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jayroth
12-19-2008, 03:17 PM
Happy Holidays, everybody!

I would like to let you know that as of today's build, 1525, we are now at release candidate status. As you know, it has been a long road, but many positive things have occurred during this cycle. We started off to do a maintenance release only, but in the process, we have managed to add quite a few new features, and have really extended the functionality of LightWave. In particular, massive improvements to FiberFX, in terms of reliability and performance, as well as some new features have been made. Inverse Kinematics has seen dramatic improvements since 9.5, and those improvements in 9.5 were incredible when compared against previous versions.

The node editor has seen several new nodes, including the infamous car paint material, which begat the new flakes shader (my favorite!). Improvements to reflection speed, area light speed and quality, and anti-aliasing have been performed. GI has really seen a ton of work as well, with improvements to the animation cache, sampling and overall image quality.

In fact, so much has been improved in this version, including so many bugs sent to Valhalla, that we have realized that this is far more than just a bugfix release...

So, just in time for the holiday season, we welcome to the world LightWave v9.6.

You knew that was coming, didn't you?

In addition to all the stuff mentioned previously, LightWave v9.6 will bring the Mac and the PC versions back in sync. During the v9 series we have worked really hard to make this happen, and it has not been easy. You Mac users know what a difficult path it has been. You know that we have been performing a tremendous amount of work to allow FPrime to work in an optimal fashion with the UB version of LightWave -- as those who have been reading the SDK improvements can appreciate. As you read this, we are putting the finishing touches on the Mac as well, and we will be proud to say that this is the BEST version of LightWave for the Mac EVER.

Another notable advance, external rendering engines can now work as a LightWave task directly using the F9 and F10 commands, just like LightWave itself (updates are required from those products from their respective manufacturers, and of course, those products will need to conform to the v9.6 SDK.)

The v9 series has had a great run, and we have managed to pack an INCREDIBLE VALUE into the money you spent. Several major free releases occurred in the series, with hundreds of cool new features, and thousands of bugs killed. Any reasonable person would have to agree that no other 3D content creation product has EVER packed as much value and coolness for one low price as we here at NewTek have packed into LightWave. Personally, I am very proud of our development team – they came to the project under an untenable situation, and really stepped up. They performed above and beyond, and are some of the best engineers I have ever had the opportunity to work with in my career.

This dedicated group of people, from all over the world, has delivered to you what is arguably the single best version of LightWave ever. They have done so with major releases coming to you in less than 12 months at a time. The passion that this development team has for LightWave is equal to your own passion for LightWave.

We are getting to the point to where we are wrapping up the LightWave 9 series, and ready to move on to the next phase of LightWave’s journey. We'll talk more about that just after the first of the year. There are many surprises in store, and we can't wait to tell you about them.

Thank you so much for your enthusiasm and dedication to LightWave, and for your support of NewTek for all of these years.

All the best!

dballesg
12-19-2008, 03:23 PM
In fact, so much has been improved in this version, including so many bugs sent to Valhalla, that we have realized that this is far more than just a bugfix release...

So, just in time for the holiday season, we welcome to the world LightWave v9.6.

You knew that was coming, didn't you?



Hi Jay,

You are kidding about 9.6 right? ;)

I just catch this so let me be the first one to congratulate all the development team for your efforts and for the upcoming release! :)

And thanks for have so much patience with us the users! :)

Have a nice holidays and get a lot of rest, because after you come back we will start asking where is LW 10!!! :)

David

cagey5
12-19-2008, 03:29 PM
Thanks for the update.

:thumbsup: Good work guys. Have a good break and we'll see you all in the New Year.

Bog
12-19-2008, 03:31 PM
Congratulations all. 9.5.1... pardon me, 9.6 is seriously exciting. It's advanced in leaps and bounds.

Gregg "T.Rex"
12-19-2008, 03:31 PM
Great news, Jay...
We hadn't a .6 release since LihtWave 5.6... :)
9.6 sounds so ...techy after all... :)

Happy holidays to all NewTek people...

Cheers,
T.Rex

arsad
12-19-2008, 03:37 PM
Happy holidays to all Newtek people!
Thank you very much for all the hard work.
Get a good rest. And eagerly waiting on news on LW X ;)

LMUSIC
12-19-2008, 03:41 PM
Congratulations to you and your whole team on some really excellent work!

Enjoy a well deserved break.

Bog
12-19-2008, 03:46 PM
Break, hell - I wanna see tallies of full blood replacements from these buggers, they've earned it.

Cageman
12-19-2008, 03:47 PM
Thanks NT! I'm truly a happy LW-user these days. I just wish that some of the future improvements would happen today. :)

What I wonder now is... are you saing that LW9.5.1 has transitioned into LW9.6 because of all the new stuff + bug fixes? Nothing against it at all, and, truth is... LW9.5.1 isn't just an incremental update...LW9.5.1 IS LW9.6 in my eyes....

scratch33
12-19-2008, 03:49 PM
Thank you so much for this release.

Can't wait to know what is coming for the next step in lightwave story.

Happy holidays to all.

See you next year. :D

:I_Love_Ne:lightwave

jayroth
12-19-2008, 03:49 PM
Yes, 9.5.1 has had its name changed to 9.6 for the reasons I mentioned.

Cageman
12-19-2008, 04:02 PM
Thanks for clarifying!

:thumbsup:

joelaff
12-19-2008, 04:02 PM
Jay, nice to see what you, Granger, and the rest of the team have done with Lightwave. I loved EI, and now we have all the good parts of it in LW. Fantastic product!

Chuck
12-19-2008, 04:02 PM
When you see the list of new features and enhancements (sans bug fixes) in one place, it really puts the cycle into perspective:

Bullet List Version:

LightWave v9.6 Feature Overview


Modeler

* Modeler in the Windows version now does drag and drop for files.


Layout

* Added drag-and-drop to the UI or the program icon for Layout Windows version, supports audio, lwo, lws, obj, images.
* Added drag-and-drop of image files to the Image Editor.
* Drag-and-drop extended to support .srf and image files dropped into the surface and texture image panes.
* Dynamic Range Limit enhanced to provide a range, with Minimum and Maximum values in the Image Processing window. Negative values also supported.
* Implemented "Exclude From Volume Stack" for surfaces.
* Added the new raytrace functions (see SDK section) into volumetrics and pixel filters.
* Added control script for setting the Radiosity Sample Diagnostics Flags.
* The Radiosity Flags (Render tab/Utilities/Radiosity Flags) are now stored in the scene file.
* Added ability to lock down Z buffer minimum and maximum range for export, for improved compositing compatibility:
o Minimum sets the 0 point in the buffer.
o Maximum sets the 1 point in the buffer.
* Added snapping to item position (specifically to pivot point) when dragging items in Layout.
* During Layout's bone re-parenting process, it now notifies plugins of the new bone item being added as well as the old bone item being removed.
* Package Scene has undergone a significant rewrite:
o New option "Preserve Existing Structure," will attempt to preserve all directories and subdirectories that are under the current Content directory when copying assets to the new content directory.
o New option "Reload Old Scene," reloads the original scene after exporting.
o Changed handling of Radiosity cache files, to work with the new Radiosity path behavior. Will also respect file structure if Preserve File Structure option is selected.
o Added an option for Radiosity cache files to be included in the package or not.
* Added an option to draw wireframe handles and gizmos using antialiased lines. This improves the look of bones quite a bit. The "Handle Wire Smoothing" setting is in the Handles&Icons tab of the Display preferences panel. 0 (default) is off, larger values make the lines thicker (7 seems to work well). If set, this value also controls the line thickness of the grid, if grid antialiasing is enabled.
* Made Parent In Place more aware of scaling sign.
* Two new Lscripts for working creating or assigning handles have been added: Create Handle, Assign Handle.
* Enhanced Viper performance for all modes on all platforms.
* Added new Mirror Hierarchy generic LScript.
* Added Foot Printer LScript for automatically adding footprints to a character scene.


