
Take a tour through the LightWave 3D environment with the following videos and loadable sample content. This material will walk you through some basic concepts and features.
The following video content requires: Ensharpen Codec for MOVs - TSCC Codec for AVIs
MultiMesh objects consist of an unlimited number of layers, similar to layers in many paint programs.
Modeling capabilities are enhanced with this powerful addition, allowing new ways to create and refine shapes.
Create smooth edges and flowing organic objects. Also used for modeling tools as direction path.
Customize display and selection colors of points, edges, polygons, normals and tools.
LightWave now has arguably the most comprehensive toolset for matching real camera lenses, an addition that will greatly enhance the ability of visual effects artists to match 3D elements to live footage.
Camera tools allow you to recreate any camera in the world and many cameras that can't exist. New rendering technology renders scenes using arbitrary camera lenses and warps.
Custom lens example with a 360 degree camera lens.
Tutorial assets: ACT_fisheye_Room.zip
Customize display and selection colors of points, edges, polygons, normals and tools.
The LightWave node-based materials system adds new shading models to LightWave such as Oren-Nayar, anisotropic, and sub-surface scattering.
The node-based materials editor makes shading virtually unlimited including: New Shading Models, Normal Maps from ZBrush 2 Supported, Branches can be imported and exported, Math Animation Nodes, Animated Gradient Node.
You can work how you want to work: Layers in Nodes; Nodes in Layers; Layers Only; Nodes Only. Full support of native controls and envelopes. The Node Editor is available in both Layout and Modeler and maintains context between the two. Full SDK Support for third parties to create nodes (including shading models) and for third-party renderers to interface with and query nodal shaders.
See how the Node Editor applies procedurals which can now be directly applied to UV maps.
Tutorial Assets: Parquet.zip
Expanded control of specularity, reflection and refraction.
Tutorial Assets: cd.zip
Combine Displacements with Adaptive Pixel Subdivision for added power and flexibility.
Adaptive Pixel Subdivision adds a variety of capabilities for film-quality displacement mapping, normal mapping (including ZBrush support) and level-of-detail control at render time. Adaptive subdivision of a mesh based on distance from camera and visibility.
Choice of Adaptive Subdivision 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.arties to create nodes (including shading models) and for third-party renderers to interface with and query nodal shaders.
Automatically control mesh detail in relation to camera distance from selected objects.
Control mesh render detail with Weight Maps.
Tutorial Assets: APS_WeightHead.zip
Create and animate fur & hair with APS and Displacement Maps.
Tutorial Assets: Hair_Dis.zip
Create a user defined path to control wind in a scene.
Tutorial Assets: Wind_Loop.zip
Expanded to display more information during render.
Tutorial Assets: APS_CameraDistance.zip
Apply ZBrush displacement maps with the Node Editor.
Tutorial Assets: Zbrush_Head.zip
A Motion Modifier that allows an object to move on the surface of a mesh.
Tutorial Assets: sticky_teardrop.zip
Image filter to give an image or render a sketched look.
Tutorial Assets: Sketch_Blueline.zip



















































