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Thread: Discussion Thread for the New Blog Post: Part 2 on the new Unified Mesh System

  1. #16
    so is this

    so....is this layout viewport showing sub d mesh...
    not triangulated like layout2015??

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    Q - How many polys?
    A - All of them!

  2. #17
    Registered User Kuzey's Avatar
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    Also, would this unified mesh system fix modelers internal point order or that objects need to be in the world center for tools to work etc

  3. #18
    Quote Originally Posted by cresshead View Post
    so is this

    so....is this layout viewport showing sub d mesh...
    not triangulated like layout2015??
    Good Question Cress. So how about it Rob? Of course it could just be a render using new edge rendering from 2015.

    - - - Updated - - -

    Quote Originally Posted by Kuzey View Post
    Also, would this unified mesh system fix modelers internal point order or that objects need to be in the world center for tools to work etc
    Kuzey, the unified mesh engine has nothing to do with modeler.
    Last edited by hrgiger; 12-01-2015 at 06:14 PM.

  4. #19
    Lighthearted Kaptive's Avatar
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    One thing I take from this (and all of Robs posts) is that we should keep expectations for the next release realistic. Though it IS going to be a significant release to be sure (and I mean, if the new renderer is close to Arnold, but with unlimited nodes... for the upgrade price, that alone is actually pretty huge imho), but the real magic is going to be from here on in.

    Or to put it another way:- Lightwave is very much back in the race, it's had a pit stop, changed its tires to slicks and is about to do a whole lot of catching up. We should be excited, but we still have much to do! But all the signs are very good indeed!

    (and yes, I am indeed totally aware that the image below is totally nerdy, fanboyish and terribly uncalled for, but I just couldn't help myself at this time of night :P Please forgive me )

    Click image for larger version. 

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    Cheers for the blog post Rob!

  5. #20
    Registered User Kuzey's Avatar
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    Quote Originally Posted by hrgiger View Post
    Well they're in modeler so no, they're not using new mesh system.
    So anything added to modeler now will have to be remade later?

  6. #21
    Registered User Kuzey's Avatar
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    Quote Originally Posted by hrgiger View Post
    Good Question Cress. So how about it Rob?

    - - - Updated - - -



    Kuzey, the unified mesh engine has nothing to do with modeler.

    Well it's 2am here & I found that post hard to read to be honest.

    Lightwave history...blah blah unified mesh system...blah blah LW future..if you know what I mean


    EDIT:-

    OK I re read it & noticed Layout was mentioned a million times... :P

  7. #22
    Super Duper Member kopperdrake's Avatar
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    Excellent - made me laugh
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  8. #23
    Dreamer Ztreem's Avatar
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    Great post Rob! This is what I have been waiting for a long time, finally we will see some work done on the foundation. A modern and solid foundation is exactly what we need. Looking forward to LW2017.

  9. #24
    Woot! <3 Lightwave Satera's Avatar
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    I think it all sounds fantastic. With the considerable effort thats going into the unified system, it sounds like a lot of work on the back end. My question would be, what does that leave the users to expect as in advancements for 2016 (or if it comes later?) I'd be a bit worried that this is the long awaited update lightwave needs, but not the update which increases productivity. Almost like you have to go take a step back to take two steps forward, i understand why it has to be done, but worried feature-wise will 2016 feel a little light?

    Either way, i am very excited to what I have heard and seen,and like the guys above very curious to see more!

  10. #25
    so the image on the left

    is that hidden line viewport like in 3dsmax/xsi etc?
    see below





    Last edited by cresshead; 12-01-2015 at 06:59 PM.
    stee+cat
    real name: steve gilbert
    http://www.cresshead.com/
    http://www.monster2u.com/
    http://www.f9render.com/
    http://www.greencustard.com/


    Q - How many polys?
    A - All of them!

  11. #26
    President, the LightWave Group robpowers3d's Avatar
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    Quote Originally Posted by Kaptive View Post
    One thing I take from this (and all of Robs posts) is that we should keep expectations for the next release realistic. Though it IS going to be a significant release to be sure (and I mean, if the new renderer is close to Arnold, but with unlimited nodes... for the upgrade price, that alone is actually pretty huge imho), but the real magic is going to be from here on in.

    Or to put it another way:- Lightwave is very much back in the race, it's had a pit stop, changed its tires to slicks and is about to do a whole lot of catching up. We should be excited, but we still have much to do! But all the signs are very good indeed!

    (and yes, I am indeed totally aware that the image below is totally nerdy, fanboyish and terribly uncalled for, but I just couldn't help myself at this time of night :P Please forgive me )

    Click image for larger version. 

Name:	LW_Pitstop.jpg 
Views:	311 
Size:	382.3 KB 
ID:	131308

    Cheers for the blog post Rob!
    Well Said!
    Rob Powers

    President, NewTek LightWave 3D Group
    Burbank, CA

  12. #27
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    Quote Originally Posted by hdace View Post
    I'm wondering how good the SDK will be so that maybe third parties will develop new tools a little faster.
    Yes, that would be cool if the 3rd Powers were able to leverage the new engine. I love LWBrush, but it creaks on higher density meshes. If it could deform polygons like Chronosculpt does, then woohoo!

  13. #28
    Melancholy&MysteryStreet hdace's Avatar
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    Quote Originally Posted by hrgiger View Post
    Did you miss the part about having a deformation stack? That means we can now choose how deformations are ordered in Layout. And that's pretty huge.
    Saying, "nothing much new," does leave room for ONE thing. We already knew about the UGE being based on ChronoSculpt. Was there anything else?

    However, you're right that I didn't get it. Now that you've pointed it out I realize that this is what I've been waiting for. Thanks so much for letting me see it! If I'm not mistaken, this could mean we're finally going to be able to produce proper corrective morphs. That is the one huge thing I've had my fingers crossed for for a couple of years now.
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  14. #29
    President, the LightWave Group robpowers3d's Avatar
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    Quote Originally Posted by Kuzey View Post
    So anything added to modeler now will have to be remade later?
    Actually our approach on any new modeling tool development currently is to develop the tools to be as compatible with both the modeler and Layout systems as much as possible to avoid what you mention. We have thought about this quite a bit.
    Rob Powers

    President, NewTek LightWave 3D Group
    Burbank, CA

  15. #30
    President, the LightWave Group robpowers3d's Avatar
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    Quote Originally Posted by Satera View Post
    I think it all sounds fantastic. With the considerable effort thats going into the unified system, it sounds like a lot of work on the back end. My question would be, what does that leave the users to expect as in advancements for 2016 (or if it comes later?) I'd be a bit worried that this is the long awaited update lightwave needs, but not the update which increases productivity. Almost like you have to go take a step back to take two steps forward, i understand why it has to be done, but worried feature-wise will 2016 feel a little light?

    Either way, i am very excited to what I have heard and seen,and like the guys above very curious to see more!
    Certainly it is not two steps back. Modernizing and moving forward on all fronts is our goal but architectural work is not feature work. That is true... but modernizing the architecture will vastly improve workflows and feature development for the future...and have added benefits right now like the mesh deformation stack workflow change mentioned.
    Rob Powers

    President, NewTek LightWave 3D Group
    Burbank, CA

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