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GraphXs
12-18-2017, 07:00 PM
I just want to start a list of the plugins that are working great in 2018!

3rdPowers Paint Weights, Cage Deform and Lattice tools! check!

138903

GraphXs
12-18-2017, 08:11 PM
RHiggit!

138907

OFF
12-18-2017, 08:14 PM
Thank you. I believe that the RHiggit plugin will also work well in the new version of LW 2018, if this works without code changes.
My personal main expectations are the speed and quality of the new renderer and improved OGL performance with bones deformations.

samurai_x
12-18-2017, 08:31 PM
YOu beta tested Lightwave 2018?
64 bit only right? Somebody mentioned it.

GraphXs
12-18-2017, 08:40 PM
HDRLightStudio v4


Interactivity with VPR is slow to refresh
toggling VPR or moving in Perspective updates HDR Image quicker.
My guess is because of the interactive brush that VPR has might be causing the delay.
Light brushes still work.



138908

- - - Updated - - -

Yes 64 only

samurai_x
12-18-2017, 08:42 PM
Ok second confirmation. 64 bit only now. Thanks.

GraphXs
12-18-2017, 08:52 PM
RopeEditorPlus Modeler

138909

GraphXs
12-18-2017, 08:59 PM
PLG_UV Tools Modeler

138910

138911

Sensei
12-18-2017, 09:26 PM
Global Materials 2018 special version
http://globalmaterials.trueart.eu

TrueType Text 2018 special version
http://truetypetext.trueart.eu

TrueArt's Modeling Pack
http://modelingpack.trueart.eu

GraphXs
12-18-2017, 09:26 PM
Quad_Panels_v1_53 Modeler

138912

Sensei
12-18-2017, 09:29 PM
(...) Modeler

Modeler plugins which have 64 bit version and don't use nodes, don't load LWO or LWS files manually (very incompatible version of LWO, and a bit incompatible LWS, with older versions), should work..

GraphXs
12-18-2017, 09:33 PM
3rdPowers Modeler Tools

138913

GraphXs
12-18-2017, 09:43 PM
The CreateScript.ls still works for Creating Default (SubD) Primitives and other items



138914

GraphXs
12-18-2017, 09:48 PM
PX_Clone2

138915

GraphXs
12-18-2017, 10:15 PM
AE Link Sync still works with Camera/Object pivots, ***but custom object properties are no longer listed in Object Properties (Geo).

*no different than LWtoAE I/O now.

138916

gar26lw
12-18-2017, 10:28 PM
what, there is no x32? that’s going to break a few useful plugins in modeller.

does anyone know how to get a hold of pictrix for x64 plugins, paid and free?

Wireframex
12-19-2017, 04:49 AM
RJJ Texture ?

http://www.shaders.co.uk/rjj_textures/index.htm

alexs3d
12-19-2017, 05:16 AM
quote from steve hurley

"UP is working in LW2018 but AP is not and will take some work. UP for LW2018 is a separate plugin but it will be a free update for current UP owners and should be available when LW2018 launches."

see here http://forums.newtek.com/showthread.php?153204-LW-Unified-Physics-Squirt-Gun-Open-Beta-begins&p=1528543&viewfull=1#post1528543

Niko3D
12-19-2017, 05:43 AM
DP Sun/Sky and all DP kit ect...?

gerry_g
12-19-2017, 06:01 AM
Is it not the case that OS support for 32but is being dumped anyway, it is on the Mac with High Sierra and most likely in Windows 10, I doubt if NT have any option but to follow suit and dump it to, for now you can run old versions of LW in 32bit but I would think at some point as OS's progress you won't even be able to fire them up without running a legacy OS too.

lardbros
12-19-2017, 06:09 AM
what, there is no x32? that’s going to break a few useful plugins in modeller.

does anyone know how to get a hold of pictrix for x64 plugins, paid and free?

The last 32-bit version of 3dsMax was 2014... think it's probably a good time to drop 32-bit support. :)

samurai_x
12-19-2017, 06:17 AM
Is it not the case that OS support for 32but is being dumped anyway, it is on the Mac with High Sierra and most likely in Windows 10, I doubt if NT have any option but to follow suit and dump it to, for now you can run old versions of LW in 32bit but I would think at some point as OS's progress you won't even be able to fire them up without running a legacy OS too.

No way Microsoft would dump 32bit app support. They would lose on the enterprise level and that's huge. Apple can do what it wants their os has little market share.

Chris S. (Fez)
12-19-2017, 07:04 AM
RJJ Texture ?

http://www.shaders.co.uk/rjj_textures/index.htm

Sadly, no. IFW textures are invaluable. NewTek should approach the developer and try to make a deal if not recruit him as a contractor. This is a huge loss for Lightwave.

DogBoy
12-19-2017, 07:18 AM
No way Microsoft would dump 32bit app support. They would lose on the enterprise level and that's huge. Apple can do what it wants their os has little market share.

I think you miss the point. Sure, they support 32bit apps, but they are dropping making further 32bit OSes. The only reason to release 32bit software is run it on 32bit OSes (not to support 3rd party plug-ins).
Sure, there maybe a few people still with older machines (I can see one from where I sit), but it just becomes a support headache. If you need to use 32bit plug-ins, you likely already have an earlier version of LightWave.

mummyman
12-19-2017, 08:29 AM
Has anyone tried GoZ ?

samurai_x
12-19-2017, 08:47 AM
I think you miss the point.

I get your point. That wasn't it though. Was talking about os 32bit,MS will not drop it anytime soon nor 32bit app support.

3d appz should go 64 bit all the way of course.

12-19-2017, 09:01 AM
Sadly, no. IFW textures are invaluable. NewTek should approach the developer and try to make a deal if not recruit him as a contractor. This is a huge loss for Lightwave.

NOOOOOO!!!!!!!!!!!

They don't work in 2018... I suppose that makes sense.
I hope he's interested in updating his software.
Robert

Chris S. (Fez)
12-19-2017, 09:17 AM
NOOOOOO!!!!!!!!!!!

They don't work in 2018... I suppose that makes sense.
I hope he's interested in updating his software.
Robert

As of now, he will not be updating. Again, huge loss for Lightwave. NewTek should try to contract him directly like luxology did for their procedurals

rustythe1
12-19-2017, 09:20 AM
NOOOOOO!!!!!!!!!!!

They don't work in 2018... I suppose that makes sense.
I hope he's interested in updating his software.
Robert

well that's interesting, i would have thought the could have still worked as they are procedural textures and not shaders, so surely they could have been available as texture nodes?

Wireframex
12-19-2017, 10:29 AM
Sadly, no. IFW textures are invaluable. NewTek should approach the developer and try to make a deal if not recruit him as a contractor. This is a huge loss for Lightwave.

Very sad ...

calilifestyle
12-19-2017, 11:06 AM
How about SyFlex

Never mind just looked on their site . It says lw2018

erikals
12-19-2017, 11:10 AM
How about SyFlex
looks good :)


Current version: Syflex 1.3 for Lightwave 2018

Marander
12-19-2017, 11:27 AM
As of now, he will not be updating. Again, huge loss for Lightwave. NewTek should try to contract him directly like luxology did for their procedurals

That is really bad news. IFW procedural shaders are great (nodes and layered ones).

This is what I missed a lot in the beginning in c4d but I was happy to find that there is an almost identical procedural collection for it (biomekk enhance:4d, 178 procedural 3D and 2D shaders in 11 categories).

artzgo
12-19-2017, 11:44 AM
PX_Clone2

It's free plugin ?

gar26lw
12-19-2017, 12:11 PM
That is really bad news. IFW procedural shaders are great (nodes and layered ones).

This is what I missed a lot in the beginning in c4d but I was happy to find that there is an almost identical procedural collection for it (biomekk enhance:4d, 178 procedural 3D and 2D shaders in 11 categories).

yeah this sucks big time

DogBoy
12-19-2017, 12:31 PM
yeah this sucks big time

It likely has to do with how few sales he gets. If the take up of LW2018+ is good enough, he might reconsider.

Sensei
12-19-2017, 12:55 PM
Updating so many incompatible plugins is tremendous job for several months.

