LightWave Video Training

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

Modeling Tools

Modeler Introduction
Take a tour through key areas of the modeling interface.



Layers Overview
MultiMesh objects consist of an unlimited number of layers, similar to layers in many paint programs.



Edges
Modeling capabilities are enhanced with this powerful addition, allowing new ways to create and refine shapes.



Edge Weighting
Add geometry to an object over multiple layers with this powerful modeling tool.



Curves
Create smooth edges and flowing organic objects. Also used for modeling tools as direction path.


Creating a Die
A step-by-step tutorial to introduce you to the LightWave modeling workflow.


Speed Boolean
Quickly modify and combine objects elements in a single layer.


Multishift
Add geometry to an object over multiple layers with this powerful modeling tool.


Connect Tool
A Polygon split tool that works with Point, Edge and Polygon selection modes.


UI Configuration
Customize display and selection colors of points, edges, polygons, normals and tools.







Advanced Camera 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.

Layout Introduction
Take a tour through the key areas of the LightWave production studio.


Camera Overview
Create any type of camera you need, giving you unlimited render control.

Perspective Camera
Increased render speed & quality for larger scenes.


Creating a View Camera
Use advanced camera settings to apply classic tilt & shift techniques.


Advanced Camera Tools
Custom lens example with a 360 degree camera lens.

Tutorial assets: ACT_fisheye_Room.zip


Custom Lenses
Model any type of camera lens you can imagine giving you full control of the image.


Orthographic Camera
Generate true orthographic image renderings.


Load from Scene
Customize display and selection colors of points, edges, polygons, normals and tools.


Node Editor

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.

Node Editor
An introduction the the powerful shading and texturing capabilities of the node editor.


Procedural Textures
See how the Node Editor applies procedurals which can now be directly applied to UV maps.

Tutorial Assets: Parquet.zip


Gradients
Apply and animate color gradients with the Node Editor.

Tutorial Assets: Planet_Anim.zip


Shading Models
An introduction to shading and an overview of shading models.


Anisotropic Shaders
Expanded control of specularity, reflection and refraction.

Tutorial Assets: cd.zip


Layer Nodes
Layer Nodes allow access to the Texture Editor within the Node Editor.


Displacement & APS
Combine Displacements with Adaptive Pixel Subdivision for added power and flexibility.


Adaptive Pixel Subdivision

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.

Per Polygon Level
Speed up productivity by controlling subdivision during the render.


Pixel Per Polygon
Automatically control mesh detail in relation to camera distance from selected objects.


Subdivision Control with Weight Maps
Control mesh render detail with Weight Maps.

Tutorial Assets: APS_WeightHead.zip


Fur & Hair
Create and animate fur & hair with APS and Displacement Maps.

Tutorial Assets: Hair_Dis.zip


Additional Features

Save All Motions
Save data from multiple particle emitters to a single PFX file.


Animation Path for Wind Effector
Create a user defined path to control wind in a scene.

Tutorial Assets: Wind_Loop.zip


Build Null Edit Options
Workflow enhancements for the creation of Null objects.


Render Status Panel
Expanded to display more information during render.

Tutorial Assets: APS_CameraDistance.zip


Displacement Maps from ZBrush
Apply ZBrush displacement maps with the Node Editor.

Tutorial Assets: Zbrush_Head.zip


CCTV Shader
Apply camera views to a surface to simulate live camera displays in a scene.


Surface Baking Camera
Render custom environmental surfaces to apply as UV maps.


List Manager
Control large lists of items in a simple pop-up control for faster workflow.


Sticky
A Motion Modifier that allows an object to move on the surface of a mesh.

Tutorial Assets: sticky_teardrop.zip


Sketch
Image filter to give an image or render a sketched look.

Tutorial Assets: Sketch_Blueline.zip


Eye Surface
Use Incidence Angle to create an eye that always looks at the camera.


Stress Map Shader
Modify the degree of bump mapping or surface coloring based on mesh stretching.




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