Layout and Modeler

* Added Windows 32-bit with SSE2 optimizations as new platform.


Enhanced Integration Capabilities

Collada and FBX I/O

* Rotation and scale animation export have been added to Collada.
* Controls for scaling have been added to FBX import and export.
* Implemented converting the filename to utf8 for the FBX library to save non-ASCII filenames.
* FBX: now exporting Bezier interpolated Animation curves.
* FBX:
o Converting TCB->Hermite->Bezier on export.
o Importing FBX animation curves as Bezier.
* FBX: now using the last UV mapped texture layer for color UV map export.


OBJ I/O Plugin:

* Allow the user to determine if the new OBJ exporter will or will not merge points in export with a new option, OBJ Merge Points.
* OBJ I/O: Added ZBrush Mode to for fully compatible import and export with ZBrush. The importer will read in the object with Zbrush selection sets (groups) intact.



Node Editor Enhancements

* New material node, Carpaint.
* New procedural based off the carpaint material, "Flakes".
* New node, Curve, for editing gradients using curves. Curve Node Enhancements:
o Added a toggle to turn on "key creation mode" for the Curve node.
o Made the viewport in the Curve node pan with ALT+LMB.
o Added a toggle button to turn on "stretch mode". The stretch mode works as follows: Left button stretches the values(Y), and holding down CTRL stretches the positions(X).
o Changed the coloring of the grid area in the Curve node to separate the workspace from the position/value scales.
o Added Copy, Cut and Paste functionality to the Curve node.
o Added undo/redo functionality to the Curve node.
o Selecting keys with shift held down will add keys to the selection, and holding ctrl will remove keys from selection.
o Clicking on the gradient at the bottom of the graph will popup a color requester and add a key with the selected color.
o Changed the control point handle lines to stippled lines.
o Made different curve types conform to each other when lock control point is on.
o Made the the opposite side control point highlight when lock control points is on.
* Improved the accuracy of the cubic bezier used in the Curve node.
* Added a "Partial Internal Reflections" toggle checkbox for Dielectric. Toggle this on for full accuracy with internal reflections, or off to allow for faster rendering when full-on accuracy is not required.
* Added the new raytrace functions (see SDK section) into materials and shaders.
* Implemented buffer writing for all materials and all shading models.
* Made the shadow buffer work with most material nodes.
* Updated Nodes use the new smarter "AA" aware sampling developed for the Renderer.


IK and Animation Systems

* Compensation and flexing for joint bones now takes into account any bending, not just pitch angle.
* Added bone bulging, which causes a radial distortion based on bone stretching and bending (for parent bulging only bending).
* Made bone bulging textureable.
* Added a general bone deformation displacement texture. The input parameters for texture gradients include:
o Bend: angle between bone and parent bone.
o Bulge Falloff: bulging falloff along bone (0 at ends, 1 in the middle).
o Bulge: radial bulging factor away from bone.
o Distance
o Angle from Inside: angle of point along bone radial, with 0 being the direction facing the parent bone.
* Added ability for bones to be reparented to different objects. This allows inserting nulls in a bone hierarchy.
* The default name for joints is now "Joint" instead of "Bone".
* Tweaked the picking of joints to make it easier to pick them instead of the bones between them.
* When the bone part of a joint bone is selected, the axes are now effectively locked.
* Added option to use double-clicking to enter and exit bone selection mode. The option is in the General Preferences tab ("Dbl. Click Bone Mode"). When on, a double-click is needed to select a bone when not in bone mode. And when in bone mode, a double-click is needed to select a non-bone. The default is off.
* The IK solver has undergone another major rewrite for much greater stability and improved handling of legacy scenes.
o Maestro-generated rigs now appear to work properly again.
o Made significant changes to Go To Goal, to make it less jittery.
o Better behaviour near full extension
o Added a check for very slow error reduction, which allows the solver to stop sooner
o Changed the way controller stiffness, goal strength, and controller limits influence the solver.
o Changed "Go To Goal" IK to a hybrid second order method, which solves an issue with the chain going nuts when the goal is moved far away.
o Some optimization if the second order derivative of the motion matrix is known to be zero.
o Slightly changed the way stiffness is applied. This helps a bit to get closer to the goal near full extension.
* The deformation settings for a bone are now hidden if the joint part of a joint bone is selected, with the exception of zero-length joints.


Lighting System

* Improved the sampling for the photometric, spherical and dome lights, which greatly improves quality.
* Spherical light now has a default size of 100mm rather than 0.


FiberFX

* Added support for multiple FiberFX instances on a single mesh. Cloned FiberFX instances have a "(#)" appended to the object name in list. Deactivating a cloned instance removes the entry from the list.
* Added stereo rendering ability to FiberFX.
* Enabled multi-threaded depth buffer raycast to allow the pixel filter to operate with the raytraced cameras, including features such as Depth of Field and Photoreal Motion Blur.
* FiberFX has been enhanced to work with all subd orders. This allows using imported mdd files.
* Added occlusion culling of fibers. Speedup depends on how many fibers are behind in the z buffer.
* Added right mouse button menu popup with clone command.
* Reworked mouse deltas for better combing. Comb direction is now independent of starting point.
* Changed clamping of color values to support HDRI. Added dynamic range limits and clamping to LW interface values from the image processing panel.
* Added FFx object list popup menu item (Save To Default) to save the current ffsurface as the default to be used the next time a new instance is created. This will allow the user to customize their default settings. Added support functions to save default to user setting folder.
* FiberFX now disallows subd changes after editing guides. and enforces the same subd level for preview and rendering, to insure stability of the guide edits. A warning message will be displayed when the preview and render subd levels are different, informing user that these settings need to be matched when using FiberFX.
* Optimizations have been made to the FiberFX IK solver.
* Revised the way modeled strand fibers are built. Previously they were clones, now they are shortened on the inside of the curve and lengthened on the outside of the curve, following the modeled strand in a more natural way. See image attached below.
* Guide edit panel now resets its control state when switching between editing objects.
* Added "Random" toggle button for Swirl to make a random starting rotation offset, plus load and save code.


Cameras

* The Classic Camera now uses double precision math like the new cameras. This allows the camera and objects to render correctly even if they are far away from the origin.


Renderer

Radiosity Improvements:

* Optimizations to improve the speed and quality of radiosity rendering.
* Speeded up rendering of animations when animated radiosity cache is enabled.
* Optimization to speed up the radiosity sample searches.
* Optimization to speed up radiosity preprocessing when the Multiplier is more than 100%.
* Reduced the noise for area lights and non-interpolated radiosity when used in conjunction with anti-aliasing.
* Added manual control for the radiosity gradients.
* Added manual control for the behind test.


General Rendering Changes

* Improved the Oversample option for the new camera modes for better antialiasing.
* The oversample can now be animated via its envelope.
* Added Ray Cutoff to the raytracer, to improve detection and early termination of rays that will not affect shading, which provides speed improvements in some situations.
* Implemented the Ray Cutoff feature for the hard-coded shading model.
* Limit dynamic range is now applied to the shaded buffers. Examples are the reflection, diffuse, specular and backdrop buffers.
* Added new functionality to the access structures to read and write to render buffers from shaders, nodes and volumetric plugins.
* The Z buffer value for the camera ray is now available to pixel filters that are rendered multi-threaded.
* Multi-threaded pixel filters are now called as if they were single-threaded from the Classic Camera.
* Changed the Z Buffer maximum sent to the multi-threaded pixel filters to 2.0E14f, which matches the Classic Camera.
* Added the multi-threaded flag to Skytracer for raytraced camera support.
* Added cloning of non-multithreaded pixel filters per render thread when pixel filter multi-threading is forced on. This allows multi-threaded rendering when using such pixel filters.
* The render buffers are now averaged when requested by a pixel filter plug-in in the ray traced camera modes. This is consistent with the way the buffers are treated for image filter plug-ins.
* Pixel filters can now set the z buffer depth and alpha when the primary ray does not hit any polygons.
* Implemented the smarter sampling for soft reflections and refractions.


