![]() ![]() Shadow maps are no more and Spotlights can have soft shadows. The Dome light has been removed and the Distant light improved to allow for an angle setting to provide the same effect. Object geometry or the new Primitives can be used. Primitive LightĪ new light that uses a primitive object as the basis for its shape. You would use them for a doorway or window to bring outside lighting through these openings for the interior. Portals provide no illumination per se, but concentrate light through openings. Portal LightĪrea and NGon lights can be Portals. You can use its intensity to control the brightness of the illumination from your backdrop image or gradient. Environment LightĪn Environment light is non-localized, non-directional diffused lighting from a backdrop. It means that the larger the light, the more brightness it needs unless normalized, and that IES lights should now be exactly the right brightness without further tweaking. Rather than the abstract percent measurement that LightWave lights used before, they are now measured in Lux (Lux is equal to one lumen per square meter), making it easier to generate accurate real-world lighting. Most lights can optionally be visible to the rendering camera (Area, Linear, NGon, Spherical and Spot when larger than 0). The Node Editor can be used to create custom falloffs. Falloffįalloff is now enabled by default. Lights have been completely overhauled in 2018 and now have a physical size (and presence in the render if desired). Items and sequences compiled into OpenVDB containers in other software can be brought into Layout as objects. Where HyperVoxels of old had problems with transparency and shading, 2018's Volumetric Primitives take advantage of all the new renderer goodness. HyperVoxels is being reborn as a modern volumetric object with complete integration to the renderer. Standard Primitive torus with Crumple displacement at default settings Volumetric Primitive They can also be displaced and, because they aren't based on geometry, can have very fine levels of detail. ![]() Parametric shapes can be textured like geometry and have a UV map for texturing built-in. Primitive shapes (Sphere, Cube, Cylinder, Torus, Cone and Plane for now) can now be made by simply adding a null and selecting shape in Object Properties. Right now, you can create Primitive Shapes, Volumetric Primitives and OpenVDB objects. LightWave 2018 now comes with a set of primitive objects in addition to the mesh objects it has always supported. ![]() Previous versions of LightWave will not be able to load LightWave 2018 scenes, you will need to export in a previous version LWS format. The LightWave scene format LWS has been incremented to take account of LightWave's new features. Pages describing features new to LightWave 2018 have the label New Layout ![]()
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