Lightwave 3d Documentation

Unique global shading system for LightWave 3D. Unfortunately not compatible with LightWave 3D 2018 and thus discontinued. When patching a 3-sided spline patch, one corner will always contain a fan of triangles. The corner where these triangles will be created is determined by the connecting corner of the first and second spline selected.

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'Unique Features' Ideas[edit]

For the 'Unique Features' section, I think it would be interesting to add additional subsections with information on some of LightWave's more unusual features, such as the advanced camera tools and hypervoxels. Maybe even a little about FPrime. So if anyone considers themself knowledgable on any of those, please go for it! I think this section would be useful for people who may want to understand some of the differences between LightWave and the other 3D apps.

I don't think Fprime belongs under that heading since it is a 3rd party plugin. Maybe having a 'notable plugins' or similar section would fit better, but currently fprime is as much a Unique feature to LW as my neighbors car. There are many other plugs that are as notable as Fprime as well.
To me LW's unique features are its workflows and keyboard mappings. This thing is tight (read: special in a good way) in some places! Ideas on just how that's true can be added to the Overview for now IMO. Ncr100 (talk) 08:27, 25 November 2014 (UTC)

Name Change[edit]

It would be better and more correct if the title of the page was LightWave (with a capital W). - Ben Vost, NewTek Europe...

Software Differences?[edit]

I think someone should make a section describing the difference between LightWave and 3DStudios. I feel it would be very useful. - Alex

Disagree, that makes it sound more like an ad comparing against another popular package. (72.64.241.153 (talk) 18:56, 24 January 2009 (UTC))
It was personal experience-based anyway. I personally hated the Softimage workflow but enjoyed Maya and 3D Studio Max. The only thing worth existing in that section would be that the LightWave renderer was just bad enough until the late 90s that you could instantly spot any CG done in it if you knew what to look for. Like I said, personal-experience --EdityMcEditorson (talk) 06:26, 9 September 2017 (UTC)

Thanks for the change of name![edit]

Lightwave 3d Skin

Hi, still working my way around editing the page, have updated a lot today and would like to get the infobox to match the size of the logo and Modeler screenshots, but I am unsure of how to do it (the template works in 'ems' rather than pixels?). I'd also like to know how to edit my entries in the history pages so that I can see what I've done.

Version history key features?[edit]

What are/were the main features for each major version release?

LightRave was a piece of hardware/software that allowed LightWave to be run unbundled from the Video Toaster in 1993. I'm not sure if it was officially or unofficially supported because I did read about it in the press at the time, and pretty sure I read a review of LightWave that used LightRave (something like Amiga Format in the UK).
LightWave version 3.5 IIRC was the first package with integrated Lensflares available. Officially unbundled from Video Toaster.
LightWave version 4.0 IIRC introduced the package on the following platforms: Amiga, Apple Macintosh, PC/Windows, Silicon Graphics/Irix. (I also used this version in WindowsNT running on DEC Alpha's)
LightWave version 5.0 was the last version available for the Amiga. Across all versions it introduced full time Inverse Kinematics. (I fixed an error in the main article that said 4.0 was the last version)
LightWave version 5.5 introduced a new interface. MorphGizmo and SuperCelShader. SkyTracer and Steamer, allowing dynamic sky and cloud generation and volumetric lighting and rendering respectively. Support for Multiprocessors.
LightWave version 5.6 introduced Hypervoxels - subpixel volumetric rendering, great for clouds, pyroclastic effects, etc.
LightWave version 6.0 introduced an interface upgrade. Integrated Radiosity and CausticsRendering Engine.
(This is off the top of my head..) Mingebinge (talk) 17:42, 28 January 2011 (UTC)

Cleanup[edit]

This article has gone out of focus, and seems to be a glorification of LightWave's achievements. It is also advertising LightWave through the use of weasel words, which are inappropriate in an encyclopedia. This is an encyclopedia page, not an online advertisement site. Advertisements stating how good the program is without any backup of reliable sources are considered to be redundant will be removed.

I seriously hope that editors to this article will abide by the guidelines set out by Wikipedia. --219.74.177.182 12:17, 1 August 2007 (UTC)

I want to second the complaint above, the article is written in a bombastic style and reads like an unabashed product promotion or enthusiastic eulogy, and doesn't read like a cool dispassionate enumeration of the facts. Example:

'On February 20, 2012, NewTek began shipping LightWave 11 Software, the latest version of its professional 3D modeling, animation, and rendering software. LightWave 11 incorporates many new features, such as instancing, flocking and fracturing tools, flexible Bullet Dynamics, Pixologic Zbrush support, and more. LightWave 11 is used for all genres of 3D content creation-from film and broadcast visual effects production, to architectural visualization, and game design'.

This is not an encyclopaedic entry, it's a commercial plaudit.

Vapourmile (talk) 12:24, 27 June 2019 (UTC)

Why does this section, in the History section, reference LW 9 first then LW 8?

