Welcome to the second free update to LightWave [8]. This new release offers
new functionality in the form of brand-new interpolation methods for UV maps
to enable distortion-free subpatch UV mapping and new render modes and
also brings improvements to IK Booster, VIPER and the SDK.
Modeler Improvements
UV Maps
LightWave version 8.2 has introduced several new features and functionality
to UV maps. The new LightWave Team has completely redesigned the way
UV coordinates are managed and implemented in the core LightWave mesh
engine, which is used by both Modeler and Layout. The changes make
creating and editing UVs much easier and more powerful, but also preserve
compatibility with previous versions.
The changes we have in progress with the UV tools are going to improve work
flow and make the creation of UV maps much more straightforward and
effective. However, you may find that a few of the tools do not function as they
did prior to version 8.2. As we have stated previously, we are committed to
advancing the software as quickly and efficiently as possible, and to make any
new functionality available to you without delay. Please note that this is a work
in progress and many more UV changes are on the way.
In our first round of changes to LightWave's handling and management of UV
coordinates and maps, the geometry core has been updated to include a
number of new UV map interpolation options: Linear, Subpatch, Linear
Corners, Linear Edges, and Across Discontinuous Edges.
Previous to LightWave version 8.2, UV maps were always interpolated
linearly, even if the mesh was subpatched. This meant that the UV map would
be projected along a line instead of the curve, causing a distortion. LightWave
version 8.2 addresses this problem by offering Subpatch-interpolation for the
UV map.
LightWave [8] version 8.2 update 1
Subpatched cylinder with UV map applied
However, there can be problem areas on a UV map that require special
treatment. UV maps can have edges that are open in a map but closed on the
mesh. A single edge on a mesh can be two edges on a map, or a
discontinuous edge. These edges are usually along the UV unwrap seams.
This usually depends on the UV unwrapping method and the UV editing done,
which means that each UV map is unique to every mesh. Discontinuous
edges usually surround a so-called UV island. A single UV map can contain
multiple UV islands. These UV islands can be rotated and positioned freely in
the UV space (by you, or using unwrapping methods like Atlas). A single
island or even a single polygon can also be part of multiple UV maps (with
different positions and orientations in each UV map).
Usually Subpatch-interpolation behaves differently on the outer edge of a
mesh than inside a mesh. Since discontinuous edges are outer edges relative
to a UV map or UV map island, but are inside edges relative to the mesh, it is
not always possible for LightWave to automatically perform a correct
Subpatch-interpolation over discontinuous edges or over edges that are
shared by multiple UV maps. For these types of situations, the following
interpolation types have been offered to get the least distortion out of a UV
map.
Interpolation Type
Linear: The UV map is interpolated linearly, most similar to the original
mapping option and does not use any subpatching at all.
LightWave [8] version 8.2 update 2
A UV map with two UV islands enclosed by a 3rd large UV island.
Linear Interpolation Mode
The edges on the very left and right of this UV map are discontinuous, as are
the edges along the two small islands in the centre. In this case the biggest
problem is that some vertices are shared by all three UV islands. This makes
many of the interpolation- methods fail. The situation would be even more
severe, if each UV island was in its own UV map.
Subpatch: All Edges are interpolated along the subpatch lines, as if the UV
map was a subpatch mesh. (Note that the discontinuous edges do not line
up.)
Subpatch Interpolation Mode
LightWave [8] version 8.2 update 3
Linear Corners: Corner-Points that are along the outer edge of the UV map,
but not the edge of the mesh, are interpolated linearly. Notice that it looks
better than subpatch, but the discontinuous edges still do not meet up.
Linear Corners Interpolation Mode
Linear Edges: Edges that are along the outer edge of the UV map, but not
the edge of the mesh, are interpolated linearly. Discontinuous Edges now line
up, but due to lack of cubic interpolation, some distortion may still occur.
Linear Edges Interpolation Mode
In this special case only the "Linear Edges" method would allow for well
aligned discontinuous UV edges. However you would have to allow for some
LightWave [8] version 8.2 update 4
distortion along these edges (similar to the way it used to be before
LightWave version 8.2).
