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- Implementation of BSP/KD Tree Algorithm to achieve improved speeds as scene complexity rises
- Complete replacement of the original ray tracing core
- Any function that uses ray tracing calls will be significantly faster in most cases
- 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
- Added 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
- Improvements to Sub-division surfaces
- Support for both LightWave Subdivision Surfaces and Catmull-Clark Subdivision Surfaces
- Subdivision level can be controlled via numerical values, envelopes, expressions, motion modifiers, textures, procedurals, gradients and more
- Material Shader Node Editor
- New Shading Models
- Normal Maps from Z Brush 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 / query nodal shaders.
- Node-based displacement
- Camera plane deformations
- Arbitrary projections
- UV map generation
- True orthographic rendering
- Space warp simulations
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- Lens distortion duplicating physically accurate real world lenses or non-existent “imaginary” lenses
- 360 degree panorama rendering (one camera)
- Timewarp shader for
- Bullet-time
- Freeze-time
- Slow-motion effects
- Fast-motion effects
- A shader that paints a view of the scene on a surface
- A shader which stretches and squashes HyperVoxel particles based on particle properties and distance between particle and mesh.
- Filter for enabling a render to be post processed with a sketch-like treatment.
- Buffer Output to RGB can now handle Z Buffer values correctly. It also supports invert for screen mode now.
- Computation of Z-Buffers for classic anti-aliasing modes has been improved
- New fog mode generates realistic fog that supports transparent, refractive and reflective objects inside the fog.
- “Unaffected by Object" Alpha Channel mode is now implemented for ray-traced transparency and the new camera modes.
- A new tool which modulates bump amplitude based on degree of dynamic local mesh deformation to create wrinkles on bending joints or alter the color of a surface based upon polygon distortion.
- Sasquatch Lite: Hair and fur rendering using Sasquatch rendering engine, also excellent for grass and foliage. The Sasquatch engine is the fastest, highest quality hair renderer in the industry
- SkyTracer 2.0: Includes completely new, streamlined user interface. Incorporates VIPER and Preset shelf. Utilizes "SunSpot" control allowing users to enter specific time, date and global position to get universally accurate sun positions
- Digital Confusion: New Depth of Field filter that quickly and accurately adds depth of field effects to rendered imagery. Special features include, rendering of hidden geometry for accurate background blurring and optional iris shapes for matching various camera styles
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- GL previews of sprites provide users a real time preview of complex sprite based HyperVoxels. Choose between procedural textures or image maps. Useful for smoke, fire or creation of forests and other instance style scenarios
- HyperVoxel texture effects modes for "Dissolve and Expand" and "Velocity Translate" simplifies creation of realistic smoke and fire
- Sprite mode for volumetric lights reduces render times up to 500%
- Soft reflection
- Soft refraction
- BESM (Big Eyes Small Mouth) shader for cartoon style rendering. (As seen on Nickelodeon's Invader Zim!)
- Gmill ray accumulation shader approximates radiosity effects on a selected surface
- Voxel Baking for Volume type HyperVoxels. Users can now bake volumetric clouds for incredibly fast rendering and real time OpenGL previews
- Baking of color, illumination, shaders, radiosity, caustics and diffusion into UV-defined image maps or point maps
- Over 320 bit IEEE floating point rendering pipeline- the expandable pipeline accommodates a growing list of optional buffers, such as reflection, x and y motion, geometry, shading and depth
- Radiosity - calculation of bounced lighting for global illumination with production speed.
- Backdrop only method for fast global illumination style renders
- Causticsfast and accurate light reflection and refraction
- High Dynamic Range Imagery for producing accurate lighting models using images as light sources
- The industry's first Flexible Precision Image format
- Improved anti-aliasing
- Integrated volumetrics with HyperVoxels technology
- Subdivision surface rendering
- LightWave® Virtual Darkroom technology to simulate film and print exposures
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- Shading noise reduction improves shadow quality with lower render times
- Rendering up to 16,000 x 16,000 pixels
- 3 motion blur types: time stepped, vector based and hybrid
- 22 image / animation formats, including QuickTime
- QuickTime VR and VRML output
- True volumetric pixels for creation of fire, smoke, water and other organic effects
- Direct integration of HyperVoxels with particle system
- New render options panel
- Distant, area, linear, spot and point lights
- Comprehensive lens flare system
- 3D textured, animated volumetric lights
- Option to ray trace non-refractive transparency
- Infinite layers of images, sequences, procedurals, gradients, and video
- Infinite layers of UV maps
- Layers can feed into each other for texture blending and manipulation
- Animatable surface attributes
- Translucency
- Glossiness mapping
- Multiple specular highlights with user definable colors with BRDF
- Surface/object based light exclusion
- Gradient textures allow texture values to be based on distance to objects, slope, bump height, camera/light incidence, and more
- Anisotropic specular reflections
- Unlimited network rendering licenses (per platform)
- LWSN log file for debugging renders
- Expanded command list in LWSN for third party render controllers
- Render speed enhancements
- Render Arbitrary allows you to enter the specific frames you want to render, in any combination of individual frame numbers and ranges, delimited by commas. For example: 1,10,19-40,60-100,120 would be a valid entry.
- DirectShow filter allowing .flx images and animations to be displayed in
- Windows Media Player.

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