In its ninth version, the market for LightWave ranges from hobbyists to high-end deployment in video games, television and cinema. NewTek shipped a 64-bit version of LightWave 3D as part of the fifth free update of LightWave 3D 8, and was featured in a keynote speech by Bill Gates at WinHEC 2005.

Ncr100 (talk) 06:35, 25 November 2014 (UTC)

Logo meaning?[edit]

Just curious what the logo is? A seashell? A cinnamon roll? --72.202.150.92 04:47, 4 August 2007 (UTC)

9.3 Release Date?[edit]

Does anyone know the real release date of 9.3, I just put SIGGRAPH for now but I don't think that will do.

Too much promotion...[edit]

I'm finding that this page contains a lot of promotion for LightWave. And as I've been looking at other software pages, 3ds max for example, I'm seeing a much more professional feel to the page. This article requiers a lot of clean-up. ShawnStovall 14:07, 20 September 2007 (UTC)

I agree that this page feels like a promotion, which I am beginning to remedy. Though I don't really agree that the pages of other software packages look all that much better... —Preceding unsigned comment added by White Boy (talk • contribs) 08:15, 10 November 2007 (UTC)
I agree, this page is currently not neutral. (Ncr100 (talk) 00:00, 5 February 2009 (UTC))

Adding info about the Mac UB port and cleaning up the grammar[edit]

Hi, after a few thousand posts over at the Newtek forums I decided it was time to clean this baby up. I'm not changing anything major, just removing some irrelevant links and redundant history (the intro paragraph says stuff about the Amiga that is also said in the History section. Also I'm trying to give it a more neutral POV.

Does anybody have some updated screenshots? The ones on there are from 9.0 which was almost 3 releases ago... Inigo07 (talk) 21:48, 11 January 2008 (UTC)

I took out the statement 'Some critics in the industry noted that the feature set of Lightwave made it worth the price of the Video Toaster alone.' That is utterly useless to anybody reading this article Inigo07 (talk) 21:51, 11 January 2008 (UTC)
I can understand the reference to the Video Toaster though, as in at the time, the joke was that LightWave came with the most expensive hardware dongle of any package, called the Video Toaster... Mingebinge (talk) 17:49, 28 January 2011 (UTC)
I took out some more useless information, such as the original price of the Video Toaster (like anyone cares?) and a description of the TCP/IP protocol that the Hub uses (like anyone cares either?). Also cleaning up some grammar. Inigo07 (talk) 20:43, 21 January 2008 (UTC)
The linux screamernet hasn't been updated in so long that's it's pretty much meaningless to even mention it anymore. Should the reference in the first paragraph just be removed entirely? (went ahead and removed it. ) (72.64.241.153 (talk) 18:24, 24 January 2009 (UTC))

Which features aren't available without the dongle?[edit]

I think that should be added to the article. I'd do it myself, but I don't know. I'll do some research to try to find out, though, but it would be helpful if someone who already knew put it up there. --71.163.134.187 (talk) 21:14, 25 January 2008 (UTC)

Basically without the dongle you have the demo version of Lightwave. It's not functional without it (watermarked renders and max 400 polygons savable). It's not like it's a 'limited free version' without the dongle - it's just a demo. I think this part needs to be rewritten as well. Inigo07 (talk) 17:55, 30 January 2008 (UTC)
Since I believe they used Rainbow Sentinel Lock whose protections were cracked 5 minutes after any product release using it, all features are available without the dongle. ;-) EdityMcEditorson (talk) 07:01, 9 September 2017 (UTC)

Multithreaded? since when[edit]

I'm only here because I'm waiting for some hard body dynamics to calculate. On my q6600 precisely ONE of the CPUs is flat out, the rest are twiddling their thumbs. Apart from Rendering can anyone tell me what multithreading is in use? Particularly in Modeller. —Preceding unsigned comment added by Stib (talk • contribs) 11:09, 14 February 2008 (UTC)

Spinoff[edit]

I'm thinking that the list of movies etc. used by lightwave should be branched off, similar to what they have done in the 3ds Max Article. (see this for an example). Anyone else agree? 76.185.42.208 (talk) 21:26, 18 March 2008 (UTC)

  • Actually, yeah, that is a good idea. I'm really interested in getting this article up to par. This exact page was what sold me on LW anyway, several years ago. Now it's my job. Inigo07 (talk) 15:22, 27 March 2008 (UTC)


Vandalisim?[edit]

I think that this article has been slightly vandalized. For example, Dexter's Lab and the PowerPuff Girls weren't in 3-D. --Particleman24 (talk) 12:54, 17 May 2008 (UTC)

Lightwave 3d tutorials

@particleman: as far as I know lightwave can render 2d anime like pictures.. —Preceding unsigned comment added by 213.156.52.98 (talk) 18:01, 31 May 2008 (UTC)

LightWave certainly does render 2d anime cel shaded imagery, using its in built set of surfaces - I was doing exactly this in broadcast productions in 1998. I would certainly refer to this as LightWave being able to render 3D as 2D Cel Shading natively - ie. you open the package, create an object, apply the relevant surface/material to it and render it, simple as .. Mingebinge (talk) 17:27, 28 January 2011 (UTC)

