Light Wave 11.5





Bullet
Soft Bodies & Forces
Bullet Dynamics in LightWave 11.5 is now faster and more robust than ever before. New functionality has been added to Bullet, which includes:
Soft Body Dynamics

LightWave 11.5 continues the development of Bullet in LightWave to include soft body dynamics. You can now create soft body effects such as cloth, rubber, jelly or other deforming properties with the same ease of use as rigid body simulations in LightWave 11.

Bone Support
Bullet meshes are now reactive to bone deformations. Animated characters can have dynamics-based clothing all working seamlessly with IK controlled deformations.

Forces
Bullet in LightWave 11.5 also comes with several force types – Forcefield, Vortex and Explosion, each with different modes to achieve a variety of dynamic effects.

softbodies3
 
Genoma

Fast, Flexible Rigging
Genoma is a new modular instant rigging system in LightWave 11.5. With Genoma, the speed at which you can quickly rig a simple biped, quadruped or even a two-headed dragon is phenomenal. Modifying a rig with Genoma is simple – use the powerful tools in Modeler instead of specialized rigging tools.

Modular Rig Presets
The main engine for Genoma includes a large number of modular rig presets. These consist of skeletal parts like spines, wings, arms, legs, and hands and feet. Complete rigs for bipeds and quadrupeds are also easily customizable.

Tools
Use any of the tools in Modeler to prepare a rig. Use existing modeling tools to mirror, move, rotate and stretch a Genoma rig and experience a huge productivity gain. With Genoma you can create complex character and creature rigs with lightning speed.

Extensible
The Genoma rigging process is performed initially in Modeler. Once complete the rig can be sent over to Layout, where it is possible to continue working with it, since Genoma generates standard LightWave rigs.
If deforming a rig in Modeler isn’t to your liking, you can still change and update the character rig in Layout.

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VPR / Rendering
Enhancements
VPR transformed how artists worked in LightWave, with its fast iterative rendering. In LightWave 11.5 VPR continues to offer speed improvements and new functionality with:

Depth of Field / Motion Blur
Depth-of-field and motion blur can now be used in the Viewport Preview Renderer from the camera view. See how your DOF and motion blur effects will look before sending to the production renderer – a very useful addition for rapid visualization and concept design. These photographic effects are now interactive, which opens the door for more experimentation.

Stereoscopic Rendering
Stereoscopic Anaglyph rendering is now supported in VPR so that you can experience stereoscopic effects interactively at a much higher quality that what OpenGL allows.

Rolling Shutter Effects
Now you can simulate the ‘rolling shutter’ effect that occurs on some mechnical shutters or digital cameras with a CMOS sensor. More detailed information on the rolling shutter effect can be found here.

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Edge Rendering Node Control

More Control For Cel Shading
Edges now have nodal control for taper, color and opacity for all edge types. Giving you much more control over the look of cel shaded imagery.

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Flocking

Smart Particles
Flocking is a specialized particle system that allows items to move in very organic ways. The intelligent algorithms within the LightWave flocking system simulate natural motion to create effects such as flocks of birds, insect swarms, or even a herd of creatures. This allows for very complex looking animation with very intricate natural motion that can be used to create anything from crowd scenes to aerial airplane dogfights.

Predator / Prey Behavior
With this new feature, it’s possible to have flocks chase other flocks, rather than seek out only goal directors. Flocks with a goal director attached become ‘prey’ for other flocks, and will be chased when in range. Whereas flocks with an avoid director attached will make other flocks avoid it when in range.

Plane Director
A director that prevents any agents from moving through it, which is useful for things like avoiding ground penetration. When grouped together, it can be used to make simulations such as an X-Wing trench run!

Arrive Director
Flock agents will slow down and stop when they approach an arrive director. If an arrive director is applied to a mesh, flock agents will head to the mesh points, making it possible to have the agents take the shape of the mesh.

Node Control
With the addition of new node controls, it is now possible to control flock agent behaviors such as banking, locking agents to an object or have agents corkscrew along their trajectory.


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FiberFX

Enhancements
FiberFX in LightWave 11.5 adds new functionality with dynamics, hair sculpting tools and more.

Multiple Styles Per Object
FiberFX now uses Vmaps to store fiber styling; you can also store multiple styles in an object. Styling setups are also stored with the object rather than displacement handlers in a scene, which means objects no longer need to be “Loaded From Scene” to maintain styles.

Bundle Styling
The new bundle styling feature allows you to create braids and twists of fibers along any guide.

Updated Interface
The user interface to FiberFX has undergone a refresh to be more streamlined and logically organized.

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LightWave 11.5 also expands its suite of Virtual Studio Tools for virtual production and adds support in the Viewport Preview Renderer (VPR) for depth-of-field (DOF) motion blur, node-edge rendering, and stereoscopic 3D. It also provides new functionality for Flocking and Instancing and offers many new workflow enhancements throughout the software.



Pricing and Availability

LightWave 11.5 is now available and priced at $1495 (USD). Registered LightWave 11 customers can upgrade to LightWave 11.5 free of charge; upgrade pricing from LightWave 10 or earlier is $695 (USD). Educational pricing is also available. Visit www.lightwave3d.com/buy  to purchase or locate an authorized LightWave reseller.

Download a free 60-day full-feature trial of LightWave at www.lightwave3d.com/try.



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