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View Full Version : LW User Appreciation Release - (9.5 maybe)



Wickster
10-19-2005, 03:38 PM
I know this is a bit off or a major wishful thinking on my part but here goes:

I seem to remember hearing something like:
"This version is mostly a 'bug fixes' release."
"That version is a 'workflow' improvement release."

So how about a feature request release? :D

Gather up some of the most requested features here on the forum and from the feature request emails and have the developers focus on that and only that (except bug fixes naturally).

Something for us users, call it the "LW User Appreciation Release." :D

Snapping tools is on top my list by the way...heheh

Well here's hoping...

Earl
01-11-2006, 04:44 PM
An integrated and detailed snapping system is on the top of my list as well. It really shouldn't be that hard to implement. Just about every single 3d application has this (even the free ones). LW needs to catch up on this as well.

jesusguijarro
01-12-2006, 08:15 AM
An integrated hair system is the first one of my list, one that works with any kind of light, works with reflexion and refraction.
I donīt care about snap tools because PiTrix have very good staff

SaturnX
01-12-2006, 09:54 AM
An integrated hair system is the first one of my list, one that works with any kind of light, works with reflexion and refraction.
I donīt care about snap tools because PiTrix have very good staff

i think the main issue with hair is, you'd probably need a programmer/s within the development team, that specializes in doing hair, hair dynamics.. all that stuff... and absolutely nothing else.
It's probably the same with other 'specialised' areas of lw.

ok...
The dope sheet could be made easier to work with. And clearer.
Maybe try to make it work, look and act alittle more like an actual non linear editing system ? There's always been something not very friendly about the dope sheet.

Generally speaking though, I'd like to see everything thats already in lightwave, better and improved... no more additions.
Including an interface make over... for example, the item shape tool has been made into the null edit option... see the lw9 videos...
Its obviously a big step from newtek's point of view. So they should follow through.
i'd like to see alot of the hidden object deformations and other tools... better intergrated into the interface in various places. Same with the surface shaders, something just better than a long list.
item shape... alot of people thought was brand new... and it wasnt.
most of us that rig characters know what it is... i think alot of those cool tools could be better utilised when intergrated better into the UI.

Overall... just a lw makeover for post v9.xx
there just so much in lw already, that needs updated, fixed and improved...
A faster way of motion blur rendering would be nice to.. thats yonks old.
(and no... no vector blur for me thanks... )

Chris S. (Fez)
01-12-2006, 10:56 AM
I want 9.5 to be a viewport performance release. They should shoot for subds that are 10x faster then XSI and Modo.

Matt
01-12-2006, 11:06 AM
So how do we narrow this list down for NewTek to concentrate on then! I fear this is the problem they have with every next release, "what do concentrate on!"

Lewis
01-12-2006, 12:59 PM
I want 9.5 to be a viewport performance release. They should shoot for subds that are 10x faster then XSI and Modo.

I'll 2'nd this "feture update" :). Especially in modeler. Curent modeler is slow as **** when working with SubDs (which I do about 250 days per year). Having 15k+ subDs is "killing" modeler ability to rotate, zoom, pan objects and transforming form SubDs to polys often takes 4-5 seconds (3GHZ machine and tried wiht 3 different GFX cards). It's really slow these days when working wiht hi-poly stuff and i keep subDs level only at 2-3. I'd like to see much more speed in SubDs (10x times faster than now would be very nice :) :D). Only WIREFRAME mode is one whach is resonable in speed (it could be faster also but no need for 10x), all other shaded/textured mode are too slow in SubDs.

cheers

Wickster
01-12-2006, 01:14 PM
I think NT should conduct there own features poll. Adobe keeps sendsing me surveys about there software. About what features I want to see, which other product I would consider purchasing aside from Adobe products, etc.

NT should have all our email address, I wouldn't mind filling out a survey for NT if it means getting them to know what tools I'd like to see in LW. Other than that there are a couple of polls on here in the feature requests that needs to be noticed by NT.

I doubt NT will give us the higher end of the wishing stick like Hair, Liquid and/or Crowd simulation solutions right off the bat. But I sure wouldn't mind at all just incorporating some of the lower end requests like:
Undo for selections
PICTRIX's "SP Suite of tools" (mostly free except for Sp_Move2 is only $10)
A Master plugin for snapping tools
Instancing
and other "little" requests.

