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LightWave

NewTek

Major Studios and Post-Production Houses spend years assembling their custom pipelines, often at great expense and requiring large numbers of technical staff to maintain. Those complex pipelines are perfect for companies with hundreds of employees, but can be overkill for the majority of studios around the world with 40 employees or less.

LightWave fits seamlessly into large multi-software pipelines - with its powerful interchange tools including FBX, ZBrush GoZ, Collada, Unity Game Engine Support, and Autodesk Geometry Cache. Unlike other software packages, LightWave offers artists and studios a complete end-to-end solution right out of the box. Robust polygonal and subdivision surface modeling, unique. Interchangeable layered and nodal texturing, along with powerful dedicated node material shaders. Powerful animation and rigging tools. Eye-popping volumetric and dynamic effects systems. A production proven, award-winning Global Illumination render engine - built in. You decide what workflow or pipeline suits you best and LightWave puts all of the tools in your hands.

LightWave has been the choice of countless studios and artists for over 20 years. Chances are LightWave was used to create many of your favorite films, television programs, and games.

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Modeling  
LightWave set the standard for polygonal, subdivision surface modeling a decade before many of the other 3D software packages included even basic polygonal modeling tools. While others were basing their pipelines on clunky spline-patching workflows, LightWave artists were quickly and efficiently modeling with smooth subdivision surfaces interactively. LightWave continues to offer powerful, rock-solid modeling tools and the latest versions of LightWave raise the bar with increased interactivity and ease of use.
Surfacing  
LightWave offers two surfacing systems to the artist. A fast, simple to use layer-based system, and a very flexible and powerful nodal system. Each offer different workflows to suit the artist - for quick results, the layered system is perfect for fast visualization and concept design. For those who like to dig deep, the nodal system offers ultimate creative freedom. These systems can be used independently of each other, but unique to LightWave is the ability to mix them together. You can use the layered surfacing to achieve results quickly, then choose any of the surface properties to use in a nodal context. This allows you to create extremely complex results very quickly. The node system also includes easy to use physically accurate material shaders for glass, metal, skin and carpaint, allowing you to achieve photoreal results quickly.
Rigging  
The rigging tools in LightWave are fast and flexible and again offer artists choices in workflow. LightWave pioneered a very powerful and easy to set up automatic joint influence falloff system. This means that you can either choose to setup industry standard weight maps for your characters and rigged geometry or you can elect to bypass that often time-consuming weight mapping process for quick visualization and concept design animation workflows by using the automatic joint falloff that is built in to LightWave's animation system. This allows you to quickly and easily swap out geometry in rigs with zero weight map hassles. But you always have the choice to work with weight maps for that added control when your project requires it.
Animation  
LightWave includes powerful procedural, nodal, and keyframe animation tools. An easy to use and customizable keyframe graph editor allows you to quickly place and edit keys, time scale, filter, and even manipulate your animations with expressions. Bake your animations per keyframe or with frame stepping and create motion clips to blend together within the non-linear motion mixer. You can even bake animations to Autodesk geometry cache or industry standard MDD files to simplify the scene for rendering or for export to other animation packages. For facial animation LightWave includes an efficient blend-shape system called Endomorphs which includes all of your morph targets within your base object. Endomorphs can even be sculpted in ZBrush using the new ZBrush GoZ interchange tools included in LightWave.
Virtual Studio Tools  
LightWave’s development team is bridging the gap between real and virtual worlds, by bringing together the broadest array in any application of new devices with which to interact with the set and characters inside LightWave's virtual stage and model shop. Device support ranges from economical mice, tablets and game system controllers to the sensor arrays and custom cameras and devices used let directors, lighting grips and camera operators walk a real set and fully capture their data into the virtual set modeled in LightWave. Applications range from propelling your camera on an architectural flythrough using a 6DoF mouse to puppeteering your characters live on stage using Playstation Move controllers, to recording every camera move shot for shot for a major motion picture, a technique pioneered on the film Avatar.
Instancing  
Instancing allows vast duplication of objects in a scene with very little overhead. With instancing huge ‘virtual’ polygon counts can be achieved allowing the artist to populate their scenes with incredible detail, yet retain reasonable render times and memory usage. While instances can be thought of as clones of the original source objects, they do not need to look identical. They can be randomly scaled, positioned, rotated and even surfaced entirely differently from the source, allowing for a huge variety of uses.
Scripting  
Python is an industry standard programming language prevalent in most CG pipelines. The inclusion of Python in LightWave 11 allows even further integration of LightWave into studio pipelines, as those familiar with Python can quickly begin writing tools for LightWave.
Interchange  
LightWave has extremely robust interchange tools tested and production-proven by top Hollywood studios. This allows easy dataflow back and forth between LightWave and the other major 3D animation and effects software packages. LightWave offers a complete pipeline from model to render but the sky is the limit with your pipeline setup. LightWave can solve problems and offer unique solutions for any mixed software pipeline. For example, rig and animate in Maya and then export your geometry cache files directly into LightWave where you can build your environments, add effects, and then render the entire project in LightWave. Or simply model and texture your geometry in LightWave and export via FBX to any major package. Another example would be quickly rigging in LightWave and exporting the rig to Motionbuilder where you can apply motion capture files and then import the final character performance into Maya or Max. It's your pipeline with your unique needs. LightWave can be a powerful tool to solve a large number of production problems and help streamline your project.

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