GraphXs
12-19-2017, 12:56 PM
PX_Clone2

It's free plugin ?

No, it is commercial plugin.

- - - Updated - - -

I need to get my ZB up and running, once I do I will let ya know.

Greenlaw
12-19-2017, 01:08 PM
Great list! Thanks for starting this.

I was wondering about RHiggit but haven't gotten around to checking yet. Glad to hear it's good.

I'll try to post the working status of what I have that hasn't already been covered here.

Edit: I tried Weighter 2.0 last night and it crashed in LightWave 2018, but then I've never been able to get Weighter 2.0 to run properly in any version of LightWave since Windows 10 came out. According to Kat at Liberty, Weighter 2.0 should work with Windows 10, so other user may have better luck with it than I am, maybe even in LW 2018. BTW, I'm still hoping to track down the problem so, if you're a Weighter 2.0 user, please let me know if you can get it to run in any version of LightWave under Windows 10. Thanks!

Sanchon
12-19-2017, 02:39 PM
How about VRoom compatibility http://www.euriskostudios.com/es/plugin_pages/vRoom.php ? IFW2 and VRoom are crucial plugins for me.

erikals
12-19-2017, 02:53 PM
wasn't VRoom discontinued?

Sensei
12-19-2017, 03:07 PM
vRoom is shader/node, so it'll definitely stop working..
That's why I made my own Virtual Room plugin (node only).
It will work with LW 2018 (special version).
Dozen of people preordered it already (the all customers who bought TrueArt plugins after 2010 received mail to join in).

erikals
12-19-2017, 03:09 PM
interesting :) :)

Sanchon
12-19-2017, 03:10 PM
wasn't VRoom discontinued?

No new versions but still works fine with LW 2015.

jboudreau
12-19-2017, 03:21 PM
Sadly, no. IFW textures are invaluable. NewTek should approach the developer and try to make a deal if not recruit him as a contractor. This is a huge loss for Lightwave.

Hi are you saying the IFW2 Nodal Textures won't work either? I thought they would work since they are nodes

http://www.shaders.co.uk/ifw2_nodal/index.htm

Thanks,
Jason

Sensei
12-19-2017, 03:26 PM
Hi are you saying the IFW2 Nodal Textures won't work either? I thought they would work since they are nodes

New nodes are incompatible with LW v9.x ... LW 2015.3...

They need rewrite.

Sanchon
12-19-2017, 03:26 PM
I have confirmation from the maker of IFW2 that no new versions, updates are planned in the future. Product is discontinued :(

jboudreau
12-19-2017, 03:30 PM
New nodes are incompatible with LW v9.x ... LW 2015.3...

They need rewrite.

Sorry if I miss understood so IFW2 Nodes are incompatible with Lighwave 9 - 2015.3

I use IFW2 Nodal textures in 2015.3.

Thanks,
Jason

Sensei
12-19-2017, 03:35 PM
Sorry if I miss understood so IFW2 Nodes are incompatible with Lighwave 9 - 2015.3
I use IFW2 Nodal textures in 2015.3.


LW 2018, has new node system, which is incompatible with LW 2015.3 and earlier.
Node compiled to LW 2015.3 and earlier can't be just like that recompiled to work in LW 2018.
It requires time consuming changes.
Node compiled to LW 2018 won't work with older LW.

Sanchon
12-19-2017, 03:35 PM
Sorry if I miss understood so IFW2 Nodes are incompatible with Lighwave 9 - 2015.3

I use IFW2 Nodal textures in 2015.3.

Thanks,
Jason

"New nodes", node engine in LW 2018 probably isn't backward compatible.

pinkmouse
12-19-2017, 03:36 PM
I have confirmation from the maker of IFW2 that no new versions, updates are planned in the future. Product is discontinued :(

B0ll0cks. That's really bad news.

jboudreau
12-19-2017, 03:39 PM
LW 2018, has new node system, which is incompatible with LW 2015.3 and earlier.
Node compiled to LW 2015.3 and earlier can't be just like that recompiled to work in LW 2018.
It requires time consuming changes.
Node compiled to LW 2018 won't work with older LW.

Okay thanks, I thought that's what you mean but wanted to confirm.

So that really sucks, Wonder what we are gong to do for procedural textures now that IWF2 are discontinued :( The native standard procedural textures in the node editor aren't enough and are very basic.

Thanks,
Jason

Sanchon
12-19-2017, 03:43 PM
Without Dennis plugins, especially SunSky all of the new LW features are not worth to go for me at the moment. Without IFW2 and vRoom ( Sensei replacement probably is in beta stage ) I must rebuild my workshop from the ground...

jboudreau
12-19-2017, 03:44 PM
Without Dennis plugins, especially SunSky all of the new LW features are not worth to go for me at the moment. Without IFW2 and vRoom ( Sensei replacement probably is in beta stage ) I must rebuild my workshop from the ground...

So has Dennis's plugins been confirmed not to work in 2018 either. Oh man if that's so that's really going to suck! That is a huge loss in my opinion.

Thanks,
Jason

jboudreau
12-19-2017, 03:46 PM
Without Dennis plugins, especially SunSky all of the new LW features are not worth to go for me at the moment. Without IFW2 and vRoom ( Sensei replacement probably is in beta stage ) I must rebuild my workshop from the ground...

Yeah the only thing you could do is get Octane for your SunSky issue.

Sensei
12-19-2017, 03:47 PM
So that really sucks, Wonder what we are gong to do for procedural textures now that IWF2 are discontinued :( The native standard procedural textures in the node editor aren't enough and are very basic.


Procedural textures (the one that you set using T buttons and Texture Editor) are still existing in LW 2018.
Discontinued are shaders, discontinued are old system nodes. New nodes replaced them both.
I don't have IFW to check its procedural textures. Some might work, some other might not.

When you load .lwo in traditional layer system, it's converted to new .lwo file standard (64 bit one, so no IFF chunk error anymore, I think).

pinkmouse
12-19-2017, 03:49 PM
DP kit as well! Frankly, I see no point in upgrading then. I use one or both of those in probably over 90% of my work. I couldn't do what I do without them.

Sensei
12-19-2017, 03:50 PM
DP kit as well! Frankly, I see no point in upgrading then. I use one or both of those in probably over 90% of my work. I couldn't do what I do without them.

Majority of DPKit nodes, if not all, are right now built-in LW new node system..


Frankly, I see no point in upgrading then.

But you have BSDF "shader" (as node) as default material.. for realistic rendering..

pinkmouse
12-19-2017, 03:53 PM
Interesting! I suppose it would break all kinds of NDAs for you to show a screenshot of all the standard LW nodes from 2018. :)

Sensei
12-19-2017, 03:54 PM
vRoom ( Sensei replacement probably is in beta stage ) I must rebuild my workshop from the ground...

My betas are fully usable.. ;)

jboudreau
12-19-2017, 03:55 PM
Procedural textures (the one that you set using T buttons and Texture Editor) are still existing in LW 2018.
Discontinued are shaders, discontinued are old system nodes. New nodes replaced them both.
I don't have IFW to check its procedural textures. Some might work, some other might not.

When you load .lwo in traditional layer system, it's converted to new .lwo file standard (64 bit one, so no IFF chunk error anymore, I think).

The T Button is gone in 2018, Yes we have the standard ones in the nodal tree like I stated before but those are quite basic compared to what IFW2 had

Thanks,
Jaosn

Sensei
12-19-2017, 03:56 PM
Interesting! I suppose it would break all kinds of NDAs for you to show a screenshot of all the standard LW nodes from 2018. :)

NDAs have been dismissed week ago..
I showed some things in the other thread:
http://forums.newtek.com/showthread.php?155341-LW-2018-Shader-System

pinkmouse
12-19-2017, 03:59 PM
Ta. I'll have a look tomorrow.