Mac/Universal Binaries

* Completed the Mosaic mode for the Mac.
* Added a Dock menu to the Hub that adds the ability to launch applications, like the Hub Taskbar menu does in Windows.
* Added Dock Tile Render Status to the Mac UB version. This updates the dock icon with a progress bar during rendering a frame or scene.
* Added Command+R and Command+Shift+R shortcuts for Render Frame and Render Scene. Newer MacBooks already have up to three different default behaviors for F9, which may make it difficult for users to render with that shortcut out of the box on a new Mac. This allows them to use a more Mac-like shortcut if they want, without disabling that feature for those users who prefer F9.
* UB: dialog style windows will bounce dock icon when when the front process so as to alert user a request is waiting.
* UB: Made change on quit window a dialog instead of a palette window so it can bounce dock icon when not in front.
* UB: Text fields show all selected when focused and previously not focused. It becomes easier this way to replace existing numeric values by single clicking in field and type new value.
* UB: Added partial support for SECURE property for a text field, which is supposed to allow for password-style entry.

jayroth
12-19-2008, 04:04 PM
Jay, nice to see what you, Granger, and the rest of the team have done with Lightwave. I loved EI, and now we have all the good parts of it in LW. Fantastic product!

Thanks, Joe.

Editor note: The list of changes is too long to fit into a single post, so part II appended to Jay's comment. -Paul


SDK/Scripting


Renderer

* Changed the illuminate functions added in v9.5 to implement improvement to raytracing speed, roughly 30% to 40% reduction in rendering time for affected situations.
* Added all the radiosity settings the Scene Object Agent so that they are now available to third party plugins and renderers.
* Added the Layout RadiosityFlags() command. This command is used to set one or more radiosity flag values.
* Added 8 Radiosity user debugging display flags to the SDK.
* Added 8 environment constants for use with the RadiosityFlags() command.
* Exposed the LightWave render mode in the scene info structure.
* Changed the new raytrace data function to accept an opaque pointer to renderer specific data.
* Add min and max dynamic range to scene info structure.
* Add saturation to scene info structure.
* Added which stereo eye camera is currently being evaluated to SDK, and a supporting SDK flag.
* Added a new flag to the SDK in the sceneinfo which will force all pixel filters to render multi-threaded in the ray trace cameras.
* Added as_multithreaded_filters to LWSceneInfo structure. This is a flag added to test if all active pixel filters are capable of being multitasked.
* Separated out filter buffer flags from filter buffer types.
* Added pre-multiplied alpha flag to the scene info render options.


External Renderer

* Implemented capability in SDK for an External Renderer.
* Updated Layout UI to respond to an external renderer. New External Render Tab shows choice of renderers, F9, F10, F11 commands will engage for external renderer.
* Enhanced the Image Viewer to display renders from an external renderer.
* 35 Layout commands have been activated in ScreamerNet to assist with network rendering with an external renderer.
* An LWSDK header and a sample plug-in for implementing an external renderer are now included in the SDK.


Volumetrics and Improved Thread-Safe Interaction with FPrime
(Thread -Safe Interaction affects all platforms, but is most critical for resolving UB/FPrime issues)

* Added new defines in ComRing for LIMBO_STATE notifications, for use in volumetrics plugins for safe access for interactive preview applications.
* Added LIMBO_STATE notifications to HyperVoxels to improve safe access for interactive preview applications.
* To provide stability when Viper and FPrime are both active, the HyperVoxels subsystem has been changed to protect access when HyperVoxel preview functions are engaged and until they conclude, preventing both from polling HyperVoxels at the same time. Please note that it is still recommended not to use Viper if FPrime is in use.
* ViperAbort() public routine added which triggers a VIPER preview to quit early and finish up its sequence stepper (cleanup).
* System now detects and handles Viper initialization and cleanups that occur without the expected predecessor event.
* Added motion update notification around a camera evaluation lock during a motion calculation.
* Volumetric Changes:
o Function prototype now C++ instead of C.
o When value changes, start limbo state after stopping current preview render.
o Remove dependency on layout header for MAXTHREADS constant. Since the Volumetric render startup routine receives the number of threads to use, a function called VRenderMaxThreads() is used to retrieve this.
o Volumetric init/cleanup is nesting counted so that they only occur at the root nesting level. This requires clients of volumetric routines to ensure the nesting is balanced.
o Volumetric light preview ray is a structure member, which could in future allow for rendering multiple such lights simultaneously. (Note that this is not the same as multiple threads to render a single volumetric light). Previewing uses current time info instead of time 0, which might occur sometimes.


Character Animation

* Working on distinguishing selection of the joint part of a jointbone from the bone part:
o Gizmos can now associate a part numbers with gizmo drawing.
o Part numbers of the selected items are now passes to the gizmo pickItems function.
o Interface info global function itemColorRgba() has changed to include a state input, so that the item color of an item in selected and unselected state can be obtained.
* New commands to help with writing bone tool scripts:
o Added a DirtyMotion command to mark item's motion as dirty.
o ParentInPlace now takes an optional argument to set the state to an explicit value, instead of toggling.
o ClearSelected now takes an optional argument to supress the confirmation dialog.
* Added "EnableMC" command to complement "EnableIK". It turns off/on motion controllers (targeting, align to path, pole vector, same as item, but not IK).


General

* Added tag for CTL_MOUSEBUTTON,
* Added mBut enumeration for mouse buttons.
* Added support in SDK for which mouse button was pressed in a control to support contextual menus.
* A new 1-based data member called 'polIndex' is now available, congruent with LScript's 1-based indexing idiom.
* Implemented obtaining of item flags in LScript, corresponding with iteminfo->flags() in the LWSDK.

Sekhar
12-19-2008, 04:06 PM
When you see the list of new features and enhancements (sans bug fixes) in one place, it really puts the cycle into perspective:

v9.6 New Features and Improvements (as of about 20-some builds ago) (http://www.newtek.com/forums/showthread.php?t=93096)

I'll catch the list up to date after the holidays. :)

Yes sirry Bob... I mean Chuck! We concur!

c.1
12-19-2008, 04:09 PM
:thumbsup:Congrats to ALL the Newtek team!!!!! You guys ROCK!!:rock:
I Hope you all have a Merry Christmas and Happy New Year!!!
(sorry not PC I meant Happy Holidays)


Chris (from the great white north)

Cageman
12-19-2008, 04:14 PM
Jay, nice to see what you, Granger, and the rest of the team have done with Lightwave. I loved EI, and now we have all the good parts of it in LW. Fantastic product!

I have to agree... Ever since Jay joined NT and the (new) LW-team got together, things finaly started to move in the right direction. We all know alot of people who thought LW would die a few years back, but now they are more or less getting some serious slapping in their faces.

Alot of work ahead, of course, but... I'm here to stay! :)

jay3d
12-19-2008, 04:17 PM
Thanks Jay, Mark, Chuck, Jon, Antti and all others for your hardwork on this release, it was a great adventure hunting bugs all those months ;)

It made me stressed all this period testing mostly all aspects of every beta build, searching for issues, but it was great :thumbsup:

Now back on studying more the SDK, and back to my Fisica dynamics system development after this long halt,

Thanks again guys for your patience, and Merry Christmas to u and your families :bday::boogiedow

KevinL
12-19-2008, 04:26 PM
Thank You. All the other kids (other software companies) hate you, throw pens at you, call you uncool names.... oh wait a minute that was MY school experience :) You were at the top of the class in terms of kicking butt and taking names during this development cycle.