Across discontinuous edges: Interpolation occurs along discontinuous
edges. This method usually provides less distortion along discontinuous
edges. A discontinuous edge can be considered a point that shares two
separate polygons on a mesh, yet falls on the edge of the UV map so the two
polygons are on opposite edges of the UV map. This option lines up the points
so the two edges meet up. Please note that this option still does not work
across multiple UV maps.
Across Discontinuous Edges Interpolation Mode
Warning: If heavy scaling is used or parts are rotated, Across Discontinuous
Edges can produce errors. However, this solution is recommended first, since
most of the time, the least distortion occurs at discontinuous edges.
The Subpatch Interpolations can be further edited in the Assign UV
Coordinates window and the Vertex Maps Panel.
Assign UV Coordinates
Click on the Make UVs button in the Maps>Texture Group to access the
Assign UV Coordinates panel.
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Assign UV Coordinates Window
Move Control Points (old)—Enables the “classic” way of dealing with
Subpatch UVs. The subpatch positions of the vertices were used instead of
the control-cage position if the mesh was in subpatch mode.
Warning: In contrast to the Interpolation settings above, Move Control Points
(old) is irreversible.
Vertex Maps Panel (default keyboard shortcut F8) Selecting the Vertex Map Panel, found in the Windows Menu, opens the
Vertex Maps window. The UV maps Interpolation options are available here.
Vertex Maps Window
The Interpolation type can be interactively changed. Clicking on a selection
under Interpolation will update the UV map to the interpolation choice
selected.
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Sketch Color
The colour of the wire frame mesh in the UV map can also be changed here.
This makes it easier to see each individual UV map when multiple maps are
selected.
Sketch Color
Multiple UV Map Selection
You can select multiple maps by holding SHIFT or CTRL then left clicking on
the appropriate maps. The multiple maps will also show up in the UV Texture
view mode. When multiple maps are selected, Interpolation type and Sketch
Color will be updated for all UV maps selected.
Hint: It is now possible to edit discontinuous points without unwelding,
although you still must do this for separating parts of the UV map.
Free Move
A new feature named Free Move is available in LightWave version 8.2. When
you have polygons selected in the UV map then activate and use an edit tool,
such as the Move tool, a new UV island will be made out of the selected
polygons. A new button named Free Move is in the UV Texture Viewport and
will toggle Free Move on and off.
Additional UV Map Features
Weld UV will check that points are on top of each other and then will weld the
points in place in the UV map.
In addition, the Heal UV command, introduced in LightWave version 8.2, will
calculate the average of all Vmap entries of a point and will set one
continuous entry at that average position, deleting all discontinuous entries.
Discontinuous vertices are now marked in red, which gives immediate
feedback if the commands are working correctly.
A new box in Display Options give you the choice whether to show
Discontinuous Points or not.
LightWave [8] version 8.2 update 7
Layout improvements
VIPER (default keyboard shortcut F7)
VIPER, the Versatile Interactive Preview Renderer, has been updated for all
versions of LightWave post 8.0. You can now change VIPER resolution on the
fly without needing to re-render your frame with an F9 render (although you
will need to hit render in the VIPER to see the new resolution) and also there
are new render modes discussed below.
VIPER Window
Render Modes
VIPER now has a new Mosaic render mode to help with visualising complex
scenes quickly, and a render timer to give you a clue as to how long it will take
to update the image, allowing you to decide which mode will be best for you.
The render time is displayed in all modes, in milliseconds.
Draft: Fastest mode, but renders at one-quarter resolution
Normal: The “classic” setting for VIPER
Mosaic: Starts with a 16x16 pixel resolution and progresses to higher
resolutions until full VIPER resolution is reached. This is good for scenes with
items that take longer to calculate (e.g. Hypervoxels) and gives you a good
impression of the final render in faster time.
Render Enhancements
Pixel Lattice Deformation
Major changes have been made to the core of the industry-leading LightWave
renderer. In keeping with our tradition of innovation in this area, NewTek has
introduced a new technology to allow significant improvements to antialiasing
called “PLD antialiasing” (Pixel Lattice Deformation.) The technology allows
LightWave [8] version 8.2 update 8
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