Sensei
12-19-2017, 04:01 PM
The T Button is gone in 2018

Check screen-shot:
http://forums.newtek.com/attachment.php?attachmentid=138919&d=1513724327
138919


Yes we have the standard ones in the nodal tree like I stated before but those are quite basic compared to what IFW2 had

Whether IFW2 procedural textures will work, or not, you don't know. Some of them could work..
What you can be sure is that IFW2 nodes won't be loaded.

gar26lw
12-19-2017, 04:04 PM
looks to me like lightwave needs to do the same deal as the modo guys did with ifw.


with everything being node based, is there a way to share part of a node network across multiple materials?

pinkmouse
12-19-2017, 04:05 PM
I've just asked in the other thread. ;)

jboudreau
12-19-2017, 04:05 PM
Check screen-shot:
http://forums.newtek.com/attachment.php?attachmentid=138919&d=1513724327
138919



Whether IFW2 procedural textures will work, or not, you don't know. Some of them could work..
What you can be sure is that IFW2 nodes won't be loaded.

WHAT! Matt made a Surface Editor video and he said the T is gone and this confirms it. Do you have an older version of 2018?

http://forums.newtek.com/showthread.php?155341-LW-2018-Shader-System&p=1527063&viewfull=1#post1527063

Thanks,
Jason

jboudreau
12-19-2017, 04:07 PM
WHAT! Matt made a Surface Editor video and he said the T is gone and this confirms it. Do you have an older version of 2018?

http://forums.newtek.com/showthread.php?155341-LW-2018-Shader-System&p=1527063&viewfull=1#post1527063

Thanks,
Jason

Sorry, I noticed you are in Standard that's good I thought the T was gone

Thanks,
Jason

erikals
12-19-2017, 04:10 PM
Dpont PartMove ?
DPont PolyMove ?
DPont Nearest Point ?

jboudreau
12-19-2017, 04:11 PM
WHAT! Matt made a Surface Editor video and he said the T is gone and this confirms it. Do you have an older version of 2018?

http://forums.newtek.com/showthread.php?155341-LW-2018-Shader-System&p=1527063&viewfull=1#post1527063

Thanks,
Jason

So does this panel still exist in LW 2018

138921

Thanks,
Jason

Sensei
12-19-2017, 04:14 PM
WHAT! Matt made a Surface Editor video and he said the T is gone and this confirms it. Do you have an older version of 2018?

I have build 3062 from 14 December 2017.
He was not precise, and you probably misunderstood him.
BSDF material (default material after loading/making object) has no T buttons.
Standard material has T buttons..

http://forums.newtek.com/attachment.php?attachmentid=138920&d=1513725041
138920

- - - Updated - - -



Dpont PartMove ?
DPont PolyMove ?
DPont Nearest Point ?

Built-in nodal equivalents.

gar26lw
12-19-2017, 05:20 PM
does the standard material follow energy conservation now?

Sensei
12-19-2017, 05:27 PM
does the standard material follow energy conservation now?

If it would, it wouldn't be standard. That's job of BSDF material.
Standard means... hmmm.. working the same... to load old object, old scene.. and looking and rendering the same as it was set months, years ago..

erikals
12-19-2017, 06:12 PM
Dpont PartMove ?
DPont PolyMove ?
DPont Nearest Point ?

Built-in nodal equivalents.
Awesome :)

gar26lw
12-19-2017, 07:02 PM
If it would, it wouldn't be standard. That's job of BSDF material.
Standard means... hmmm.. working the same... to load old object, old scene.. and looking and rendering the same as it was set months, years ago..

ok, gotcha. :)

adk
12-19-2017, 07:23 PM
Awesome :)

So long as they are up to scratch and we don't miss out on any features. DPont is my first and major pitstop with any new LW install.

Advanced Placement, IFW2 and DPont are also big parts of my workflow so while I'm happy with 2018 that news feels like a bit of a s#it sandwich :(

Was about to enquire about vRoom but got Sensei's email about Virtual Room so I'll be going that way it seems.

I'm not expecting everything/most to be available and moved across mind you, so thanks a bunch for this thread guys.
This was always bound to happen at some stage I guess.

Sanchon
12-19-2017, 10:34 PM
SunSky is not nodal plugin but texture envinronment so it should works fine right?

For ArchViz Ifw2 are crucial because of specific textures, regional modes, paving etc They are better than simple bitmap ones. It's huge loss.

tyrot
12-20-2017, 05:48 AM
i use many 32 bit modeler plugins :( what to do.

DogBoy
12-20-2017, 07:31 AM
i use many 32 bit modeler plugins :( what to do.

Keep a copy of 32bit modeler installed? Obviously, that may cause issues if you need to make changes after texturing.

Snosrap
12-20-2017, 07:32 AM
If it would, it wouldn't be standard. That's job of BSDF material.
Standard means... hmmm.. working the same... to load old object, old scene.. and looking and rendering the same as it was set months, years ago..

Not exactly Sensei, the new light characteristics might have a say in that and as Antti points out in this video at around the 3:30 mark https://www.youtube.com/watch?v=OCN99kC2Ons&feature=youtu.be there is clearly a difference in the old shading system and the "standard" shading system in 2018.

DogBoy
12-20-2017, 08:39 AM
Not exactly Sensei, the new light characteristics might have a say in that and as Antti points out in this video at around the 3:30 mark https://www.youtube.com/watch?v=OCN99kC2Ons&feature=youtu.be there is clearly a difference in the old shading system and the "standard" shading system in 2018.

I think you misunderstood him. Principled BSDF is the new default & "Standard" is basically just a legacy material for backward compatibility: it isn't energy conserving, and is really only there to handle legacy layered surfaces, allowing you to adapt them to the newer system. Best avoided, but useful for copying settings from.

raw-m
12-20-2017, 09:11 AM
Awesome :)

Anyone know if there’s something similar to DPs Marker Pen in there?

Greenlaw
12-20-2017, 09:15 AM
Re: the Weighter 2/DrainBGvmap issues with LightWave 2018, I found an alternative plugin that already works in LightWave 2018.

In OD Tools 2018, Oliver pointed me to a tool called Transfer Maps, which is similar to Weighter 2 and DrainBGvmap. I performed a simple test (differently weighted planes affecting an unweighted sphere) and it worked perfectly. (BTW, the Transfer Maps tool works in 2015.3 too.)

What I typically used DrainBGvmap and Weighter for was to transfer UV, morph, and weight maps from a LightWave character mesh to FiberFX hair and fur guides imported from ZBrush FiberMesh. I'll try a test like that tonight using existing assets.

Re: GoZ. FWIW, the GoZ command exists in Modeler 2018 but I haven't confirmed it's working yet. I'll try a GoZ test soon after.

(BTW, OD Tools has so many tools in it, it's quite overwhelming. Assuming my 'production level' tests go well tonight, the Transfer Maps feature alone is a big one for me.)

Marander
12-20-2017, 09:19 AM
Keep a copy of 32bit modeler installed? Obviously, that may cause issues if you need to make changes after texturing.

Also problematic is that you can not load your LWO again in pre 2018 because the format has changed.

souzou
12-20-2017, 09:42 AM
(BTW, OD Tools has so many tools in it, it's quite overwhelming. Assuming my 'production level' tests go well tonight, The Transfer Maps feature alone is a big one for me.)

Is there anywhere that has a brief list/overview/synopsis of the tools in the set? Going through 150-odd videos on Vimeo is a bit of a task.

Greenlaw
12-20-2017, 09:45 AM
Also problematic is that you can not load your LWO again in pre 2018 because the format has changed.

Yes, if you save an object in 2018, it will be incompatible with 2015.3 and earlier. This is because surfacing, etc., is completely different. I haven't done a lot with 2018 yet but I've been maintaining separate assets in case I need a version for 2015.3.

However, if you only have a 2018 version of an object, you can export the object as LWO2 for 2015.3 compatibility. I think you'll need to resurface the object for 2015.3 because I don't think export is meant to fully convert, but at least you'll have a 2015.3 compatible object. IMO, better to keep two versions if you really need that.

In fact, it's probably best to think of 2018 as a new 3D program that just happens to look a lot like LightWave. :)

Greenlaw
12-20-2017, 09:49 AM
Is there anywhere that has a brief list/overview/synopsis of the tools in the set? Going through 150-odd videos on Vimeo is a bit of a task.

No, the videos don't cover everything but Oliver is still working on that. It might be a while...he keeps sneaking new tools into the suite.

oliverhotz
12-20-2017, 10:09 AM
there'll be a list on launchday...as well as a bit more information about mac/pc. other than a handful of plugs, everything works on windows and osx... trying to get the last few also working on a mac... but.. everything will be there on launchday... otherwise, just enjoy the vids for now.