LightWave has a 'Cel Shader' that makes 3d graphics appear somewhat like traditional cel animation, but there is no strictly digital-2d animation component. But several shows do integrate 3d cel shaded with more traditional looking 2d, so it's not at all unreasonable that they would use lightwave for those parts. —Preceding unsigned comment added by 72.64.241.153 (talk) 18:22, 24 January 2009 (UTC)

Further to the above, the Japanese animated series Blue Submarine no.6 [1] was one of the pioneering examples of using (LightWave, specifically) 3d generated 2d cel shading integrated with traditional painted backgrounds.Mingebinge (talk) 17:27, 28 January 2011 (UTC)
Also, read this archived article from 1998: 'Lightwave 3D's Super Cel Shader is an Important Tool in DreamWorks TV' [[2]] Mingebinge (talk) 13:49, 2 February 2011 (UTC)

Remove lightwave-specific terms[edit]

I've made a number of edits to try to remove a lot of Lightwave-specific terminology and use more generalized (at least to the 3d animation industry) terms and include links to the relevant wikipedia pages that describe the feature. I've also tried to rewrite the edited sections to sound less like a piece of press release and more like a list of functionality.

There really should be more references/citations, probably to the newtek site with the features. (Although this probably would just make it look more like an ad page, which I really have tried to avoid and reduce with these edits.) (72.64.241.153 (talk) 19:23, 24 January 2009 (UTC))

Babylon 5[edit]

Babylon 5 was probably what brought LightWave into prominence along with some of the (at the time) more well-known animation systems like Max, Softimage and Alias|Wavefront, since it was one of (if not the) first prime time TV shows with all the 3d effects generated in lightwave. The other software packages were considered 'professional' while lightwave was still mainly known for its inclusion in the video toaster. Is this worth mentioning in the article, given proper citations/references? (72.64.241.153 (talk) 19:23, 24 January 2009 (UTC))

Aside from the fact that Max did not exist at the time LightWave was introduced to audiences.Mingebinge (talk) 17:30, 28 January 2011 (UTC)
LightWave was probably much more well known than Max when Max 1.0 came out. 3D Studio for DOS ran under a memory extender and was awful to work with IMO. Softimage and Alias|Wavefront were limited to MIPS IRIX machines until much later if my memory serves and weren't competing in nearly the same price range or sector as LightWave. EdityMcEditorson (talk) 06:56, 9 September 2017 (UTC)

Replaced link[edit]

Replaced the Splashlight link as I could not see any relevance. They are a Fashion Photography specialist and I could not find anything remotely related to 3D CG on their site, let alone anything to do with LightWave. I assume it was added in error or there was indeed a LW3D studio of that name in the past, whose rights to the address have lapsed. I put in the award-winning Zoic Studios instead, simply because they are well known for using LightWave and they are well known for work on such projects as Firefly, Serenity, Battlestar Galactica, V, and Zombieland amongst others. I have no affiliation with them. Mingebinge (talk) 00:21, 10 February 2011 (UTC)

Grouping sections[edit]

Hi there, I would suggest grouping sections 3 Modeler and Layout, 4 Dynamics, 5 Hypervoxels, 6 Material shaders, 7 LScript, and 8 Lightwave SDK into one new section, say Software Details or Techniques Used or Technical Details or something. As it is, it seems to me that these sections are not on the same level as, say, History or Overview. In particular, I don't think top-level sections should feature technical words such as Hypervoxels. What do you think of this? Cheers, --Georgepauljohnringo (talk) 15:30, 1 November 2011 (UTC)

This section appears out of historical order inside the History section. It should be removed, broken apart, and then inserted into the TV and Movie sections.

LightWave was used to create special effects for the Babylon 5, Star Trek: Voyager, Space: Above and Beyond and seaQuest DSV science fiction television series; the program was also utilized in the production of Titanic as well as the recent Battlestar Galactica TV series, Sin City, Star Trek, 300 and Star Wars movies. The short film 405 was produced by two artists from their homes using LightWave. In the Finnish Star Trek parody Star Wreck: In the Pirkinning, most of the visual effects were done in LightWave by Finnish filmmaker Samuli Torssonen, who produced the VFX work for the feature film Iron Sky. The film Jimmy Neutron: Boy Genius was made entirely in LightWave 6 and messiah:Studio.

Significant facts from this paragraph could also be used in the introductory paragraph.Ncr100 (talk) 05:58, 25 November 2014 (UTC)

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Retrieved from 'https://en.wikipedia.org/w/index.php?title=Talk:LightWave_3D&oldid=903705826'
LightWave 3D
Developer(s)NewTek, Inc.
Initial release1990; 29 years ago
Stable release
Operating systemAmigaOS, Windows, macOS
Type3D computer graphics
LicenseTrialware
Websitelightwave3d.com

LightWave 3D is a 3D computer graphics program developed by NewTek. It has been used in films, television, motion graphics, digital matte painting, visual effects, video game development, product design, architectural visualizations, virtual production, music videos, pre-visualizations and advertising.