I have figured out the secret. There are no humans at Newtek. You had developed a trans dimensional link to a future version of the super "cloud" computing initiative and were letting it develop the software. How else can the insane pace of development have occurred.... ? :)

nah, just a bunch of really talented people who more than stepped up. Thank You everyone.

Happy Holidays,
Kevin L

lwanmtr
12-19-2008, 04:30 PM
Great news about 951 getting to release candidate status and that we'll be on 9.6 soon...
I do have to ask (it wasnt mentioned in the 9.6 post either)..What about Mac-64bit?

cagey5
12-19-2008, 04:32 PM
Great news about 951 getting to release candidate status and that we'll be on 9.6 soon...
I do have to ask (it wasnt mentioned in the 9.6 post either)..What about Mac-64bit?

We already have 9.6. It's build #1525 as just relesed.

Larry_g1s
12-19-2008, 04:40 PM
I just want to say a BIG thanks to the NEWTEK company and dev. team. With all the builds being released, I do agree that any reasonable person can see the amount of time/energy/and dedication, that has gone in to making LW what it is and why so many of us have continued with it all these years.

I for one am very excited with the direction LW is going and looking very much forward to v10!

Merry Christmas.

Bog
12-19-2008, 04:50 PM
Chuck. Dude. Totally in perspective. In proportions one, by four, by nine ;)

Wickster
12-19-2008, 04:50 PM
A big thanks and happy holidays (Christmas, Hanukkah, Kwanzaa, New Years, Omisoka, did I miss anything> :) ) to all the NT staff and Dev Teams. Fantastic work on this series...I hardly had time to catch up during the final releases, it's so quick that things I find were already fixed before I found them. :D

Hope you all get a good break during this holiday season and spend time with your family and love ones (no not your workstations unless you take it home).

Cageman
12-19-2008, 04:56 PM
When you see the list of new features and enhancements (sans bug fixes) in one place, it really puts the cycle into perspective:

v9.6 New Features and Improvements (as of about 20-some builds ago) (http://www.newtek.com/forums/showthread.php?t=93096)

I'll catch the list up to date after the holidays. :)

*LOL*

That list puts things into perspective... wow... :)

kfinla
12-19-2008, 05:00 PM
Great work!, looking forward to the what the future holds in the new year.

Andy Webb
12-19-2008, 05:17 PM
Like everyone else here, thanks NT for all your efforts and Merry Christmas to everyone :D

mav3rick
12-19-2008, 05:22 PM
to chuck'o'neel, jay and resto gang there... you did tremendous amount of work on 9.x cycle and for that i am sure there is no single LW user that will not agree on this.
personally lw 9.x is one of best lw dev cycles in past decade of lw exsistance if not in entire history from both dev team passion for making lw best 3d tool around and newtek users approach (open beta).
with all that in mind and this horrible things happening around globe on economy side i hope the word of 9 will spread out with good vibe and that it will help lightwave community and development to grow.
it would be nice of you community guys that have any extra time to spread great word about lw 9.x specially the latest 9.6 and let people around know how much effort newtek put into this single best gem that will shine until lw 10 come out... ofcourse we can all dream about what could be accomplished in lw 9.x but from user point of view if newtek continue work on 9.x cycle i would call this a steal.. we have get more than enough for FREE upgrades that i really feel bad asking for more and for that all kudos to newtek that have stay behind theyr words about free upgrades.
once more i am proud to be user of lightwave back in v3.5 days and today i am even more proud to see new lightwave dev team working all together to make lightwave come back to where it deserve...
have nothin more to add but community will be there to keep you up and running in future....

ah yes forgot to tell merry xmass and all the best in 2009 from both health, happiness and money too all of you guys and your families.

sorry for me bad english.

Matt
12-19-2008, 05:24 PM
Thanks for the news Jay!

Once again, Newtek deliver a HUGE free update, I don't know anyone else who does as much for their users.

9.6 is a solid release, I've been using the beta builds at work and it has been as stable as a regular release, which goes to show how many bugs have been removed.

The speed of the Global Illumination in this release has allowed me for the first time to use it on the interior work I do, normally we would use FPrime.

I can't wait to hear what's in store for v10!

Please thank the whole development team, they've done an outstanding job, and the best is yet to come! The future is indeed a shiny bright one!

:)

hrgiger
12-19-2008, 05:39 PM
Awesome update. Thanks Newtek and hopefully everyone there has a good holiday. Looking forward to what the New Year will bring.

tyrot
12-19-2008, 06:24 PM
dear jay

should i upload the song to Lightwave 9.6 ....SIX ...SIX....SIX...

thanks so much for the UPDATE. You know there are pilot points in our 3D life. THis is one of them... I feel so good about LW future...

And not just awesome NT team deserves kudos, we are also very very lucky to have users like dpont, art, pomfriend, exceptioni lightwolf.....all free-commercial plugin writers who unleash the power of LW9.5...

thank you all

you are all the

BEST ...

Andrewstopheles
12-19-2008, 06:55 PM
I got on this ship with LW 9.0. I chose it over Softimage XSI Foundation, when it was half the cost of Lightwave, because it was the most complete package out of the box for the money.
At that time I knew I was getting great value for the money. I was convinced LW3D 9 was a great purchase even before any incremental releases. Then every new release brought me more great features and I was reminded I made the right choice.
Thanks to the dev team and management for delivering excellent results in a very timely fashion. I am really looking forward to LW 10.

zapper1998
12-19-2008, 06:59 PM
OMG

Thank You

Merry Xmas and Happy New Year ALL

Michael

artstorm
12-19-2008, 07:03 PM
The best Christmas present, ever!

I can't believe how much improvements you managed to put into LW since the release of 9.5, together with all the bugfixes. I think about every quirk I had with 9.5 is gone now! The 9.5->9.6 open beta experience have been very joyful as well, with excellent responsiveness to most reports.

I can only agree, 9.6 must be the best LW update to date. Congrats to the entire development team, you have made an incredible and excellent job. I am extremely happy to be a LightWave user. :)

JohnMarchant
12-19-2008, 07:13 PM
Thanks for all the hard work NewTek. Have a Happy Christmas and a Peaceful New Year. See you all next year. Take a break you all deserve it.

Regards, John

Jarno
12-19-2008, 07:13 PM
9.6 : Turning LW upside-down?

---JvdL---

MooseDog
12-19-2008, 07:20 PM
another vote, another thumbs-up, another dancing little smiley.....just don't do justice to you and your team's hard work.

thank you sincerely.

jasonwestmas
12-19-2008, 07:36 PM
I'm looking forward to using Fprime with Nodal 9.6. The new motion, tools and joints are pretty sweet! New Light system has beautiful quality! FFX still needs to be tested for me to give the thumbs up, but the quality is really nice and it plays so much nicer than Sas, FX wise. I'm not too keen on modeler's performance yet but we shall see!

nomad108
12-19-2008, 07:37 PM
Thanks to all at NewTek for all the hard work and congratulations on this new milestone! I am truly thrilled with all the features and improvements that you have given us. Now go rest and enjoy a much deserved break! We'll all try to hold off pestering you about LW X until next year. (Well, maybe for a week, at least.)

mojotribe
12-19-2008, 08:00 PM
As an old lightwaver a must say: amazing work! Fight with a limits on the highest possible level! Thank You All for the hard work and ...A New Hope. :)
Merry Christmas and Happy New Year!

best regards
peter
mt

brian.coates
12-19-2008, 09:03 PM
At the risk of sounding repetitive;

Congrats, well done, thank you, Merry Christmas and Happy New Year to all @ NewTek!!!

Verlon
12-19-2008, 09:18 PM
Ok, add me to the thumbs up bandwagon. I think 9.6 is well deserved.

