicate areas where the mesh is being stressed.
Sketch Image Filter:
This new image filter enables a render to be post processed with a sketch-like treatment.
New "Dissolve Ray":
LightWave v9 implements a new "dissolve ray". This is used to correctly implement the object dissolve feature when raytracing.
Z-Buffer Improvements:
- Buffer Output to RGB can now handle Z Buffer values correctly. It also supports invert for screen mode now.
- Computation of Z-Buffers for classic anti-aliasing modes has been improved.
Realistic Fog:
New fog mode generates realistic fog that supports transparent, refractive and reflective objects inside the fog.
"Unaffected by Object" Alpha Channel mode:
- "Unaffected by Object" Alpha Channel mode is now implemented for ray-traced transparency and the new camera modes.
Dynamics Improvements:
- Faster Loading of Dynamics Scene Files
- Better Workflow with Access to Dynamics in the Scene Editor
- Improved Solving Precision
- More accurate representation of wind vector fields in Layout
- Animation Paths for Winds
- FXDynamic-Linker links objects to particles with smart routines that reduce memory requirements
Improvements in dynamics loading and solving, and workflow improvements including access via the Scene Editor make dynamics more attractive and easier to use. Higher precision in solver engines allow for better results right out of the box.
ParticleFX Improvements:
- Particles have a new operation control -- random rotation and scale. This is also passed on to HyperVoxels, as noted above.
- Added a "Save All Selected Motions" option
Hypervoxels Improvements:
- Tuned for better performance with raytracing.
- Memory usage has been optimized. Gain is more noticeable as the number of particles increases - up to 40X less memory required.
- Improved rendering precision.
- Two new functions for use in conjunction with a new ParticleFX function: "Use Particle Orientation" and "Use Particle Scale".
- The HVs now make use of their rotated flag. Rotations have been simplified by calling a vector multiplication routine.
- Added "Orient Slices To Ray" setting for sprite HVs to the sprite basics panel. It orients the sprite's coordinate system with the ray, rather than the default of aligning with the camera, allowing the use of sprites in scenes where output from multiple cameras will be assembled for a panoramic view.
- HVs now can have their self-shadowing enabled and disabled again (you still have to enable ray traced shadows in the render options to get HV shadows).
- Hypervoxels are now calculated pixel by pixel in the new camera modes. Previously they were rendered in a separate pass.
- Refractions now work for non-blended HV surfaces.
- Shadows work now for non-blended surface HVs.
- The way HV volume shadows are activated as been simplified. They work just like all other inter-object shadows now.
- Removed the need to check the self shadow option for surface HV objects in order to use the internal HV self shadow option.
- HV surfaces can now render non-blended spheres correctly.
IK Booster:
- Support fractional frames at make key for IK Booster
- Update Bake-able Match Goal Orientation for IK Booster
Pixie Dust:
Allows for fast rendering of large numbers (order of 1 million) of simple volumetric particles.
|