  • 4Features
  • 5Media releases that used Lightwave

Overview[edit]

LightWave is a software package used for rendering 3D images, both animated and static. It includes a fast rendering engine that supports such advanced features as realistic reflection, radiosity, caustics, and 999 render nodes. The 3D modeling component supports both polygon modeling and subdivision surfaces. The animation component has features such as inverse and forward kinematics for character animation, particle systems and dynamics. Programmers can expand LightWave's capabilities using an included SDK which offers Python, LScript (a proprietary scripting language) scripting and C language interfaces.

History[edit]

In 1988, Allen Hastings created a rendering and animation program called VideoScape 3D, and his friend Stuart Ferguson created a complementary 3D modeling program called Modeler, both sold by Aegis Software. NewTek planned to incorporate VideoScape and Modeler into its video editing suite, Video Toaster. Originally intended to be called 'NewTek 3D Animation System for the Amiga', Hastings later came up with the name 'LightWave 3D', inspired by two contemporary high-end 3D packages: Intelligent Light and Wavefront. In 1990, the Video Toaster suite was released, incorporating LightWave 3D, and running on the Commodore Amiga computer.

LightWave 3D has been available as a standalone application since 1994, and version 9.3 runs on both Mac OS X and Windows platforms. Starting with the release of version 9.3, the Mac OS X version has been updated to be a Universal Binary.

The last known standalone revision for the Amiga was LightWave 5.0, released in 1995. Shortly after the release of the first PC version, NewTek discontinued the Amiga version, citing the platform's uncertain future. Versions were soon released for the DEC Alpha, Silicon Graphics (SGI), and Macintosh platforms.

LightWave was used to create special effects for the Babylon 5,[1]Star Trek: Voyager, Space: Above and Beyond, seaQuest DSV, Lost, and Battlestar Galactica television series. The program was also utilized in the production of Titanic as well as Avatar, Sin City, and 300. The short film 405 was produced by two artists from their homes using LightWave. In the Finnish Star Trek parody Star Wreck: In the Pirkinning, most of the visual effects were done in LightWave by Finnish filmmaker Samuli Torssonen, who produced the VFX work for the feature film Iron Sky. The film Jimmy Neutron: Boy Genius was made entirely in LightWave 6 and messiah:Studio.

In 2007, the first feature film to be 3D animated completely by one person without the typical legion of animators made its debut, Flatland the Film by Ladd Ehlinger Jr. It was animated entirely in LightWave 3D 7.5 and 8.0.

In its ninth version, the market for LightWave ranges from hobbyists to high-end deployment in video games, television and cinema. NewTek shipped a 64-bit version of LightWave 3D as part of the fifth free update of LightWave 3D 8, and was featured in a keynote speech by Bill Gates at WinHEC 2005.[citation needed]

On February 4, 2009, NewTek announced 'LightWave CORE' its next-generation 3D application via a streamed live presentation to 3D artists around the world.[2] It featured a highly customizable and modernized user interface, Python scripting integration that offered realtime code and view previews, an updated file format based on the industry standard Collada format, substantial revisions to its modeling technologies and a realtime iterative viewport renderer. It was planned to be the first LightWave product to be available on the Linux operating system. However, on June 23, 2011, CORE was cancelled as a standalone product and NewTek announced that the CORE advancements would become part of the ongoing LightWave platform, starting with LightWave 10 (which was originally LightWave HC, intended to be a transitional software system comprising the classical Layout and Modeler applications during the initial stages of CORE, in order to supply compatibility with the existing toolset for LightWave).[citation needed]

On December 30, 2010, NewTek shipped LightWave 10.[3] It added an interactive viewport renderer (VPR), interactive stereoscopic camera rigs, linear color-space workflow, real time interactive physical teleoperation input (Virtual Studio Tools), and data interchange upgrades.[4]

On February 20, 2012, NewTek began shipping LightWave 11 Software, the latest version of its professional 3D modeling, animation, and rendering software.[5] LightWave 11 incorporates many new features, such as instancing, flocking and fracturing tools, flexible Bullet Dynamics, Pixologic Zbrush support, and more.[6] LightWave 11 is used for all genres of 3D content creation-from film and broadcast visual effects production, to architectural visualization, and game design.[7][8]

On January 31, 2013, NewTek shipped LightWave 11.5 which debuted a new modular rigging system called Genoma.[9] The flocking system was reworked, gaining predator and prey behaviors. The bullet dynamics system was improved to include soft body dynamics, wind forces and to react to bone deformations. Interlinks to After Effects and ZBrush (via GoZ) were added as well.[10] New tools, based on a new experimental subsystem were added to Modeler. It was originally thought that this subsystem would allow further enhancements to Modeler, but disclosures by a developer in the main user forums (since removed by moderators) indicated that this approach had been too problematic and another avenue was being considered to enable Modeler to evolve. FiberFX, the hair/fur system in LightWave, also saw improvements with the 11.5 release, to work with soft bodies and to also directly support curves from Modeler for guiding hair. Additionally, braid and twist support was added, to ease creation of complex hairstyles.