Marander
12-20-2017, 10:15 AM
However, if you only have a 2018 version of an object, you can export the object as LWO2 for 2015.3 compatibility. I think you'll need to resurface the object for 2015.3 because I don't think export is meant to fully convert, but at least you'll have a 2015.3 compatible object.

Ah thanks, good to know that there's an option to export in the old format.

TheLexx
12-20-2017, 10:18 AM
Could anyone comment on if TAFA should work please ?

ElusiveElephant
12-20-2017, 10:20 AM
Ah thanks, good to know that there's an option to export in the old format.

There will also be an .lwo 2018 reader plugin released for 2015 when 2018 is released! Not sure what conversion happens, but at least it gives another option.

Greenlaw
12-20-2017, 10:52 AM
Could anyone comment on if TAFA should work please ?

That's a good question. If you're using MDD exports from TAFA, it should. For LW 2018 model imports to TAFA, I'm assuming you'll need to convert to LWO2. I'm fairly confident the Endomorphs will transfer (nothing changed there) but I'll check to be sure.

I haven't used TAFA in ages (not even sure it runs on my computer now,) but I'll try to make time for it. I have a small project I'm working on in 2018 and I think TAFA could be useful.

papou
12-20-2017, 11:05 AM
Thank you GraphXs,
Can i suggest you to make a google doc table ? So Everybody can update the file.
Because this thread will be lost in the forum.
And it will become hard to dig into it to check plugin compatibility.
Regards,

Snosrap
12-20-2017, 12:55 PM
does the standard material follow energy conservation now?


If it would, it wouldn't be standard. That's job of BSDF material.
Standard means... hmmm.. working the same... to load old object, old scene.. and looking and rendering the same as it was set months, years ago..


Not exactly Sensei, the new light characteristics might have a say in that and as Antti points out in this video at around the 3:30 mark https://www.youtube.com/watch?v=OCN99kC2Ons&feature=youtu.be there is clearly a difference in the old shading system and the "standard" shading system in 2018.


I think you misunderstood him. Principled BSDF is the new default & "Standard" is basically just a legacy material for backward compatibility: it isn't energy conserving, and is really only there to handle legacy layered surfaces, allowing you to adapt them to the newer system. Best avoided, but useful for copying settings from.

Yes I do understand. :) In the video Antti made it is clear that the two "Standards" are different and that they indeed will not look the same as Sensei has suggested. Antti even states at the 3:20 that the specular highlight is physically based and correct. This is after he states that it is an apples to apples comparison between the two shading systems. So my point is that the two renderers will not produce same results with the same settings and loading an old object and scene will not look the same. Now of course I'm sure Sensei is probably well aware of that and misspoke to a certain degree. Having a "Standard" shader is really smart on NT's part and should make translation of older assets much easier for those that are good with the status quo. Everything I've seen so far looks really well thought out and Antti (and I presume Mark Granger) have done an excellent job with the new renderer.

gar26lw
12-20-2017, 06:38 PM
i use many 32 bit modeler plugins :( what to do.

yes, as do i. going to have to see how things go. might be what pushes me into modo for 100% modelling.

Revanto
12-20-2017, 09:11 PM
Also problematic is that you can not load your LWO again in pre 2018 because the format has changed.

I'm thinking of keeping 9.6 on my computer because I still have awesome plugins that I won't be able to use in LW2018, I'm sure. But LW2018 SHOULD have some sort of way of dealing with previous version content. Even Maya has an option for this sort of stuff. I really hope that this will be considered in future LW updates because I'd love to be able to jump from one version to the other so that I can deal with the drawbacks from each version.

Rev.

Sensei
12-20-2017, 09:20 PM
Batch Baking Camera 2018 special version.
http://batchbakingcamera.trueart.eu
(old BatchBakingCamera will stop working!)
(if you're older user of BatchBakingCamera write e-mail for upgraded version!)

tburbage
12-20-2017, 11:04 PM
RJJ Texture ?

http://www.shaders.co.uk/rjj_textures/index.htm

I exchanged email with Richard Jennings a few months ago and it sounded like he was sitting the fence on updating due to extensive SDK changes. But I don't know more than that. Of course, the Shaders are kaput, but hope the Nodal and procedurals get updated.
(Well, already answered ... Maybe if enough current owners indicate they will update, he might reconsider. I'd pay for another update just to help fund the compatibility update work. Very useful extensions to the LW Nodal library).

DogBoy
12-21-2017, 01:54 AM
Ignore this, Greenlaw already answered.

raw-m
12-21-2017, 01:55 AM
I exchanged email with Richard Jennings a few months ago and it sounded like he was sitting the fence on updating due to extensive SDK changes. But I don't know more than that. Of course, the Shaders are kaput, but hope the Nodal and procedurals get updated.
(Well, already answered ... Maybe if enough current owners indicate they will update, he might reconsider. I'd pay for another update just to help fund the compatibility update work. Very useful extensions to the LW Nodal library).

Hope LW sales take off as a little insensitive for him! Never used the shaders but the nodes, regional stuff especially, will be hard/impossible to replace!

gamedesign1
12-21-2017, 02:28 AM
Are there any alternative plugins that deal with generating random brick patterns. And I dont mean just a procedural texture that generates black and white mortar lines. I would like a plugin that you pick a few different variations of colours and will generate a random brick texture on the fly. I built an external brick texture creator for creating texture maps a while which works like that, but obviously you still ended up with repeating pattern using maps. The IFW2 brick texture appears to do what I want, but obviously doesnt work in 2018. I am quite surprised that more developers havent built something like that as it would be so useful for archviz work. It would be even better if someone made a shader for Octane LightWave, I would be very happy to buy that :)

pinkmouse
12-21-2017, 02:30 AM
Don't get me started on brick pattern generators...:)

MarcusM
12-21-2017, 02:32 AM
I can't imagine Modeler without working basic plugins in my workflow like:
PLG Tools (10 years old)
UV Creeper
PointMoveOnEdge (9 years old)
Merge TrigonsX

They are 64-bit but would like to have confirmation they are work in LW 2018.

CaptainMarlowe
12-21-2017, 02:54 AM
ALmost none of themhave been working for mac users for a very long time, now, since V9.6.1. My replacement for PLG tools was 3D-coat, sadly. I sure wish we have decent native UV tools in Lightwave.

gerry_g
12-21-2017, 02:58 AM
if you have a Substance loader you can generate brick and tile patterns in Substance Designer or purchase ready made ones from their store or other third parties I believe, should go check it out

https://www.youtube.com/watch?v=GbGPWj6CkFk

https://connorwduke.weebly.com/substance-designer-4-procedural-brick-texture.html

https://www.youtube.com/watch?v=uzbGvOuMqUo

Sensei
12-21-2017, 03:04 AM
ALmost none of themhave been working for mac users for a very long time, now, since V9.6.1.

Click on Modeler icon, Get Info, check "32 bit mode", try again...

DogBoy
12-21-2017, 03:21 AM
I can't imagine Modeler without working basic plugins in my workflow like:
PLG Tools (10 years old)
I don't use these much anymore, but they seem to work as I remember.

UV Creeper
I don't have this.

PointMoveOnEdge (9 years old)
Works for me.

Merge TrigonsX
Yeah, this works too

gerry_g
12-21-2017, 04:17 AM
I thought the native merge triangles was faster than TrigonsX anyway?

MarcusM
12-21-2017, 04:34 AM
I thought the native merge triangles was faster than TrigonsX anyway?

TrigonsX is not perfect but native merge traingles is UV destructive...

mch
12-21-2017, 05:09 AM
db&w Plugin updates for LightWave 3D 2018
https://www.db-w.com/products/framed/about/22-news/217-db-w-plugin-updates-for-lightwave-2018

As expected Mike has updated plug-ins for working with Lightwave 2018:
exrTrader 2018, infiniMap 2018, frameD 2018 and db&w Tools 2018.
shaderMeister is discontinued (since shaders are no longer part of LW 2018).

Update prices and new prices can be found on Mikes website.

Thanks Mike for the updates !