That is a lot of dead bugs. Hopefully, all the major thorns in the sides of some of the big names have been squashed (Larry Schultz comes to mind). It really does appear to be an outstanding release to me. I haven't even had 9.5 installed for most of the beta.

Great job.

Merry Christmas...
Happy New Year.

Now I expect news on the LW10 front REALLY soon in the new year. Not like that 3D Arsenal "oops we meant the NEXT year" stuff. I first got taunted about LW10 by Newtek staff when LW9 was still in pre-order status. I want my socks blown off without affecting my shoes I tell you (working in Austin, going sockless is ok).

Bring it on.

Break's over- get back to work! :devil:

starblazex
12-19-2008, 09:53 PM
thanks very much, happy holidays, rock on...

Nicolas Jordan
12-19-2008, 10:04 PM
As this 9.5.1 beta continued with new features and improvements being added and bugs getting squashed I really didn't think 9.5.1 would be an acceptable increment to name this version. I think the 9.6 will describe this release much better! Great idea to name this version 9.6 instead of 9.5.1.

I assume the Lightwave development team is getting a well deserved break for Christmas now so have a great holiday and a merry Christmas! :lightwave

geothefaust
12-19-2008, 11:13 PM
Awesome news. I had a feeling it was near RC time! You guys have gotten the most recent beta releases so rock solid that I've been using it instead of previous version.

So anyway, throw me on the bandwagon too. Thanks, especially for all the hard work you guys put into this. I'm sure it hasn't been easy. Lots of long days. It's really appreciated. :thumbsup: :newtek:

Now... Looking forward to the beginning of the year for news on the new version. :devil:

phillydee
12-19-2008, 11:50 PM
Just wanted to jump in here and say thanks. As a LW user since it's Amiga days, it's been great to get in on some public beta action. Like geothefaust said ^^^^ I've been using the last 3 builds instead of 9.3.

Great work, Merry Christmas, congrats! You guys deserve it.

juanjgon
12-20-2008, 01:08 AM
I want also thanks to all NT team for his hard work. Lightwave 9.6 is really a solid release and works really fine ... cant wait to see the next steep ;)

Merry Christmas and Happy New Year to everybody from Spain :)

Best,
Juan J. González

Jure
12-20-2008, 03:31 AM
On behalf of Kray team I also want to thank you for your work and the progress you have done during latest OB cycle. Hopefully this will continue also beyond 9.6 and so realy bring out the best of this software.
I also hope you will be able to fix the last few remaining bugs concerning external renderes before you go gold.

Happy holidays and all the best in New Year from Kraytracing team!

g4dual
12-20-2008, 03:41 AM
WOW!! Thanks NT! :thumbsup:

Darth Mole
12-20-2008, 04:08 AM
Massive thanks to the NT developers for their dedication and hard work. You stuck at fixing a, frankly, frightening amount of bugs when certain other folks couldn't be bothered (>cough< Lux >cough<). I even have it on good authority that bugs have been fixed that the previous incumbents said couldn't be. Now THAT'S impressive.

The Mac UB version became my sole source of LW early on in the 9.5 lifespan and the increases in GI render speed has meant that the work I've done has been better than ever and has earned me a nice bit of cash (I'm not a full-time professional).

I am 'stoked' (as you Yanks might put it) about getting 9.6 GM and learning about all the new toys you have planned for the next iteration. LW10? Bring it on!!

Now, over to Steve Worley for FPrime 4... Steve? STEVE? (Hello, is this thing on?)

lardbros
12-20-2008, 04:09 AM
Congrats to all at Newtek... this is such an exciting time. With another written update on progress coming in Jan?? That sounds all too good to be true!

Well done to all of you, and all of the testers too, who have done a grand job in quashing some major and minor bugs!

Im so excited... i'll put my money down for the next upgrade already! :D

spigolo
12-20-2008, 06:04 AM
Thanks newtek for all the effort that you have produced for us..!!
For people like me who lives on Lightwave status is very incouraging to have this kind of support.
I´m sure that you will deserve many other good news on the upcoming version of LW..

but please now do a good marketing!
We want to see lightwave go on the top list of 3d software..

Happy holidays and a good relax time to all the team of developer.

archijam
12-20-2008, 06:15 AM
should i upload the song to Lightwave 9.6 ....SIX ...SIX....SIX...

Tis' a beast of a release.

Massive thanks to NT, all the programmers and bug-squashers!

Have a great one :lwicon: !

bazsa73
12-20-2008, 06:55 AM
Supercool!

dee
12-20-2008, 07:58 AM
Congratulation NT and a big thanks to the developers.
:thumbsup:

mikadit
12-20-2008, 08:16 AM
GREAT! Thank you for your effort continuing the development to go ahead for such a new and powerful LW!

Anti-Distinctly
12-20-2008, 08:56 AM
Thanks to all involved. Keep it up.

Matt
12-20-2008, 09:46 AM
Can I just point out one bug that was squashed that made me really happy?

It's such a small little thing, but we all run into it EVERY day!

Go to the layered surface editor, add a gradient, say on the reflection channel, set the input to incidence, create a second key and drag it to the bottom.

Nothing new eh? Notice how you can drag it ALL the way to 1.0 at the bottom, it used to always stop _just_ before and you had to edit it by hand!

I love those little things! :)

JBT27
12-20-2008, 10:24 AM
Yep, the devil is always in the detail, and it's stuff like that gradient keys issue that can make LW so annoying at times. It's been very impressive to see that level of attention to detail, as well as the big stuff.

Totally right on the re-versioning to 9.6 - 9.6 has a very cool ring to it!

Enjoy the holidays, all the best to you all for the coming year - and a big thanks for all the fixes and features :thumbsup:

Julian.

Nicolas Jordan
12-20-2008, 11:15 AM
I agree that the small details and extra polish is really what makes a program feel nice and intuitive to work with. There are many more things that need polish though and I hope to make my own personal list of things I have run into that need some tweaking. I am hoping that version 10 gets a UI polish job not just with organization but with more consistency with window styles etc.

Lewis
12-20-2008, 11:36 AM
Congrats to NewTek, this is BIG step forward for LW community and beyond (when Marketing team attacks ;)). Happy holidays to everyone in NT and let's wrap up this 6.9 oooopps 9.6 version before Christmas so that competition guys can bought themselves one fresh Lw 9.6 copy for Christmas :).

Ivan D. Young
12-20-2008, 02:58 PM
This is a great moment. The improvements in LW have been tremendous and now once this version of LW is relaeased Newtek can move to LW 10.
I have been waiting for this moment since the "Other guys" left. I have been complaining and bitching, and on and on. Well we are finally here, I am really glad and I am ready to shift gears into what the future holds.
Congratulations Newtek.

kopperdrake
12-20-2008, 03:10 PM
Just wanted to add my thanks to the list. The hard work from all the grafters at NewTek over this 9 cycle is truly appreciated from us over the pond - hats off to you guys and have a great holiday :santa:

Duncan, Suzanne & Gary :thumbsup:

ivanze
12-20-2008, 04:21 PM
Congratulations NT for a great release and happy holidays to all of you. :)

Mark The Great
12-20-2008, 06:16 PM
Allow me to also express my gratitude and congratulations.

And I wait for the message in January with baited breath.

Merry Christmas, Newtek!

Wopmay
12-20-2008, 08:25 PM
Good words, Jay. Thanks for all the hard work. Most of all, thanks for listening.