On November 1, 2013, NewTek shipped LightWave 11.6.[11] This release brought a new animation tool, spline control, along with improvements to ray casting (to enable items in the scene to be precisely positioned on a surface, with optional offset. nVidia's CgFX was also implemented, albeit via the legacy shader system. STL support was added to enable output suitable for 3D printers. The virtual studio system was also enhanced to support a LightWave 3D group-authored add-on called NevronMotion, enabling direct motion capture (full body and facial) using consumer devices such as the Kinect (on Windows only) and re-targeting via a simplified user interface. A simplified Python system was made available for the Modeler environment and for common functions. The timeline for Layout support via this simplified system has not been disclosed. Alembic support was also introduced. Since the release of 11.6, two minor patches have been released to resolve software issues (11.6.1 and 11.6.2). In early May 2014, 11.6.3 was released to address a licensing system limitation.

On November 24, 2014, NewTek released Lightwave 2015. The release upgraded Bullet physics integration (constraints, motors, dynamics affecting bones), Genoma rigging automation plug-in with scripting, edge rendering, and the dynamic object parenting workflow. It also added a plate perspective matching tool, and Importance sampling to Global illumination.[7] The retail price was lowered by a third.[12]

On January 1, 2018, NewTek released Lightwave 2018. Features include: Physically Based Rendering System, Render & Light Buffers, New Volumetric Engine, OpenVDB Support, New Lighting Architecture, Surface Editor - Material Nodes & Surface Preview, Virtual Reality Camera, Modifier Stack & Nodal Modifiers, New Cel Shader & Enhanced Edge Rendering, More Integrated FiberFX, Layout-based Parametric Shapes, Physically Based OpenGL, & a Noise Reduction Filter. New Modeler Features include: 'A ‘Layout View’ viewport shows the current camera view from Layout. In addition, LightWave 2018 Modeler provides new fully interactive tools including Lattice, Smoothing, Array and Spline Bridge to speed up your modeling.'

In January 2019, LightWave 2019 introduced new integration tools with Unreal Engine, animatable mesh sculpting and painting in Layout, new UV mapping and UDIM tools (as well as support for smoothing groups) in Modeler, improved FBX interchange, shading model customization tools, new shape primitives, OpenVDB creation, shading/rendering enhancements, and workflow/UI improvements.[13]

Modeler and Layout[edit]

LightWave is composed of separate programs, primarily Modeler and Layout. Each program provides a dedicated workspace for specific tasks. When these two programs are running simultaneously, a program called Hub is used to synchronize data between the two.

Modeler, as the name implies, includes all of the modeling features used to create the 3D models, while Layout includes features to arrange the 3D models, animate, and render them. Layout offers ray tracing, global illumination, and render output parameters.

Blender 3d documentation

This separation is unique among 3D computer graphics packages which commonly integrate their modeler and renderer. NewTek asserts dedicating workspaces for specific tasks creates an arguably more efficient 3D production workflow. A long-standing debate in the LightWave user community has consisted of whether or not to integrate Modeler and Layout into a single program. In response to this, NewTek has begun an integration process by including several basic modeling tools with Layout.

There is also a command line-based network rendering engine named Screamernet which can be used to distribute rendering tasks across a large number of networked computers. This is used to reduce the overall time that it takes to render a single project by having the computers each rendering a part of the whole project in parallel. Screamernet includes all the features of the rendering engine that is integrated in Layout but without an interactive user interface. LightWave supports 999 render nodes natively.

Features[edit]

Dynamics[edit]

LightWave provides dynamics physics systems supporting hard and soft body motion, deformation, constraint, motorization, environments, and particles. It interacts with 3D object models, bones, and hair (FiberFX). LightWave includes both Bullet and legacy proprietary (comprising ClothFX, SoftFX, HardFX, ParticleFX emitter, wind, collision, and gravity) dynamics engines.

Hypervoxels[edit]

Hypervoxels are a means to render different particle animation effects. Different modes of operation have the ability to generate appearances that mimic:

  • Metaballs for objects like water or mercury, including reflection or refraction surface settings
  • Sprites which are able to reproduce effects like fire or flocking birds
  • Volume shading for simulating clouds or fog type effects.

Material shaders[edit]

LightWave comes with a nodal texture editor that comes with a collection of special-purpose material shaders. Some of the types of surface for which these shaders have been optimized include:

  • general-purpose subsurface scattering materials for materials like wax or plastics
  • realistic skin, including subsurface scattering and multiple skin layers
  • metallic, reflective, materials using energy conservation algorithms
  • transparent, refractive materials including accurate total internal reflection algorithms
  • dielectric shading to render the behavior of light rays passing through materials with differing refractive indices

Nodes[edit]

NewTek expanded LightWave's parameter setting capabilities with a node graph architecture (Node Editor) for LightWave 9. This Editor enabled broad hierarchical parameter setting on top of its fixed and stack-based parameter setting support. Example node types include mathematical, script, gradient, sample, instance, group, and shader. Nodes are usable within the Surface Editor, Mesh Displacement, and Virtual Studio features. A node plug-in API was released for third party developers to add their own nodes.[14]

A notable example of third-party node development is Denis Pontonnier's Additional Nodes.[15] These free nodes enable modifying images, renders, procedural textures, Hypervoxels, object motions, animation channels, and volumetric lights. Also they enable particles and other meshes to drive node parameters.