Regards,

Marcus

CaptainMarlowe
12-21-2017, 06:08 AM
Click on Modeler icon, Get Info, check "32 bit mode", try again...

I know how to shift from 32 to 64 bits, thanks. For mac users, it is not the issue. Lightwave was rewritten between 9.6 and 10 in native OS X language (universal binary) and we lost at that time all the plug-ins that have nver been updated like plg tools.

Ma3rk
12-21-2017, 08:40 AM
db&w Plugin updates for LightWave 3D 2018
https://www.db-w.com/products/framed/about/22-news/217-db-w-plugin-updates-for-lightwave-2018

As expected Mike has updated plug-ins for working with Lightwave 2018:
exrTrader 2018, infiniMap 2018, frameD 2018 and db&w Tools 2018.
shaderMeister is discontinued (since shaders are no longer part of LW 2018).

Update prices and new prices can be found on Mikes website.

Thanks Mike for the updates !

Regards,

Marcus

Thanks for that Heads-Up. Just sent them a note as although the prices are posted, there wasn't any obvious link to do so.

ianr
12-21-2017, 08:54 AM
Seriously, I could sometimes do with getting this plugin working !



138932

Greenlaw
12-21-2017, 09:00 AM
Good to know the DB&W plugins will be ready Jan 1st!

I would REALLY miss not having exrTrader available in LW 2018...I use it all the time in 2015.3 and earlier.

BTW, according to the website, if you buy now for 2015 (and earlier,) you get the 2018 version free.

Thinking about picking up FrameD. I've used it at work and I think it will come in handy for my own projects.

Ma3rk
12-21-2017, 10:00 AM
Good to know the DB&W plugins will be ready Jan 1st!

I would REALLY miss not having exrTrader available in LW 2018...I use it all the time in 2015.3 and earlier.

BTW, according to the website, if you buy now for 2015 (and earlier,) you get the 2018 version free.

Thinking about picking up FrameD. I've used it at work and I think it will come in handy for my own projects.


Just got a note back from Dagmar: " We are still working on the website and ordering updates does not work before Xmas."

So, there ya go.

Greenlaw
12-21-2017, 10:22 AM
Thanks for the info.

Just for clarity, if buying a new license and not upgrading an existing license, you can purchase now. Prices will be going up after the year, so this is a good deal. For example, this morning, I ordered a new license for FrameD for $128; if I waited till Jan 1st, it will have cost about $188.

I'm holding off on exrTrader since that one will be an upgrade for me.

calilifestyle
12-21-2017, 10:38 AM
How about DreamLight product .

Greenlaw
12-21-2017, 02:34 PM
MergeTrigonX works. (Yay!)

Greenlaw
12-21-2017, 03:00 PM
Truss2 is compatible.

Polas TreeDesigner gave me a 'failed to launch' error. Probably a 'no' but I want to check that my license is correctly installed before confirming.

DP Verdure is compatible. (DP Tree, DP Foliage, DP Grass)

erikals
12-21-2017, 04:48 PM
most Modeler plugins should work, i believe ?

Sensei
12-21-2017, 04:51 PM
most Modeler plugins should work, i believe ?

Yes, if they don't create Node Editor, or use nodes, or load/save/parse LWO manually (new file format).
And of course are compiled to 64 bit (32 bit version of LW 2018 does not exist).

Greenlaw
12-21-2017, 04:53 PM
It seems that way. Tree Designer not working surprised me, but I'm still checking if it's a license issue on this computer. Also checking other Polas plugins. Let you know soon.

I think many animation plugins for Layout should be okay too. I'm going to test some of my 'go-to' Layout plugins in 2018 in just a few minutes.

erikals
12-21-2017, 04:56 PM
thanks Sensei

Greenlaw, i recall the Trees Designer licensing was a bit tricky.
however, these days i use DP Verdure

Greenlaw
12-21-2017, 05:01 PM
Oh, Tree Designer is working in LightWave 2018 now! Must have been a glitch...I didn't change anything.

Yeah, the directory for the license key changed. It used to go in the plugin folder but now it goes in the config folder. I actually had it installed the correct folder but I was also trying a lot of goofy stuff earlier and probably got LightWave all confused. :)

Edit: No, I take that back. Tree Designer is broken in 2018. Now, it's just me being goofy...I had 2015.3 open.

TD was nice because it was all in one tool, plus I had been using it from day 1.

Verdure is very similar though so I'll use that.

Greenlaw
12-21-2017, 05:11 PM
Random Cloner is compatible.

Greenlaw
12-21-2017, 05:20 PM
I thought I had read elsewhere that Deep Rising was compatible but the plugins aren't loading for me. Maybe I'm not using the latest build. I'll check with Dark Chief.

For now...unconfirmed.

Just checked: I don't have the latest installed. Will try again in a minute.

Edit: Just updated but no luck in 2018. LightWave reports no plugins found. I'll check with Dark Chief.

Oh, well, at least I have the latest for 2015 anyway. Works great there. :)

Sensei
12-21-2017, 05:35 PM
You should not run two different LW at the same time. It could cause problems (I had in the past). Two different Hub versions..
Click Hub tray-icon, click exit, then run different version LW again.

Greenlaw
12-21-2017, 05:45 PM
Yeah, I'm sure that's causing some weirdness here. Thanks for the tip!

Greenlaw
12-21-2017, 06:06 PM
D'oh! I can be so dense sometimes. In my hurry to test, I forgot to add the dependency files for Deep Rising. Now the plugins are found by LightWave 2018. I'll test now. Fingers crossed.

CaptainMarlowe
12-21-2017, 10:37 PM
Tree designer not compatible is a problem, yes. I hope lwcad 4.5 will work, since I can’t afford upgrading it for now (my priority will go to OD-tools). I’m happy to konw batch baking camera is updated, I’ll write to sensei when I have upgraded to 2018. With syflex also updated, and DB plug-ins, that’s a good start. Has quad panels been tested ?
I do not grieve too much for the loss of texturing plug-ins like IFW2 or Dpont, because I have almost not used them in years, since I have made almost all my texturing work with substance painter and designer.
Yet, I’ll keep 2015.3 installed for some tasks, including using tree designer.
This thread is very useful, but maybe it could be interesting to make it a sticky and sum up the plug-ins tested and working in the first post.

Kryslin
12-21-2017, 11:06 PM
All of my little lscript tools should work just fine - my code is pretty much vanilla lscript.

gar26lw
12-21-2017, 11:29 PM
Tree designer not compatible is a problem, yes. I hope lwcad 4.5 will work, since I can’t afford upgrading it for now (my priority will go to OD-tools). I’m happy to konw batch baking camera is updated, I’ll write to sensei when I have upgraded to 2018. With syflex also updated, and DB plug-ins, that’s a good start. Has quad panels been tested ?
I do not grieve too much for the loss of texturing plug-ins like IFW2 or Dpont, because I have almost not used them in years, since I have made almost all my texturing work with substance painter and designer.
Yet, I’ll keep 2015.3 installed for some tasks, including using tree designer.
This thread is very useful, but maybe it could be interesting to make it a sticky and sum up the plug-ins tested and working in the first post.

i think all this info needs to go into the “ known issues” doc mentioned in the other thread.

Greenlaw
12-21-2017, 11:39 PM
QuadPanels is compatible.

I tried to run a basic sim for Deep Rising in 2018. The panels I tried seem to work and I was able to set up the sim, but it crashed during calculation. Not conclusive. I'll try again later.

Kryslin, I was just about to try your scripts. :)

Greenlaw
12-21-2017, 11:55 PM
HOT Ocean works. The displacement part anyway--the texture nodes crash. Which is okay, I guess; I normally set up my own foam surfaces anyway.

Greenlaw
12-22-2017, 12:43 AM
TurbulenceFD almost works in LightWave 2018. I can get it to simulate and display a preview in OpenGL but it won't actually render anything.

I render this sort of thing for compositing anyway, but hopefullly an update is on the way. In the meantime, another reason to keep 2015.3 online.

gar26lw
12-22-2017, 12:52 AM
TurbulenceFD almost works in LightWave 2018. I can get it to simulate and display a preview in OpenGL but it won't actually render anything.

