View Full Version : Chronosculpt getting any updates?

12-12-2014, 05:48 AM
Been almost a year since 1.01 and havent heard any news or even rumors of Chronosculpt updates, so figured I'd go ahead and ask...

01-09-2015, 03:12 AM
If DAvid Ikeda left fairly well documented code and LW3D managed to hire new programmer during past 3 mnths I'm sure the new guy is digging into the code and geting himself familiar with it, so probably next 6 months will tell whether it will pop or will it follow rendition path...

01-09-2015, 04:12 AM
Thats not encouraging....lol

01-09-2015, 04:31 AM
If DAvid Ikeda............

And IF not :)?

When was the last update/patch for CS ?

01-09-2015, 04:34 AM
1.0.1 12-23-2013 was the last one

01-09-2015, 04:44 AM
1.0.1 12-23-2013 was the last one

Ohh, so it's almost 13 months without updates/patches/bug fixes ? Is the forum/community active ?

I thought getting it but i don't think it's worth that price (at least for me and for my usage) so i skipped getting it but hoped to watch how will it develop and where it will go later so might reconsider buying it but this isn't filling me with confidence then. Reminds me of Rendition :(.

01-09-2015, 04:48 AM
I bought it at release so did pay the current price. It works pretty good...just needs a few more tools.

I hope it doesnt go like Rendition.....maybe itll get integration into layout (hey, i can dream....)

01-12-2015, 08:35 AM
Still no reaction from Chronosculpt people about potential updates and improvements? Like importing cameras with plates.....

01-12-2015, 03:30 PM
Never really saw Chronosculpt as needing cameras, since it meant to edit , then send back to whatever app you use for rendering.

01-12-2015, 03:58 PM
I wish CS had camera support. Some of the bullet edits I had to do in the past year were specific to camera. As it exists, it took a bit of 'back and forth' trial and error in CS to get the results I needed in Layout. I imagine artists doing character anim fixes could use a reference camera too.

You'd think I'd be used this by now with all the jumping back and forth between Layout and Modeler I've done over the past 15 years. :p


01-12-2015, 04:01 PM
Yes, it's nice to know what is the most noticeable in the camera view so you can prioritize what needs the most attention.

01-12-2015, 04:03 PM
Ahh yeah...hadnt thought of that..most of my bullet things dont really need specific camera angle

05-30-2015, 01:14 PM
Would be nice to know if CS is going to be updated or not.

05-30-2015, 03:21 PM
Im sure the people who are buying it for $399 would also like to know if its going to be updated as well.

05-30-2015, 03:24 PM
Would be nice to know yes!

05-30-2015, 03:33 PM
Any kind of statement from LW3DG would be welcomed, whether its yes or no.

06-01-2015, 09:39 AM
I communicated with support about my two feature requests and was told Chornosculpt is not abandoned, but nothing seems to be on the horizon. Sad, very sad.

08-16-2019, 05:47 PM
Poking..is it just resting?
Itīs about time to get out of cryochamber and face metamorphic for a battle.

08-16-2019, 06:00 PM
Maybe they could just combine Chronosculpt into Layout?

08-18-2019, 08:34 AM
Maybe they could just combine Chronosculpt into Layout?

When Chronosculpt first came out as a sepearate module, I thought...this will not last long, and scratched my head to why they didnīt implemented it directly in Lightwave, I could understand they would like to expand something that could attract other software users, but
for me at the time it wasnīt an option and thought it would probably have more impact to a user base already there..and to strengthen the option to have the user base intact for a lot longer.

Later I got Chronosculpt for free together with neuronmotion baked in to one of the Lightwave sales, sadly I do not use them for various reasons.
Combining Chronosculpt at that time was out of the option I think someone from newtek said, different times now..and I think it would be wise, or if metamorphic is better in most regards fill in the gap
between Chronosculpt and metamorphic, metamorpich however, doesnīt seem to work on higher res meshes which I think Chronosculpt did.

For me it is foremost important to have the option to sculpt in much higher density models, as well as creating new topology ala dynatopo...
but it also needs a way of saving and deleting various levels without freezing and delete original and reload the model.
The lack of these features kind of pushes me away from using it.

08-18-2019, 08:41 AM
This is one crazy post, 19 replies but 15000 views.....wow.
A lot of people are obviously interested in any developments.

08-18-2019, 08:56 AM
This is one crazy post, 19 replies but 15000 views.....wow.
A lot of people are obviously interested in any developments.

I think that is due to the fact they believe it is abandoned, they see nothing of value to the discussion from either the forum users and nothing of information from Newtek.. and do not bother to engage, personally I just was "in the mood" to poke on it. :) fully aware of that it would be of no use other than being ironic.

08-18-2019, 02:59 PM
Im not certain the folks at NewTek monitor the forums much, or as much as they should after it seemed they were unaware of an issue I filed a ticket for, but has been in the forums for a while (even before i put up a new thread).

08-18-2019, 06:31 PM
just make Modeler / Layout chew polys like butter.

but seriously, would be nice to see "something" on that front.

10-06-2019, 08:49 PM
I was excited for NT when they brought this program to light. I thought maybe they were truly innovating. Bought a copy, then nothing? Quite odd.

12-04-2019, 08:34 AM
OTOY released their own Sculptron (how 1980s) program. It seems to have been developed by former programmers of Chronosculpt.


12-04-2019, 09:20 AM
Interesting since we do not see any chronosculpt advancement for years, and who owns the right to the code? and what gives with former Newtek developers making a similar product..which also may be featuring the very code but enhanced that was in chronosculpt, I thought If you work for Newtek, the work you do with the code is theirs, but maybe I am wrong on that...or wrong in the sense that it is a completely different code...who knows?

Lino has a lot of focus on clouds and volumetrics within Octane and Blender, and from that article I can see that Sculptron allows for mesh to vdb conversions and supporting houdini VDB and SDF, for making it easier to artisticly sculpt Art direct your clouds.
I wonder if it uses dyntopo style of new geometry creation like blender.

Though I think I would rather simply use metaballs, or skin modifier..and sculpt away on that with snake hook and dyntopo, that allows for decent modeling of clouds, then you can always just send to houdini make it a cloud item and add additional noise and advection...unless you plan to just fill it with fluid smoke in blender directly.