Scripting[edit]

LScript is one of LightWave's scripting languages. It provides a comprehensive set of prebuilt functions you can use when scripting how LightWave behaves.

Lightwave 3d Demo Download

With LightWave 11, NewTek added Python support as an option for custom scripting.[16]

LightWave Plug-In SDK[edit]

The SDK provides a set of C classes for writing native LightWave plug-ins.[17]

Media releases that used Lightwave[edit]

Per the LightWave website.[18]

Movies[edit]

  • 007 GoldenEye (1995) - The World Is Not Enough (1999) - Die Another Day (2002) - Skyfall (2012)
  • 300[19] (2007)
  • A Thousand Words (2012)
  • A.I. Artificial Intelligence (2001)
  • After Earth (2013)
  • Alice in Wonderland (2010)
  • Angels & Demons (2009)
  • Armageddon (1998)
  • Avatar (2010 Visual Effects and Art Direction Academy Awards)[20][21]
  • Batman Begins (2005)
  • Black Hawk Down (2001)
  • Blade (1998) - Blade II (2002) - Blade: Trinity (2004)
  • Brotherhood of the Wolf (2001)
  • Charlie and the Chocolate Factory (2005)
  • Deep Impact (1998)
  • Eagle Eye (2008)
  • Elysium (2013)
  • Fantastic Four (2005)
  • Ghost Rider (2007)
  • Hancock (2008)
  • Harry Potter and the Prisoner of Azkaban (2004) - Harry Potter and the Order of the Phoenix (2007)
  • Hellboy (2004)
  • His Dark Materials: The Golden Compass (2007)
  • Hotel for Dogs (2009)
  • I, Robot (2004)
  • Iron Man[22] (2008)
  • Jumper (2008)
  • Jurassic Park (1993 Visual Effects Academy Award) - Jurassic Park III (2001)
  • Lara Croft: Tomb Raider (2001) - Lara Croft Tomb Raider: The Cradle of Life (2003)
  • Looper (2012)
  • Men in Black (1997)
  • Mortal Kombat (1995) - Mortal Kombat: Annihilation (1997)
  • Mr. & Mrs. Smith (2005)
  • Muppets Most Wanted (2014)
  • Nanny McPhee (2005)
  • Nim's Island (2008)
  • Old Dogs (2009)
  • Pan's Labyrinth[23] (2006)
  • Panic Room (2002)
  • Pirates of the Caribbean: The Curse of the Black Pearl (2003) - Pirates of the Caribbean: At World's End (2007)
  • Pitch Black (2000)
  • Poseidon (2006)
  • Race to Witch Mountain (2009)
  • Red Planet (2000)
  • Repo Men (2010)
  • Scary Movie (2000) - Scary Movie 2 (2001) - Scary Movie 4 (2006)
  • Scooby-Doo (2002)
  • Serenity (2005)
  • Sherlock Holmes: A Game of Shadows (2011)
  • Sin City (2005)
  • Sky Captain and the World of Tomorrow (2004)
  • Spider-Man (2002) - Spider-Man 2 (2004) - The Amazing Spider-Man (2012)
  • Star Wars: Episode II – Attack of the Clones (2002) - Star Wars: The Force Awakens (2015)
  • Superman Returns (2006)
  • Teeth (2007)
  • Terminator 3: Rise of the Machines (2003)
  • The Adventures of Tintin (2011)
  • The Aviator (2004)
  • The Cell (2000)
  • The Conjuring (2013)
  • The Dark Knight (2008)
  • The Day After Tomorrow (2004)
  • The Fifth Element (1997)
  • The Girl with the Dragon Tattoo (2011 film) (2011)
  • The Hunger Games (2012)
  • The Italian Job (2003 film) (2003)
  • The Last Samurai (2003)
  • The League of Extraordinary Gentlemen (2003)
  • The Lord of the Rings: The Return of the King (2003)
  • The Matrix Reloaded (2003) - The Matrix Revolutions (2003)
  • The One (2001)
  • The Pianist (2002)
  • The Road (2009)
  • The Ruins (2008)
  • Titanic (1997 Visual Effects Academy Award)
  • Tropic Thunder (2008)
  • Vampires Suck (2010)
  • Van Helsing (2004)
  • Wind River (2017)
  • X-Men (2000) - X2 (2003) - X-Men 3: The Last Stand (2006)

TV films and independent movies[edit]

