View Full Version : Can this Render be Replicated in Lightwave ?

08-13-2018, 01:16 AM
See Video here >>> http://www.4dm-works.com/content/porsche_cayman_s_gt4.html

If so can some one explain and show the workflow to set something like this up ?


08-13-2018, 02:34 AM
Possibly, though i notice on the above shot the rain is traveling up :D

Looking at it, it looks like the rain is just a displacement texture, which would be too problematic for LW. There's no microdisplacment, so it's prohibitive, in terms of poly count. You could do that with normal maps tricks, but it only works if you get so close. You could do the displacement effect using the plane primitive, but that's very slow to render, so it might not be worth it. If you were using octane, of course, that has it's own microdisplacement, and that should be able to do it.

08-13-2018, 03:11 AM
LW2015 can use DPont microdisplacement (not true microdisplacement i believe)
you could try that...

actually, HyperVoxels should be able to do this, use a black/white img-seq for particles and apply HyperVoxels

08-13-2018, 03:36 AM
I would use an instanced piece of geometry, stenciled with map, same map applied as bump with refractive material. You can create a "rain map" in AE(sequence too) and use some sort of normal plugin(possibly nDo, still works in PS) to get nice bump/normal out of it.

08-13-2018, 03:50 AM
But unless you displace you won't get the refractive effects. You could do the DP microdisplace, but you would struggle to get such attractive water shaders and car paint in 2015.

08-13-2018, 06:27 AM
But unless you displace you won't get the refractive effects. You could do the DP microdisplace, but you would struggle to get such attractive water shaders and car paint in 2015.

Yes, sorry, you're right, I was doing exactly same thing in Modo with displacement. Forgot that there's no MD in Lightwave.

08-13-2018, 03:22 PM
was just curious, so made a LW11.6 HyperVoxels test  (not optimized)  [see attachment]

the render i did above is of quite low quality, for quality in LW11.6 check >

so is it doable in LightWave ? ...well, my guess, to some degree. HyperVoxels excludes GI and other stuff, but for raindrops it might not matter.
Octane might be your best bet, if you want to go that route.

08-13-2018, 05:47 PM
Very Nice Stuff The rain effects are more the concern ... I was also doing a test and here is my result for the base droplet effect.

Right click select loop then hit play ~


Next will be to figure out the singular droplet streaks and what about the water puddles and drops on the ground.

08-13-2018, 05:51 PM
That reminded me a little of Splinegod's water drops.


08-13-2018, 06:14 PM
This is a close up of Erikals HV test ....


08-14-2018, 09:12 AM
I would also do it with hypervoxels. I'm not crazy with how the dripping water looks in the example car video. The drips look tapered at the front end, which makes them look like eels or something.

In the clip that I've attached, I did these with hypervoxels. It was a look-development test for a horror film that had 'supernatural' blood. So, dripping blood, dripping water, same thing, right?


A dripping particle spawns a trail of particles. In the hypervoxel panel, you are able to control the size of the front of the drip very easily.

08-14-2018, 11:15 AM
Superb Result Fantastic !!! care to share your settings or scene ...

08-14-2018, 11:50 AM
Superb Result Fantastic !!! care to share your settings or scene ...

Here's a scene file to mess with. A Collision plane is used for the surface that the liquid is moving across. The Roughness setting of that is used to control how ragged or smooth the path of the liquid looks.


08-14-2018, 12:28 PM

08-14-2018, 02:54 PM
This was created in Substance Designer and rendered in Modo but I'm sure you could render it in LW as well.


08-14-2018, 03:46 PM
Well lets not exclude the fact that the creator used "5"
different programs to make the image.

"TOOLS: Cinema 4D, Octane 3, X-Particle, Blackmagic Fusion, After Effects"

08-14-2018, 03:50 PM
pretty much a standard workflow, in LW you could use >

LightWave w/Particle FX, Octane 3, Blackmagic Fusion"

08-14-2018, 09:06 PM
So I'm certain the native lw renderer is more than capable for this and can simulate both the car paint surface drops and the streaks just with HV's and emitters for the streaks where you want them. The issue is now how can lw create puddles on the ground and splashes that look convincing enough.

another test of lw hv's ...


08-15-2018, 08:46 AM
Here's William Vaughan's tutorial on creating splashes using a Parent-Emitter (End) type child emitter:



08-16-2018, 02:08 PM
This effector showcase is much more relevant .... so its confirmed lightwave alone can dynamically render out all these effects and at the same level of realism with just the native renderer ;D