W

JMCarrigan
12-20-2008, 09:26 PM
Thanky!!!! :)

jin choung
12-20-2008, 11:16 PM
hey jay,

very cool.

and indeed, the amount of pound for pound value that lightwave packs (and has packed) into every single release (both integer and point upgrades) is both unrivaled and even on the worst of days, unquestionable.

congrats on a very big year and hope all of you guys take your end of year breaks and have a happy holidays.

jin

haemish
12-20-2008, 11:35 PM
I'd like to particularly say that I'm amazed at how tight your release process has been. You've been putting out beta builds almost every day, and I've downloaded almost every one, and every one has been a step forward. No big "whoops!". Steady solid improvement. I've been using Lightwave for about a decade now and it has never ever been better. The new team so rocks.

jdomingo
12-21-2008, 12:09 AM
firstly, thanks to my wife who give Lightwave as a present to our anniversary (it's 8.5 then)
secondly, thanks to NT team for all their hardwork developing this program
thirdly, the 3rd party developer like LWCAD, Dpont and other plug in gurus
4thly, the people in this forum

happy holiday to all of you.

Magnetix
12-21-2008, 01:03 AM
I would like to give you guys a big thanks for all the free videos, they really have been a great asset. I was hoping for some modeler love but, I think I have gotten way more value than I paid for. Still some bugs here and there but wow, great job on 9.6, I was going to sell 9.5 but kinda looking forward to the next one. Thanks for spending so much time on 9.6 it has me using LW again, not getting much sleep lately.

Darth Mole
12-21-2008, 02:09 AM
Actually, as a Mac user, I'd like to specifically thank Chilton for what appears to be little short of miraculous work on the UB version which is rapidly approaching rock-solid status. Not only has he been developing and bug-fixing, but has had time to comment on forum posts and even reply in person to emails. Only yesterday did I get a response at a time in the UK which can only mean he was still working at some ungodly hour in the US. Someone buy the man a beer from me!

mav3rick
12-21-2008, 02:37 AM
hey jay,

very cool.

and indeed, the amount of pound for pound value that lightwave packs (and has packed) into every single release (both integer and point upgrades) is both unrivaled and even on the worst of days, unquestionable.

congrats on a very big year and hope all of you guys take your end of year breaks and have a happy holidays.

jin

jin is happy!!!!!! wohoooo nt really did good job ;)

gkbaxter
12-21-2008, 03:57 AM
Yes, congratulations to all at NewTek, and have a good, well deserved holiday. A special thanks to Chilton and the other Mac guys for their diligence to the Mac platform :thumbsup:

kosmodave
12-21-2008, 04:31 AM
:thumbsup: Yes, add my congratulations as well. This has been and will continue to be an exciting time for Lightwave and it's family of friends. Merry Chritmas to all at Newtek, enjoy a well earned break and look forward to bigger and better things in the New Year.

:beerchug:

Dave.

Gui Lo
12-21-2008, 05:29 AM
Great Present.

I think this year, even more than others, you have made a normal user feel very close to the development team. It's always good to hear from you on the forums.

I hope all have a great holiday.

jasonwestmas
12-21-2008, 08:19 AM
jin is happy!!!!!! wohoooo nt really did good job ;)

Jin does sound rather sensible with that statement. :)

3dworks
12-21-2008, 09:47 AM
congratulations and a big THANK YOU to everyone involved for bringing the mac version up to that level! :D

markus

LAV
12-21-2008, 12:18 PM
Many thanks to you all, people of NT! Have a nice Christmas time and an happy new year! But on jenuary at your seats and ... work hard! :D
By my side I'm happy to be a Lightwave user...

jaf
12-21-2008, 12:38 PM
Thank you!

Panikos
12-21-2008, 01:56 PM
Congratulations to Newtek and developers especially for making LW9.6 come true.
It has been a very creative and hard period.
The LW9.* cycle was a revolution.
Its a great satisfaction to have a reliable software.
Though there is no perfection in these things.

mikala
12-21-2008, 03:07 PM
I'm a happy camper. Thanks people.
Have a great holiday season!
Enjoy friends and family for a while!

lwanmtr
12-21-2008, 05:38 PM
and thanx to all the little helper elves who got 9.6 ready for xmas....

Tiger
12-21-2008, 05:57 PM
I really like the new outfit here! Better for da eyes I think!
Happy Holidays!

JCG
12-21-2008, 11:56 PM
9.5.1 beta testing has been more about having lots of fun modeling than about anything that may resemble testing. I haven't even tried the latest builds because I keep adding and adding layers to my model and it refuses to crash, so I haven't even exited modeler in what must be weeks. Thank you very much and Happy Holidays.

jay3d
12-21-2008, 11:58 PM
Merry Xmas again to all NewTek staff and talented developers :)

mmmm .... I came on something ....

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V

Is That u Chuck LOL ... :D

http://www.newtek.com/newtek/behind/gallery/albums/NewTek-Holiday-Party/NewTek_Holidaze_099_resize.jpg

Now that's why you didn't update 9.6 features list, hehe :thumbsup:

Hopper
12-22-2008, 12:05 AM
I always thought NT could use a little bit more cowbell.

Gregg "T.Rex"
12-22-2008, 12:10 AM
Just let me go behind that drum kit... Alright ??

Dirk
12-22-2008, 03:05 AM
Merry Christmas and a Happy New Year to all at Newtek!

Liber777
12-22-2008, 08:56 AM
http://www.newtek.com/newtek/behind/gallery/albums/NewTek-Holiday-Party/NewTek_Holidaze_099_resize.jpg


More cowbell!!!

Chuck
12-22-2008, 11:12 AM
Merry Xmas again to all NewTek staff and talented developers :)

mmmm .... I came on something ....

Is That u Chuck LOL ... :D


Now that's why you didn't update 9.6 features list, hehe :thumbsup:

That's Chuck Silber - same hairline, another department. :)

beverins
12-22-2008, 01:40 PM
Newtek staff have been replaced by Santa's Elves apparently.

Awesome work. Autodesk can kiss your collective behinds; Newtek ROCKS!

Verlon
12-23-2008, 05:51 AM
Yes, let's look at Autodesk and NOT do what they do. Become and out of control monopoly like Adobe. :-)

You don't have to become what they do...they just buy you and make you what they are...

I heard that when they found out they couldn't buy lightwave, they put an EULA in the trademark of their company name such that if you mention them, YOU become their property for life. So now you have to pay for point updates no matter what. :devil:

Ok seriously, Newtek didn't say for sure how they were going to address point releases. They said that history (free) MIGHT not continue. Then 2008 came along and flipped the economy upside down. I am not sure how that affects Newtek, but I am sure they will consider this when they decide what to do next.

Also, it depends on what they ask. What if they just redistribute the same cost? Say the cost into LW10 upgrade is $295 and LW10.5 is $200? or something like that? Until the news actually comes, no sense to worry about it.

And yeah, I was wanting those 'modeler improvements' too, but I can certainly be happy with 9.6

dee
12-23-2008, 06:35 AM
You don't have to become what they do...they just buy you and make you what they are...

Sounds to me like a kind of Borg.:devil::D

Verlon
12-23-2008, 06:40 AM
Sounds to me like a kind of Borg.:devil::D

No, the borg can be returned to humanity. They still have souls.

dblincoe
12-23-2008, 06:41 AM
Aren't you assuming little too much now?

Of what I've understood, there will be more focused releases where the releases you pay for are feature-releases while bugfix-releases will be free.

As an example. You would have paid for LW9.5, but LW9.5.1 would have been free since it would have been treated as a bugfix release. Now, since none of us have to pay for LW9.6, it doesn't matter for us if NT changed LW9.5.1 to LW9.6 (and frankly speaking...it's way more than just an ordinary bugfix release). However, if LW9.6 would be a pay-for update I'm quite sure that alot of the bugfixes would have been released as a free update called LW9.5.1.

Also, bare in mind, that alot of the competition already does what NT propose to do, but even more so than what I've understood NT want to do. Just look at Autodesk...


Autodesk has tried/is trying to push everyone to subscription based upgrades/prices with even less in terms of notable improvement. Subscribe to autocad and you'll see little improvement...your subscription money goes to improving/developing revit. Not really what you are paying for.