  • Battlestar Galactica: Blood & Chrome (2012)
  • Café (2011)
  • Dante 01 (2008)
  • Iron Sky (2012)[24]
  • Sharknado (2013)
  • Sharknado 2: The Second One (2014)
  • Space Station 76 (2014)

TV series and miniseries[edit]

  • 24 (2001–2010)
  • Babylon 5 (1993 Visual Effects Emmy Award)
  • Battlestar Galactica (2007, 2008 Visual Effects Emmy Award)
  • Do No Harm (2013)
  • FlashForward (2009-2010)
  • Frank Herbert's Dune (2001 Visual Effects Emmy Award)
  • Frank Herbert's Children of Dune (2003 Visual Effects Emmy Award)
  • Lost (2005 Visual Effects Emmy Award; 2004–2010)
  • seaQuest DSV (1993–1996)
  • Star Trek: Deep Space Nine[25] (1993–1999)
  • Star Trek: Enterprise (Emmy Award nominee)[25] (2001–2005)
  • Star Trek: Voyager (1999, 2001 Visual Effects Emmy Award)[25]
  • Stargate SG-1 (Emmy Award nominee; 1997–2007)
  • The Outer Limits (1995–2002)
  • The Walking Dead (2010–present)
  • The X-Files (2000 Visual Effects Emmy Award)
  • Time After Time (2017)
  • V[26] (2009–2011)

Documentaries[edit]

  • Alien Investigations A Channel 4 TV documentary examining four alien sightings from 2007 to 2012.
  • Aliens of the Deep A James Cameron's 3D documentary film (2005)
  • Animal Armageddon (2009 documentary TV series created 100% in LightWave 3D)
  • Batman & Bill Documentary about the uncredited co-creator of Batman, Bill Finger. (2017)
  • Ghosts of the Abyss James Cameron's 3D documentary about the wreck of Titanic (2003)
  • The Great Alone tells the inspiring comeback story of Iditarod Champion Lance Mackey. (2015)
  • Tim's Vermeer (2013)

Animated CG films and cel shaded cartoon series[edit]

  • A Troll in Central Park (1994)
  • Battle for Terra (2007)
  • Finding Nemo (2003)
  • Invader Zim (2001)
  • Jimmy Neutron: Boy Genius (2001)
  • Jonah: A VeggieTales Movie (2002)
  • Ni Hao, Kai-Lan[27] (2008)
  • The Adventures of Jimmy Neutron: Boy Genius (spinoff TV series of the film Jimmy Neutron: Boy Genius, 2002–2006)
  • The Ant Bully (2006)
  • The Triplets of Belleville (2003)
  • Toy Story (1995)
  • Toy Story 2 (1999)

Lightwave Animation

Anime and Japanese OVA series[edit]

  • Appleseed (2004)
  • Batman Ninja (2018)
  • Blood: The Last Vampire (2000)
  • Blue Submarine No. 6 a 2000 anime OVA adaptation of a post-apocalyptic manga series.
  • Coicent (a 2011 Japanese original video animation)
  • Celebi: Voice of the Forest (Celebi: A Timeless Encounter is a 2001 Japanese original film animation)
  • Fragile Machine (a 2005 indie cyberpunk short film created by a team of artists) .
  • Ghost in the Shell 2: Innocence (2004)
  • Howl's Moving Castle (Hauru no Ugoku Shiro is a 2004 Japanese original film animation)
  • Kakurenbo (Kakurenbo: Hide & Seek is a 2004 Japanese cel-shaded anime short film).
  • Mary and the Witch's Flower (2017)
  • Napping Princess (A.K.A. 'Hirune Hime', a 2017 fantasy adventure film, nominated for Annie Award)
  • Princess Mononoke (Mononoke-hime is a 1997 Japanese original film animation)
  • Pokémon Heroes: Latios and Latias (Guardian Gods of the City of Water: Latias and Latios is a 2002 Japanese original film animation)
  • Sakura Wars: The Movie (2001)
  • Short Peace mainly in the Oscar nominated short film Possessions (Tsukumo).
  • Sleep tight my baby, cradled in the sky (2014)
  • Space Battleship Yamato 2202: Warriors of Love (2017)
  • Miyazaki's Spirited Away (Sen to Chihiro no Kamikakushi is a 2001 Japanese original film animation)
  • Steamboy (2004)
  • The Secret World of Arrietty (Kari-gurashi no Arietti is a 2010 Japanese original film animation)
  • The End of Evangelion (a 1997 Japanese animated science fiction film)
  • Tokyo Ghoul (2014 Anime)

Video games[edit]

Licensing[edit]

Prior to being made available as a stand-alone product in 1994, LightWave required the presence of a Video Toaster in an Amiga to run. Until version 11.0.3,[28][29] LightWave licenses were bound to a hardware dongle (e.g. Safenet USB or legacy parallel port models). Without a dongle LightWave would operate in 'Discovery Mode' which severely restricts functionality. One copy of LightWave supports distributed rendering of up to 999 nodes.