I render this sort of thing for compositing anyway, but hopefullly an update is on the way. In the meantime, another reason to keep 2015.3 online.

so it doesn’t work ;)

Greenlaw
12-22-2017, 01:06 AM
Yes, no. :)

Greenlaw
12-22-2017, 01:22 AM
Ok, got Deep Rising to successfully complete a sim and generate meshes in LightWave 2018. For now, I'm gonna say it's compatible but I'd like to do a practical production-level setup to be sure.

tburbage
12-22-2017, 06:04 PM
I'm pretty sure Vue Xtreme, which integrates into various 3D apps including LW via plug-ins will not work in 2018.

TheLexx
12-22-2017, 06:19 PM
Yes, no. :)

Here's what Kat had to say:-

"I haven’t personally tried it just yet as I’ve been swamped, but the general word is yes." (ie yes, should be compatible) "The new volumetric system in LW includes a “Legacy volumetrics”…. slot, if you will. How things are set up won’t really change once things are loaded in that slot....LW 2018 or Next support has been included in TFD since Sept of last year."

Does that make any sense in relation to your own findings ?

Marander
12-22-2017, 06:28 PM
I'm pretty sure Vue Xtreme, which integrates into various 3D apps including LW via plug-ins will not work in 2018.

Yes I think so too. It's not very well integrated in LW2015 because there is no camera exposure in LW and it requires an image filter plugin.

Since there seems to be no physical camera in LW2018, I doubt it will be any better. I even fear that the new render engine doesn't allow it or if e-on is adding LW2018 support since that would probably require a lot of work.

As a Vue xStream user this is also something I will consider for an upgrade.

Greenlaw
12-22-2017, 10:06 PM
Sorry, double-post

Greenlaw
12-22-2017, 10:42 PM
Here's what Kat had to say:..."The new volumetric system in LW includes a “Legacy volumetrics”…. slot, if you will....
Does that make any sense in relation to your own findings ?
Thanks! I wasn't aware of that feature. I'll look into it tonight and post again afterwards.

Re: Vue: I use Vue Infinite at home, which has a plugin to send the LightWave camera to Vue so you can render passes for compositing. I think that should work but I haven't checked yet.

When I was with Rhythm, we had XStream but we usually used the camera plugin instead. This was because Vue (at the time anyway,) rendered more slowly inside LightWave than it did in Vue itself. Vue also has an excellent render layer grouping system, and it supported a coverage buffer so you can have AA for Object/Material ID, Depth, etc., which made it ideal for compositing in Fusion. So, even though the XStream plugin may have offered us the convenience of rendering completely 'in-camera' in LightWave, but we preferred the flexibility of rendering layers and passes from Vue itself. That was quite a few years ago though (2012 I guess,) and I don't know if the XStream LightWave plugin ever got faster. Maybe a moot point because, I agree, the current XStream plugin probably does not work in 2018 anyway.

That said, yeah, I hope E-on will improve XStream and continue to support LightWave 2018. In the meantime, I hope at least the camera plugin still works. Will let you know.

Greenlaw
12-22-2017, 11:43 PM
Re: TurbulenceFD...yup! That did it. In Render Properties, there is an option called Use Legacy Volumetrics. Enable that and TFD will render in LightWave 2018. TheLexx, thanks for passing on the advice from Kat.

I just checked the docs and it does mention the Legacy option there, but I never would have connected it for using TFD in LightWave 2018. According to the docs, this option can be used to render Hypervoxels. But it also says that Hypervoxels and the new Volumetric Primitives cannot co-exist in the same scene. I assume this includes TFD and new Volumetric Primives: You can render either/or in the scen but not both at the same time.

I think that's a good thing. It's important to have this option in 2018. Obviously it's better than not having the option at all, and it will be less hassle than relying on 2015.3 for 'legacy' fx passes since 2015 doesn't directly support 2018 objects.

Short version: TurbulenceFD is compatible with LightWave 2018, with conditions.

Edit 1: Read the docs again and, in tiny print, it does mention you need this option enabled to render 3rd party volumetric solutions like Volumedic and Turbulence. So there. :p

Edit 2: I don't own Volumedic, so I can't test that here. If another beta tester here has it, please confirm that it works. Thanks.

tburbage
12-23-2017, 12:01 AM
Thanks! I wasn't aware of that feature. I'll look into it tonight and post again afterwards.

Re: Vue: I use Vue Infinite at home, which has a plugin to send the LightWave camera to Vue so you can render passes for compositing. I think that should work but I haven't checked yet.

When I was with Rhythm, we had XStream but we usually used the camera plugin instead. This was because Vue (at the time anyway,) rendered more slowly inside LightWave than it did in Vue itself. Vue also has an excellent render layer grouping system, and it supported a coverage buffer so you can have AA for Object/Material ID, Depth, etc., which made it ideal for compositing in Fusion. So, even though the XStream plugin may have offered us the convenience of rendering completely 'in-camera' in LightWave, but we preferred the flexibility of rendering layers and passes from Vue itself. That was quite a few years ago though (2012 I guess,) and I don't know if the XStream LightWave plugin ever got faster. Maybe a moot point because, I agree, the current XStream plugin probably does not work in 2018 anyway.

That said, yeah, I hope E-on will improve XStream and continue to support LightWave 2018. In the meantime, I hope at least the camera plugin still works. Will let you know.

OT for this thread, but I'd be interested in hearing more about people's experience with Vue, especially in some connection to LW. I'll create a thread in 3rd Party for discussion. I've also been evaluating e-on's Plant Factory to understand its capabilities, and how well it can export production quality foliage assets for both VFX and for real-time / Unreal.

Marander
12-23-2017, 09:35 AM
This was because Vue (at the time anyway,) rendered more slowly inside LightWave than it did in Vue itself.

In xStream you can configure that Vue approximates the host renderer quality settings or use the classic render settings (which I prefer). The render speed is about the same as when rendered in Vue itself (at least for me in C4D and I remember LW to be similar fast). Note that this is not configured by default and I found the automatic settings also slower (and takes away your control). But I haven't really compared this exactly, if you want I can do that later.

Marander
12-23-2017, 11:08 AM
Ok tested Vue Native 2016.4 render and xStream in C4D R19 Studio using Standard renderer: about the same time for the same scene with identical setting (about 5.5 minutes with Vue Final settings on 12 core with 64GB RAM). Tested with Physical renderer: it took about 8min but applied enhanced antialiasing from the render settings (which can be disabled).

Tried the same in LW 2015.3, the camera position doesn't load properly, the LW implementation seems broken. It rendered a completely different angle for 13 minutes. Cleared scene, loaded again, the cameras (default cam, vue cam and perspective) are completely off. I used the latest 2016.4 xStream plugins.

m.d.
12-24-2017, 02:29 PM
No way Microsoft would dump 32bit app support. They would lose on the enterprise level and that's huge. Apple can do what it wants their os has little market share.

Try getting 32bit drivers though....most big suppliers will soon be phasing out 32bit drivers.
Windows 10 may be the last 32bit version of the OS

intel killing off BIOS....going UEFI
quote "32bit operating systems and many older hardware components won’t function under UEFI either" " The move will also give Microsoft an excuse to kill off 32bit Windows once and for all"
https://www.eteknix.com/intel-kill-bios-2020/

nvidia dropping all 32bit drivers....within the next month or 2
https://arstechnica.com/gadgets/2017/12/nvidia-to-cease-producing-new-drivers-for-32-bit-systems/

Enterprise is mostly 64bit as they upgrade constantly and are more aware of the impending 32bit deprication

gamedesign1
12-26-2017, 05:36 AM
Don't get me started on brick pattern generators...:)

What makes you say that ? :)

gamedesign1
12-26-2017, 07:01 AM
if you have a Substance loader you can generate brick and tile patterns in Substance Designer or purchase ready made ones from their store or other third parties I believe, should go check it out

https://www.youtube.com/watch?v=GbGPWj6CkFk

https://connorwduke.weebly.com/substance-designer-4-procedural-brick-texture.html

https://www.youtube.com/watch?v=uzbGvOuMqUo

Thanks for your relpy, but I can't see in those links anything to do with creating a brick texture that has random coloured bricks. The first link shows something I could do in LW now with procedurals. The second link is some prebuilt image maps that will tile, which I could make in PS. And the last link just has a rotating texture which looks like it was built using image maps, whihc are tiling. I am looking for a completely procedural method of creating a brick texture with random colour bricks. It is for a very large wall that will view from a distance and up close.