I just know that if my company is expected to upgrade its multiple seats of LW and we continue to get tools that don't work (until later releases) newtek will certainly loose our business. When was 9 originally released? And now they state that it is finally stable because of its point releases? Would you really be happy buying it way back then and not being in a stable program with its promised tools until now? :bangwall:

My guys here have already been looking at other modeling tools because LW has neglected their modeler. While we are at it why don't we charge separately for layout and modeler. That way we can truly pay for what we use or in other words buy what works.

GraphXs
12-23-2008, 10:31 AM
Yay! Yay! Thanks Newtek for all your wonderful work on LW 9.6! What a great Christmas gift!

Thanks:lwicon::santa:

mav3rick
12-23-2008, 12:20 PM
9.x is steal ... eod

i wouldn't mind if newtek charged for 9.5... and i hope they dont promises again that on lw 10 :) i mean good marketing strategy is need for lw 10 and beyond

Liber777
12-23-2008, 12:50 PM
No, the borg can be returned to humanity. They still have souls.

More like cybermen, then.

WillBellJr
12-24-2008, 08:11 AM
I was SOOooo thirsty for Lightwave back in the day, I purchased Inspire 3D just to get something, some bit of Lightwave!
(I was later crushed however, when following LW tuts that made heavy use of the >Knife tool< which Inspire didn't have...)

I ran across someone selling LW v5 on eBay, fortunately for me the person was honest, I got the box, CDs and dongle, transferred ownership to myself and immediately upgraded to (at the time) v6.5.

I've been upgrading my LW (and Insider books) every since...

This has been a wonderful year for Lightwave - it can't help but be noticed by looking around this section and banging on the beta releases!

BRAVO, Newtek I truly appreciate the frankness and straight talk from Chuck, the time William Vaughn spent developing the 24+ hours of tutorials AND all the hard behind the scenes work from the dev group.

Enjoy the Holidays, folks and bask in your group success!

-Will

Hopper
12-24-2008, 12:43 PM
Actually I would prefer the interface to be somewhat like Eclipse (and other dev IDE's) where you have what are called "perspectives". The UI completely changes depending on what you are doing. Basically, it would be the same as having Modeler and Layout loaded and hitting Alt-Tab. The benefit would be a "built-in" Hub system and a tighter integration while maintaining destinct seperation between the two modes. Of course you would have to be able to fork threads for rendering so you can model while rendering. This is where "instancing" the Layout portion would really be beneficial. You could assign threads to the rendering engine so you could still get other work done without your system getting totally hammered.

Having a lightweight LWSN Agent system would also be nice for easier render farm management.

And to stay with the theme of the thread ... Happy Holidays! :D

Bytehawk
12-24-2008, 03:04 PM
Merry Christmas, Happy New Year

May all your hopes and dreams for 2009 come true.

Bill Carey
12-24-2008, 04:58 PM
Thank you, and Merry Christmas!

KevinL
12-24-2008, 05:43 PM
I wish every member of the Newtek Nation a wonderful respite from the problems, the rat race and the ups and downs of life.

May your river run smooth (unless you want whitewater)


And a special shout out to all the folks who have given incredible gifts to us all year long. First and foremost the Newtek development staff, and then all the authors of the really cool, useful plugins and the people who have written great guides and answered questions.

Kevin L:santa:

JohnMarchant
12-25-2008, 01:20 AM
Merry Christmas and a Peaceful New Year to you all.

Joker II
12-25-2008, 10:46 AM
Wanted to wish the NewTek team a Merry Christmas and a Happy New Year.


Think it's really difficult to please everyone, some prefere work on Layout, others on Modeler, some want it to be combined, others don't. Each it's own preference and taste.

What can be said is that NewTek has done a fantastic job in providing alot of updates in which alot has been given for free, without having to pay a nickel or a dime. Which else 3D program developer has done that ?

Keep up the good work NewTek :I_Love_Ne

cresshead
12-25-2008, 05:02 PM
awesome work..well done chaps!
looking forward to seeing wip demo's of lightwave X at siggy 2009...

MentalFish
12-25-2008, 05:28 PM
Thanks for the free updates since LW 8.5, which was the version I got with free upgrade to 9 once it was released.

I highly appreciate the improved FBX/OBJ/Collada export, but I am still tapping my fingers on the table, waiting for the ability to export 2 UVs to FBX/Collada. As of now LW-Unity users have to jump through hoops to get their lightmapped models into Unity.

Merry Christmas to NewTek and all the other LW users out there.

P

G-Man
12-26-2008, 09:50 PM
Thanks Newtek! I've made a great living using your tools over the past 13 years! It's amazing you have not charged a dime in a long while for all of these features. Best of luck transitioning to 10.0

JohnMarchant
12-26-2008, 10:45 PM
Yeah really looking forward to LWX

Frank_Geppert
12-27-2008, 03:52 AM
Hi all, hi Newtek team,

I also want to thank for the amazing work you have done this year. I watched the beta area often and there are so many changes, so many beta releases, this is amazing. If I sent a problem via the feedback form then there was fast response.

I did not experience this anywhere else.

The Newtek LW team is fantastic, busy and dedicated.

Now I would like to comment to the modeler/layout debate:
I dont see the tiniest problem to switch between Layout and Modeler. It is the same as switching between tabs. I also bought Modo and the renderer tab has a different UI than the modeling tab there. So I see no problem. Currently I even use Modo as a modeler replacement for LW, just like a Modeler-plugin for LW.
So I would rather spend time to improve modeling tools, to consolidate many tools into a few powerful ones, to add features like unfolding, 3d-painting, sculpting, terrain-editing or similar, improving selecting tools. This way LW will beat Modo, Carrara, Hexagon or whatever comes to my mind.

But I am sure, NT's plans are very identically to what I wrote. We will see in 2009. I am looking forward to that.

danielkaiser
12-28-2008, 02:29 PM
As I am a mere hobbyist and a disabled person living on a fixed income I would gladly welcome a small maintenance fee during a beta cycle in the form of payments, this will allow one to participate in open beta and be automatically upgraded when the final release becomes available and would give :newtek: the ability to have a more robust cash flow and help minimize the need to take on debt to fund the day to day cost of doing business. As you know borrowing has been and will be, the downfall of many a company in the foreseeable future.

Thomas Helzle
12-29-2008, 10:13 AM
Yes! because we are all one happy family...
happy happy happy happy...

:lwicon:

:newtek:

:I_Love_Ne

:agree:

hahahaha - ha - a - ..

tburbage
12-29-2008, 12:21 PM
I'd also like to thank those members of the staff who interacted personally with the Beta community, and would like to encourage more of that. Given that everyone testing the Beta is giving their personal time for free to try to improve the product, it can really be a boost to have a little personal contact. David F., thanks for your efforts on Collada and FBX and for your personal involvement on the forum. I have no doubt but that it will pay off in the quality outcome of the features, and think if these prove robust, they will be extremely valuable to LW in keeping it in the game in multi-app production pipelines.

mikala
12-29-2008, 12:27 PM
Happy holidays everyone!

geothefaust
12-29-2008, 12:42 PM
Back on track... :)

Thanks again NT, hope your team is all on holiday right now!!

Wickster
12-29-2008, 01:42 PM
Off topic...are we getting new betas today? Or is NT off for the remainder of the year? I'm fine not having a beta this week but the thrill you get waiting for one and reading the notices is just ireplaceable. :D

A Mejias
12-29-2008, 02:00 PM
Off topic...are we getting new betas today? Or is NT off for the remainder of the year? I'm fine not having a beta this week but the thrill you get waiting for one and reading the notices is just ireplaceable. :D

Probably not. I'd say they are all on break for the holidays. :) It would be nice to get a few more bugs sqashed before the end of the year, but I can wait. The work I have to do this week is mostly modeling and rendering stills and that's been relativly stable the last few builds.

geothefaust
12-29-2008, 02:34 PM
Cool. Publicly announced! If anyone hasn't dipped into the RC releases for 9.6, I highly recommend doing so! Much has been fixed and it's the MOST stable version of LW I've ever touched. (Larry this should make you happy!) The IK solver has gotten lots of love as well, so if you're a rigger or animator, have fun. :)

Cageman
12-29-2008, 03:06 PM
The moderation of this thread is on its toes! :)

In the spirit of Christmas and New Year I would like to thank NewTek for the stuff I've got...