See also[edit]

References[edit]

  1. ^'Toolbox'. Next Generation. No. 31. Imagine Media. July 1997. p. 29.
  2. ^'NewTek LightWave CORE™'. Web.archive.org. Archived from the original on February 16, 2009. Retrieved 2016-08-09.Cite uses deprecated parameter |deadurl= (help)CS1 maint: BOT: original-url status unknown (link)
  3. ^'NewTek Ships LightWave 10'. Dmnnewswire.digitalmedianet.com. December 30, 2010. Retrieved August 9, 2016.
  4. ^'NewTek LightWave - LightWave 10'. Web.archive.org. Archived from the original on September 2, 2011. Retrieved 2016-08-09.Cite uses deprecated parameter |deadurl= (help)CS1 maint: BOT: original-url status unknown (link)
  5. ^'Archived copy'. Archived from the original on February 22, 2012. Retrieved 2012-03-01.Cite uses deprecated parameter |deadurl= (help)CS1 maint: archived copy as title (link)
  6. ^'LightWave - New Features'. Web.archive.org. January 17, 2013. Archived from the original on January 17, 2013. Retrieved 2016-08-09.Cite uses deprecated parameter |deadurl= (help)CS1 maint: BOT: original-url status unknown (link)
  7. ^ ab'LightWave - 2015 Features Overview'. Lightwave3d.com. Retrieved August 9, 2016.
  8. ^'LightWave - Gallery'. Lightwave3d.com. Retrieved August 9, 2016.
  9. ^'LightWave - New Features'. Web.archive.org. January 17, 2013. Archived from the original on January 17, 2013. Retrieved 2016-08-09.Cite uses deprecated parameter |deadurl= (help)CS1 maint: BOT: original-url status unknown (link)
  10. ^'LightWave 11.5 Now Available'. Evermotion. February 1, 2013.
  11. ^'LightWave - 11.6 Features Overview'. Web.archive.org. November 6, 2014. Archived from the original on November 6, 2014. Retrieved 2016-08-09.Cite uses deprecated parameter |deadurl= (help)CS1 maint: BOT: original-url status unknown (link)
  12. ^'Archived copy'. Archived from the original on November 29, 2014. Retrieved 2014-11-25.Cite uses deprecated parameter |deadurl= (help)CS1 maint: archived copy as title (link)
  13. ^Zahed, Ramin (January 22, 2019). 'LightWave 3D Introduces New Unreal Integration Tools'. Animation Magazine. Retrieved February 5, 2019.
  14. ^'Globals: Node Editor Functions'. Static.lightwave3d.com. Retrieved August 9, 2016.
  15. ^'Additionnal Nodes'. Dpont.pagesperso-orange.fr. Retrieved August 9, 2016.
  16. ^'Welcome to LightWave Python's documentation! — LightWave Python 11.6 documentation'. Static.lightwave3d.com. Retrieved August 9, 2016.
  17. ^'LightWave - Software Development Kit'. Lightwave3d.com. Retrieved August 9, 2016.
  18. ^'Archived copy'. Archived from the original on June 3, 2009. Retrieved 2009-07-07.Cite uses deprecated parameter |deadurl= (help)CS1 maint: archived copy as title (link)
  19. ^'Archived copy'. Archived from the original on November 26, 2010. Retrieved 2010-10-10.Cite uses deprecated parameter |deadurl= (help)CS1 maint: archived copy as title (link)
  20. ^Niculescu, Armand (January 11, 2010). 'The software used in the making of Avatar - Media Division'. Twin-pixels.com. Retrieved August 9, 2016.
  21. ^'Archived copy'. Archived from the original on June 7, 2010. Retrieved 2010-08-22.Cite uses deprecated parameter |deadurl= (help)CS1 maint: archived copy as title (link)
  22. ^'CreativeCOW'. News.creativecow.net. Retrieved August 9, 2016.
  23. ^'Archived copy'. Archived from the original on March 12, 2009. Retrieved 2009-03-02.Cite uses deprecated parameter |deadurl= (help)CS1 maint: archived copy as title (link)
  24. ^Iron Sky Signal E21 - Creating the Visual Effects on YouTube. Energiaproductions channel.
  25. ^ abcBernd Schneider (December 30, 2015). 'CGI in Star Trek'. Ex Astris Scientia. Retrieved August 9, 2016.
  26. ^'Archived copy'. Archived from the original on February 15, 2010. Retrieved 2010-08-22.Cite uses deprecated parameter |deadurl= (help)CS1 maint: archived copy as title (link)
  27. ^'Archived copy'. Archived from the original on March 2, 2010. Retrieved 2010-10-10.Cite uses deprecated parameter |deadurl= (help)CS1 maint: archived copy as title (link)
  28. ^'Dongle or no dongle [Archive] - NewTek Discussions'. Forums.newtek.com. Retrieved August 9, 2016.
  29. ^'LightWave - LightWave Store'. Lightwave3d.com. Retrieved August 9, 2016.

External links[edit]

Wikimedia Commons has media related to LightWave 3D.

Lightwave 3d Tutorials

  • History and origins of LightWave's development on YouTube

Lightwave Magazine

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