| 2006年7月14日04時07分 |
經過三個月的BETA測試,LightWave 3D v9終於完成改造,於今天正式上市.... 官方訊息--- http://www.newtek.com/news/releases/07-13-06a.html --------------------------------------------------------- NewTek Ships New LightWave 3D® Version 9 The latest update to the award-winning 3D Application includes a robust new feature set, major core changes and new workflows. San Antonio, TX – July 13, 2006 -- NewTek, Inc., manufacturer of industry-leading 3D animation and video products, today announced the availability of the latest release of LightWave 3D® version 9.0, the next generation of the Emmy®-winning 3D application. The new release is the first in a series of major rewrites and restructuring of LightWave 3D’s core with the addition of comprehensive new features such as a node-based materials editor, optically correct cameras, adaptive pixel subdivision, Catmull-Clark subdivision surfaces, sub-surface scattering and vast render speed improvements. “LightWave version 9.0 changes the value proposition for 3D software – we significantly improved LightWave’s core strengths of incredible power and amazing speed with this release. When you consider this along with the entire LightWave feature set, NewTek brings an outstanding value to the market,” said Jay Roth, president, NewTek 3D Division. “The fantastic work that our development team has accomplished under-the-hood provides a foundation for the implementation of innovative new capabilities faster and more effectively as we build the future. Throughout the LightWave v9 development cycle users will see the capabilities of the software further extend… and quite dramatically.” The most noticeable changes for v9 are the addition of a node-based materials system that adds new shading models to LightWave, such as Oren-Nayar, anisotropic, and sub-surface scattering; the greatly improved rendering speed for today's high-demand scenes; and the enhancement of subdivision surfaces in Modeler and Layout, including Adaptive Pixel Subdivision, which gives the user a variety of capabilities for film-quality displacement mapping, normal mapping (including ZBrush support) and level-of-detail control at render time. 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. Among the changes that contribute to enhanced workflow in Layout are faster OpenGL performance and additional OpenGL hardware shader support, building on the initial implementation in version 8.5. For many scenes this provides a very accurate preview of the look of the final image or animation in real time, without the need to create test renders. The GUI has been enhanced to allow far more user configurability than in the past. Users can adapt the look to fit their needs and preferences to provide the best workflow for the ways they use LightWave. "LightWave has always been a very easy tool to learn and use, with super fast modeling and outstanding lighting and rendering capabilities," said, Nicholas Boughen of Rainmaker Animation and Visual Effects. "With LightWave v9 NewTek has pushed the envelope beyond anything I've seen in a single upgrade before. The new node-based materials editor makes shading virtually unlimited. Camera tools allow you to recreate any camera in the world and many cameras that can't exist. APS exceeds sub-pixel displacement and now that modeling tools are migrating into Layout, modeling tasks in LightWave will be virtually unlimited. The render engine is much faster and more capable than ever. And you still get 999 render nodes for free, making LightWave the greatest value by an order of magnitude. No wonder so many studios render using LightWave." LightWave 3D version 9.0 Features: Rendering: Implementation of BSP/KD Tree Algorithm to achieve improved speeds as scene complexity rises Complete replacement of the original ray tracing core Improved multi-threading with dynamic segmentation to insure maximum use of available CPUs Typical speed improvements at 2.5x over LightWave version 8.5 for today's increasingly ambitious high-polygon count production scenes Adaptive Pixel Subdivision: Adaptive subdivision of a mesh based on distance from camera and visibility Choice of Adaptive Sub-division 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 Modeling: Added Catmull-Clark Subdivision Surfaces Subdivision level can be controlled via numerical values, envelopes, expressions, motion modifiers, textures, procedurals, gradients and more Edge Selection Edge Weights N-gons (polygons greater than 4 sides) for subdivision surface modeling Node Editor: New Shading Models Normal Maps from ZBrush 2 Supported Branches can be imported and exported Math Animation Nodes Animated Gradient Node Work how you want to work: Layers in Nodes; Nodes in Layers; Layers Only; Nodes Only Full support of native controls and envelopes Available in Layout and Modeler, and maintains context when switching 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. Advanced Camera Tools: New rendering technology renders scenes using arbitrary camera lenses and warps. This allows for some fantastic effects, such as: Camera plane deformations Arbitrary projections UV map generation True orthographic rendering Space warp simulations Lens distortion duplicating physically accurate real world lenses or non-existent “imaginary” lenses 360 degree panorama rendering (one camera) OpenGL Preview lighting scenarios within the UI Less need for preview renders Hardware shading of procedural textures Other: Timewarp – Time Re-mapping and Warping Shader CCTV Shader HV Deformer: HyperVoxel Particle Displacement Shader Stress Map Sketch Image Filter Pixie Dust Volumetric shader Relativity 2 Quaternion Rotations Mesh Editing in Layout Native 64-bit support Multiplatform Dual and multi-core support ------------------------------------------------------- | |
| 2006年7月18日04時07分 |
SUB 於 2006年7月18日11時07分 寫道 p.s.另外還想到 3rd Party的工具在LW9系列過程中的加入將會更加驚人...很快的將來...LW將完備的具有除了現在就夠強的電影與電視動畫及特效製作能力外...在CAD Design, Gaming Design...等等.都將有著重大的影響!!!本篇留言於 2006年7月16日01時07分 由 呂 編輯 ㄟ....3rd Party會成為在LW的內在功能嗎? [:QUOTE:] 當然不是這個意思...而是因為LW9的更新...會有更多3rd Party的公司會有興趣與意願加入...為LW提共更多更方便以及強大的工具...就像最近Siggraph2006要到了...陸續有些公司都提出要針對LW開發出相關的外掛... 舉例來說...像是製作柔體與布料模擬的大公司...Syflex就發表會在Siggraph中展示他們家的柔體與布料模擬系統在LW9的應用...原本Syflex都只鎖定在MAYA, XSI與Houdini這三套他們認為的最高階特效軟體...但由於LW9的核心改寫...讓這套高階的特效系統可以在LW的環境中被使用...相同的情況也會陸續在其他高階外掛工具的發展中看到的.... Syflex的官方網站是... http://www.syflex.biz/index.html | |
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