Sanchon
12-26-2017, 06:11 PM
Thanks for your relpy, but I can't see in those links anything to do with creating a brick texture that has random coloured bricks.

This is why IFW2 custom tiles, brick, paving nodes with regional feature to make them individual was crucial for arch-viz work.

pinkmouse
12-27-2017, 04:36 AM
What makes you say that ? :)

It's a sore point. There are many, many more ways of laying bricks than just the standard running/stretcher bond used in pattern generators.

https://www.pinterest.com/explore/brick-bonds/

Okay, I may obsess a little. :D

gamedesign1
12-27-2017, 05:59 AM
It's a sore point. There are many, many more ways of laying bricks than just the standard running/stretcher bond used in pattern generators.

https://www.pinterest.com/explore/brick-bonds/

Okay, I may obsess a little. :D

Yeah of course :) But with deliberate patterns in brickwork its easy to use repeated tiling maps and then add a procedural texture overlay to break it up a bit.
The problem I find is when things need to be random. I have been playing around with an idea of having two masks with scattered bricks shapes on that line up with my brick mortar mask. One that is full size of the map and one that is 3/4 the size and then adding them together over the top of each other so that each repeats at a different point and so hiding each others repeating pattern. It seems to work.

gamedesign1
12-27-2017, 06:02 AM
This is why IFW2 custom tiles, brick, paving nodes with regional feature to make them individual was crucial for arch-viz work.

Yeah totally. Its just weird that not a lot of developers have made similar plugins like IFW2. I would have thought there was a huge call for it. Maybe I will have a go at building a plugin with the new 2018 SDK. I'm no expert but I have dabbled a little bit with simple modelling plugins.

Sanchon
12-27-2017, 06:31 AM
Yeah totally. Its just weird that not a lot of developers have made similar plugins like IFW2. I would have thought there was a huge call for it. Maybe I will have a go at building a plugin with the new 2018 SDK. I'm no expert but I have dabbled a little bit with simple modelling plugins.

There is something better that competition has from many years - Walls & Tiles plugin by VizPark - http://www.vizpark.com/shop/walls-and-tiles

gamedesign1
12-27-2017, 07:01 AM
There is something better that competition has from many years - Walls & Tiles plugin by VizPark - http://www.vizpark.com/shop/walls-and-tiles

Yeah thats perfect. Sensei are you up for building a plugin like this for LightWave 2018?

rustythe1
12-27-2017, 02:01 PM
https://brick.com/masonry-designer how about this, completely not related to 3d as it was originally made as a sales tool for construction industry, but its free, and the version i have could save tiled jpegs, not checked if it still does, but they also have a revit plugin and online version,
actually just saw on this page, the windows version still exports bitmaps,
https://brick.com/innovative-online-tools
its very simple with not many options, but its free and mix the images with built in procedural layers and you can quickly get a bit more realism,

gamedesign1
12-28-2017, 07:25 AM
https://brick.com/masonry-designer how about this, completely not related to 3d as it was originally made as a sales tool for construction industry, but its free, and the version i have could save tiled jpegs, not checked if it still does, but they also have a revit plugin and online version,
actually just saw on this page, the windows version still exports bitmaps,
https://brick.com/innovative-online-tools
its very simple with not many options, but its free and mix the images with built in procedural layers and you can quickly get a bit more realism,

I actually coded my own desktop brick map creator that works great at making tileable bricks textures. You literally just feed it a handful of individual brick images and it creates brick texture maps based on randomizing those bricks. Its works great. But it still only produces image maps that tile (causing repeat patterns). What am l wanting is a texture plugin that produces a brick pattern on the fly at random, like the Walls & Tiles plugin by VizPark mentioned earlier.

kolby
12-28-2017, 08:46 AM
Could anyone check Trailer ? It's critical plugin for me.
http://www.dstorm.co.jp/programs/free_plugin/Trailer/Trailer.zip

JamesCurtis
12-28-2017, 10:08 AM
Could anyone check Trailer ? It's critical plugin for me.
http://www.dstorm.co.jp/programs/free_plugin/Trailer/Trailer.zip

I was wondering the same exact thing. Please test if possible.

Greenlaw
12-28-2017, 02:45 PM
Still testing but, so far, VueSynch appears to work with LightWave 2018 and Vue Infinite 2016 R3 (latest version)...but with a few possible caveats.

VueSynch is a LightWave plugin that synchronizes a Vue scene's camera, lighting, and object motion with Layout's motion data. It's sort of the dumb but more affordable opposite of XStream, allowing you to render LightWave stuff in Vue. It's very useful if you intend to composite your work.

Anyway, I set up a simple test scene in LightWave, parented the camera to a null, spun the null and animated the camera. The synched camera motion seems to match what was in LightWave, and I didn't even need to bake the camera motion--VueSynch handled this.

That said, I need to perform further testing to be sure the camera is accurate.

In the past, I know I had to make a few adjustments, like setting the scale of the LightWave camera in Vue from 50 to 1 in the camera panel. Once adjusted, the camera match was spot on. I'm not sure if this is still necessary. TBD.

Another thing to adjust: the LightWave plugin writes out a synch file without a .dat extension, making the file invisible to Vue. Not sure why it does that but if I add .dat to the file, it works fine. But of course, this breaks the sync capability. I'll need to write e-on about a fix for that. (I should check this with LightWave 2015.3 too...maybe this bug exists there.)

I'll post again when I have to chance to look more closely at the results. All I can really confirm at the moment is that the plugin doesn't crash in 2018, and it's sending motion data to Vue. At the moment, I'm not confident that it's good data yet.

Edit: I think if you Save the VueSynch file with the .dat extension manually added, it will stay synched to that file.

Sanchon
12-31-2017, 08:07 AM
Can anyone test DP SunSky ? This is environment plugin not nodal so it should works fine.

calilifestyle
12-31-2017, 05:38 PM
Unreal shared no longer works correct?

Kryslin
12-31-2017, 10:24 PM
It appears that DP Sunsky works, after a fashion. I'm not getting any reflections from the environment, but I may not have something set up right.
*edit* Yep, no reflections from DP Sunsky environment. It does add the sky in the background, though.

QV40 does not function properly at all.

adk
12-31-2017, 11:04 PM
Can anyone test DP SunSky ? This is environment plugin not nodal so it should works fine.

Seems to work fine ...

calilifestyle
01-01-2018, 05:02 AM
Maestro doesn't seem to work anymore.

mch
01-01-2018, 06:31 AM
Lightwave 2018 installed !


LWCAD 5.5 installer works great with LW 2018.
StarPro works as expected.

Happy new year to all Lightwave users and the team that rolled out the release !!!

Regards,

Marcus

JamesCurtis
01-01-2018, 08:01 AM
Could anyone check Trailer ? It's critical plugin for me.
http://www.dstorm.co.jp/programs/free_plugin/Trailer/Trailer.zip

Have just now installed trial of LW 2018 and will check later today. Not sure if you checked yet, but will report here.

kolby
01-01-2018, 02:04 PM
Have just now installed trial of LW 2018 and will check later today. Not sure if you checked yet, but will report here.

Checked. It works !

JamesCurtis
01-04-2018, 12:45 PM
Yes it does, but I have had it crash to desktop if I click Proprties or Edit and try to select anything. Of course, this plugin has always been quite finicky (at least for me). I wish that somehow this plugin could be updated properly.

BTW, anyone know how I can collapse down it's dialogue. The only thing I have found is to completely close the whole window. It barely fits on my screen because it is so long.

kolby
01-05-2018, 02:59 AM
Works well here. No crash at all.

fishhead
01-05-2018, 12:01 PM
Liberty3D Ubercam - tested v2.6, Windows
half of them seem to be working, others not so much:

hard crashes (layout just closes after activating respective Camera):
L3D Panoramic Cam; L3D Overscan Cam; L3D 12up Cam; L3D 4up Cam; L3D DPI Cam; L3D Dual Cam

garbled/nonfunctional - but does not crash:
L3DSphericalCam
139201139200

All others seem to be ok

The SphericalCam not really working is the worst for me personally :-( As it was the most important (or rather ONLY available) camera for using LW for FullDomeMaster renderings :-\
I really hope there is a way to get the functionality back to the new version of LW...

wingzeta
01-05-2018, 01:27 PM
Seems to work fine ...