Or they could Incorporate one major request (Hair, Liquid, etc.) and a few minor ones. My point is that some of the new tools they introduce are not widely requested by the users like us. Or they were improvements of the old tools like "MultiShift" is to "Smooth Shift." I have nothing against Multishift, I think its great and I use it a lot but...where's my snap to point/poly/intersection/perimeter?

Wickster
01-12-2006, 01:16 PM
I'll 2'nd this "feture update" :). Especially in modeler. Curent modeler is slow as **** when working with SubDs (which I do about 250 days per year). Having 15k+ subDs is "killing" modeler ability to rotate, zoom, pan objects and transforming form SubDs to polys often takes 4-5 seconds (3GHZ machine and tried wiht 3 different GFX cards). It's really slow these days when working wiht hi-poly stuff and i keep subDs level only at 2-3. I'd like to see much more speed in SubDs (10x times faster than now would be very nice :) :D). Only WIREFRAME mode is one whach is resonable in speed (it could be faster also but no need for 10x), all other shaded/textured mode are too slow in SubDs.

cheers
That's so true. I don't get why Modeler slows down if the "GLSL openGL performance" was only incorporated in Layout (or at least thats the only place you can turn it off).

SaturnX
01-12-2006, 02:06 PM
But sn't the openGL performance increase supposed to be part of the lw9 feature preview list ?

Lewis
01-12-2006, 02:42 PM
Open GL 2.0 is included in Lw 8.5 but as you can see for yourself it's ONLY for Layout and speed wise I don't see any improvments, only more features (which are great) but when you turn on GLSH in layout it slows down much more than usuall LW OpenGL slowness (I thought it can't go slower than we actually have but i was wrong ;)).

Someone once said (I think it was Elmar) they didn't change anything in Modelers OpenGL and yet in 8.5 we got OpenGL transparency BUG (very nasty one) what isn't been there in Lw 8.3, 8.2 and lower. SO if they changed something on OpenGL for 8.5 modeler just got worse :(.

IMHO any other features like hair , dynamics, fluids, etc. should be lower on list 'coz what's the point of making new cool features if they are too slow to use them in normal/real work (when you actually do something with more polygons then usuall tests with few cubes and spheres when they show us some cool features).

cheers

Earl
01-12-2006, 03:08 PM
According to the v9 Feature Preview and the initial "interview" with Jay Roth, the OpenGL 2.0 in v9 is supposed to be much faster in version 9. I believe Chuck stated (correct me if I'm wrong) that for the initial 9.0 release the speed increases will be for Layout only, but I'm sure this will translate to Modeler at some point during the 9.x cycle. I also remember reading that the OpenGL speed increases in v9 will put LW at the same level (or faster) than what's currently available from competing products.

We just have to see how true this is upon release (I've got my hopes up).

-------

I tend to agree that flashy new features should take a backseat until the development team has completed the core rewrite and stabilized/refined all aspects of the current LightWave. All tools should be polished and enhanced for stability, flexibility, interoperability, and ease of use. I think an integrated snapping system should be a part of this tool enhancement, since every modifying operation would benefit from this. There's been countless times when I've wanted to measure the distance between two points quickly and had to struggle with the half-implemented measure tool that ships with LW. These sorts of areas should be perfected before worrying about fluid dynamics, etc.

Lewis
01-12-2006, 05:13 PM
Hi Earl !

Until i see that "SPEED" i don't believe it :). This one for 8.5 also supposed to be faster but from my experience it's even slower if you turn on that new features and what is the good from that if we turn them off and have all looks same like before OpenGl 2.0 ;). I also hope it's much much faster in v9.0 (can anyone from NT confirm this ?) 'coz each day i'm having more jobs with very hi poly stuff (when you have car taillight who alone have 15-20k SubDs you can feel my pain when i need to work on so many layers (usually 20-30 of them for one car) to be able to incorporate 350k SubDS in modeler ;).

I also agree about snapping tools but like I said OpenGL is first on my list (or incorporate directX also if that's going to be faster ?). When i load SAME model ion what i'm working in modeler in my 3D poly translator (Deep Exploration 3.x) I have way faster rotation/zoom and pan in DirectX and OpenGL modes (while direct x mode is little faster).

cheers