SunSky and DP SunSky are different. DP SunSky lets you set the city, date and time for your sky, as well as a few other options. It is very nice. I hope it will work in 2018. Still have to try it.

Markc
01-07-2018, 06:38 AM
How about DreamLight product .

Snub Launcher works (on mac)
I just compared a render from LW2018 and Snub, and identical....:)

Markc
01-07-2018, 07:23 AM
Has anyone tested Syflex, it won't load into the modifier panel when you select it.
Opened one of the test scenes, and 'sycloth failed to start'.

Edit: Looked on the Syflex site, there is a new version for LW2018, but no option to download it!
maybe I will receive an email sometime soon with a link.

adhesiveX
01-07-2018, 09:12 AM
Has anyone tested Syflex, it won't load into the modifier panel when you select it.
Opened one of the test scenes, and 'sycloth failed to start'.

Edit: Looked on the Syflex site, there is a new version for LW2018, but no option to download it!
maybe I will receive an email sometime soon with a link.

Yeah it's broke, I got the same results as you.

omichon
01-07-2018, 09:36 AM
Looked on the Syflex site, there is a new version for LW2018, but no option to download it!
maybe I will receive an email sometime soon with a link.

Link is the same as the one you got when you purchased Syflex. Reload it, and you will see 2018 version in the archive.

grabiller
01-07-2018, 11:50 AM
Perhaps it would be very useful to summarize the list of working plugins with LW 2018 in the first message of this thread, then whenever someone confirm one is working it is added to the list in that first message ?

alexs3d
01-08-2018, 02:19 AM
i installed turbulencefd in lw2018, all looked good til i clicked anywhere in the tfd menu, lightwave crashed immediately.
does somebody have the same problem ?

i reported alreay a bug to lwgroup and jawset, but it looks like it is an turbulence problem, i will keep you informed when i get more infos.

alex

Markc
01-08-2018, 11:35 AM
It seems to work for me, not tried any sims, but can click around the tabs (v1416).

Greenlaw
01-08-2018, 11:43 AM
It works for me too, but so far ran only simple test sims. No crash when clicking tabs anyway.

What's your platform/specs?

Maybe a conflict with another plugin?

Revanto
01-08-2018, 07:43 PM
I did a very cursory test of the 3rd Powers plugins I have and they seem to work. Mind you, I just barely skimmed the surface and it was the first time I had used the plugins so there still might be something that might come up. However, I have a feeling that the guys at 3rd Powers would be up to date with their integration with Lightwave so if there were any future issues with their plugins in LW2018, I'm pretty sure they'd be dealt with quickly.

Cheers,
Revanto :p

alexs3d
01-09-2018, 12:20 AM
It seems to work for me, not tried any sims, but can click around the tabs (v1416).

hi, i uses v1427, latest version, additional plugin i have installed are the 3rpowers tools and UP.

thx

adk
01-09-2018, 12:36 AM
SunSky and DP SunSky are different. DP SunSky lets you set the city, date and time for your sky, as well as a few other options. It is very nice. I hope it will work in 2018. Still have to try it.

Similar / same deal with SunSky if you simply attach it to your scene light and add a Sun Spot motion modifier.
Not 100% sure if that covers all the DP SunSky functionality tho ?

wingzeta
01-09-2018, 01:04 AM
Similar / same deal with SunSky if you simply attach it to your scene light and add a Sun Spot motion modifier.
Not 100% sure if that covers all the DP SunSky functionality tho ?

Good to know. I'll give it a try.

omichon
01-09-2018, 01:13 AM
For those who wouldn't have noticed yet, 3rd Powers Paint Weights has been updated to v1.03 a couple of days ago to fix a hang/crash with 2018.

Waves of light
01-09-2018, 04:11 AM
Subscribed for reference. Nice idea guys and girls.

Greenlaw
01-09-2018, 08:29 AM
Working with 3D Coat. The new LightWave 2018 .lwo format seems to be incompatible with 3DC, so objects need to be exported to LWO2 first. (I thought 3DC might still open the mesh but I guess the format is too different.)

I haven't tried bringing objects back into LightWave 2018 from 3DC yet. For now I'm going to assume that the applink isn't going to work, and even 3DC's .lwo export may not be optimal for 2018.

I don't think I'll bother testing applink, but will report anything I learn about regular exchanges.

Waves of light
01-09-2018, 08:43 AM
I'm using OD CopyandPaste to go from LW to 3DC. Once in 3DC, I'm exporting the mesh (using OD paste to external) and then exporting the maps using the metalness preset.

Greenlaw
01-09-2018, 09:40 AM
Thanks! I didn't know about that.

Waves of light
01-09-2018, 09:56 AM
Thanks! I didn't know about that.

You're more than welcome.

Asticles
01-09-2018, 12:24 PM
AS Math Node is not working for me, I'm trying to follow Probiner's tutorial...

Greenlaw
01-13-2018, 02:18 PM
Can somebody check Deep Rising in LightWave 2018.0.1 for me?

I can add the plugins in 2018 but not in 2018.0.1. Other plugins seem to add fine and I want to be sure I'm not missing a step somewhere.

Greenlaw
01-13-2018, 02:20 PM
Oh, never mind...I forgot to transfer the Dependencies .DLLs for the plugin. After that, the Deep Rising plugins added fine.

Kryslin
01-13-2018, 08:05 PM
I've gone through and tested a number of my little scripts (as various needs for them have come up), and have had no problems.

alexs3d
01-15-2018, 12:41 AM
fyi, turbulencefd is now working for me in LW2018.0.1, so all is fine now.

alex

Marander
01-15-2018, 01:17 PM
fyi, turbulencefd is now working for me in LW2018.0.1, so all is fine now.

alex

Yes for me too, great that there is an update now.

Actually the first time I was able to use TFD in LW (it always crashed immediately before in any version).

Legacy Volumetric Rendering must be enabled in order for it to work in 2018.

When trying to stop / abort a simulation / caching LW is not responding anymore.

EBD3D
01-15-2018, 01:45 PM
Désolé erreur de post

erikals
01-15-2018, 05:04 PM
fyi, turbulencefd is now working for me in LW2018.0.1, so all is fine now.
some info >
http://www.liberty3d.com/2018/01/free-video-new-turbulencefd-build-1433

ConjureBunny
01-16-2018, 01:43 PM
Man, I am late to the party!

They actually fixed some stuff in Layout that fixed some things in Ubercam. So I just assumed it was all good. It was working fine in the later betas.

I will get a fix out ASAP for this guys!

-Chilton

jwiede
01-16-2018, 02:15 PM
Liberty3D Ubercam - tested v2.6, Windows
half of them seem to be working, others not so much:

hard crashes (layout just closes after activating respective Camera):
L3D Panoramic Cam; L3D Overscan Cam; L3D 12up Cam; L3D 4up Cam; L3D DPI Cam; L3D Dual Cam

I'm getting similar crash-to-desktop with Mac LW2018.0.1, UberCam2.6 (on 10.13.2) on:

L3D Overscan Cam; L3D 12up Cam; L3D 4up Cam; L3D DPI Cam; L3D Dual Cam; L3D Skybox Cam; L3D Stereo Cam;

All the others at least come up far enough to show viewport gizmo, etc.

All the crash-on-selection crashes show very similar crash reports: SIGSEGV BadAccess at 0x0000000000000028, suggesting a stray null pointer is sneaking in somehow.

ConjureBunny
01-16-2018, 02:59 PM
Thank you for bringing this to my attention. I'll get this fixed immediately.

-Chilton

jwiede
01-18-2018, 12:10 PM
Anyone able to get RRCam working on Mac LW2018(.0.1)? I'm getting a 100% reliable Python console error when I try to launch it.

Also, anyone get RRTools working on Mac LW2018(.0.1)?