I've paid for LW8.3... that is the ONLY version that I've paid for... and look where we are now! Great stuff... THANK YOU NewTek....

And, to add some personal spam into this (all in Christmas/New Year Spirit)... don't forget to check out my latest work in progress (http://www.newtek.com/forums/showthread.php?t=93276) (and to specify... my latest update (http://www.newtek.com/forums/showpost.php?p=800348&postcount=9)) regarding music-creation. Metal is the word... Instrumental Progressive Metal more so... :)

I hope there are some fans of Instrumental Metal-music over at NT... :)

Anyhow... Happy Holidays and a Great New Years Eve!

:newtek::I_Love_Ne

Alliante
12-29-2008, 03:40 PM
May I be the first to request on this thread for any future development keeping the Linux (both x86 and x64) platform in mind.

And congratulations and great work with the release, Newtek!

Riff_Masteroff
12-29-2008, 04:24 PM
Woow, thanks people at NewTek. May the new year bring wonderful thoughts and interesting things to you.

Now the burden is mine. I need to learn/integrate the newness into my work flow.

steve0077
12-29-2008, 04:58 PM
Sawwweeeeeeeet!

ben martin
12-30-2008, 07:13 AM
Jay, Chuck and William (Proton)

I always was one of the most rumbling persons around regarding Lightwave and CA (lack of) system.

I followed closely your new bones/joint additions to this new release.
Even this not being the complete solutions to a decent CA system, I must thank you all (NT team) because your were able to do something that (to me) is even more important than add new features... you were able to show to all of us that you do care and I do believe that NT team is motivated to drive Lightwave to a new level.

I justify my statement not based on this feature list natural enthusiasm, but based on the fact that you did much more for Lightwave since Jay joined NT (couple of years ago) than any other development phase I remember for almost 20 years.

That fact "per-si" makes me to apologize for any inflated remark or comment I've done in the recent past regarding (my point of view) the inability of NT to make things right!
Though, this does not mean that NT is now doing things right, but I believe it is doing something needed for a long time... give the base users new hopes and trust!
Personally I'm feeling confident in this team and I have high hopes regarding Lightwave new development cycle.

Best wishes and again... keep up the excellent work and enthusiasm because good enthusiasm beside contagious is a good thing!

William (proton), special word to you:
Thank you very much for your Video Tuts... it's one of the best and remarkable things someone has done in years to promote and add value to a product. :thumbsup:

Best wishes to you all.

rouge
12-30-2008, 07:56 AM
great news about 9.6 but is it still in open beta cause it is not available in the downloads section of the register site so when can we expect to be able to have it as a download.

DaveWhitney
12-30-2008, 09:05 AM
I have a minor architectural request: seperate the interface to LWSN from the functional guts of it. In other words, expose the command structure ("Init", "Load", etc) as a functional API in a DLL. LWSN.EXE would then comprise solely of the command-line parser, the text file watcher/parser. Doing this would allow for a replacement host EXE that could be driven by other render farm drivers w/o having to resort to writing text files and watching the ACK file change (can you say "sockets"?)

Take it several steps further, and this could be made *very* interesting - say for example, the file load/save could be done thru the host app, thereby completely removing the need for a file-share network. The render node could then exist entirely outside the local network. Given the propensity for people to lend out CPU time ([email protected] and so on), this could make your personal render farm massively huge...

A Mejias
12-30-2008, 09:06 AM
great news about 9.6 but is it still in open beta cause it is not available in the downloads section of the register site so when can we expect to be able to have it as a download.

You could have it now if you join the open beta. :)

kevman3d
12-30-2008, 02:40 PM
At the risk of sounding like a broken record here, many thanks to NewTek for all the fantastic work in the LW9 life cycle over the last 2+ years. :thumbsup:

Global recession or not, lets hope that 2009 is a bright one for :newtek: and all :lwicon: users.

Best wishes from NZ.

Kev.

drako
12-30-2008, 02:45 PM
Thanks,thanks,and again many thanks to the people of NEWTEK.
I m waiting like a crazy man for LW 9.6.
Who knows maybe this new year NEWTEK is going to acquire AUTODESK.....
NEWTEK I SEE THAT 2009 IS YOUR YEAR..
MANY WISHES TO ALL THE WAVERS OUT THERE OR THE NEW YEAR....

Pixelthekid
12-30-2008, 05:26 PM
LW has really become a fun app to use. I'm fairly new with it but it's great. Congrats Newtek and I certainly look forward to 10. I have a feeling it's a paid update that you have well deserved.

Any chance for a pass system in 10? =)

geothefaust
12-30-2008, 05:38 PM
10 of course, you will have to pay for, lol.

I hear it's going to rock. :)

A Mejias
12-30-2008, 09:09 PM
10 of course, you will have to pay for, lol.

I hear it's going to rock. :)

I hope that LightWave 10 rocks! I that hope LW10 brings back the old NewTek spirit of lighter, faster, easier, cheaper and more powerful than the competition. I hope that everyone will want it and be able to afford it. I hope that the new year -- though gloomy in it's beginnings -- will bring happiness, health and prosperity to all. And let's all hope that the reality surpasses the hope!

geothefaust
12-30-2008, 09:13 PM
Well put Al, great sentiments. :)

The Dommo
12-31-2008, 05:00 AM
How did I miss this thread for so long?! :D

THANK YOU to the Newtek Dev team. This is pretty incredible. Keep up the excellent work.

Best wishes to you all for the holiday period, and we all look forward to news on LW10 in 2009.

safetyman
12-31-2008, 05:58 AM
Thanks and cudos to all the Lightwave dev team! Can't wait to take this puppy for a spine. Happy New Year!

Fadlabi
12-31-2008, 07:39 AM
Thanks NT :thumbsup::thumbsup::thumbsup:
Merry Xmas and Happy New Year ALL

geothefaust
12-31-2008, 01:53 PM
Ach! New years... I'm really looking forward to the news on the next step. :D

pluMmet
12-31-2008, 02:07 PM
Where do I get 9.6 from? I can't find a d/l link anywhere...

walfridson
12-31-2008, 02:25 PM
Where do I get 9.6 from? I can't find a d/l link anywhere...

Like the first post say "release candidate"
It's still in beta. But you always join in :)

Pixelthekid
12-31-2008, 02:43 PM
How can you join the beta? Sorry for the question in the congrats thread. I'll say congrats again so it makes it ok right? =)

Borg403
12-31-2008, 04:31 PM
Super, Thanks!

Nicolas Jordan
12-31-2008, 09:49 PM
Where do I get 9.6 from? I can't find a d/l link anywhere...

It's a secret until you join the secret club. :deal:

adamredwoods
01-01-2009, 08:25 PM
Lightwave 9.6 is a great upgrade. Happiness ensues.

caesar
01-02-2009, 04:06 PM
Good good good work boys!

RedBull
01-03-2009, 04:17 PM
Happy Holidays, everybody!

as those who have been reading the SDK improvements can appreciate.

Is the final 9.6 LW SDK available anywhere? I'm still seeing 9.5.1 prelim SDK.

A Mejias
01-05-2009, 03:11 PM
I think that's just a mislabling of the SDK link.

RedBull
01-05-2009, 06:47 PM
I think that's just a mislabling of the SDK link.

Yeah Prelim SDK's generally aren't final though, I don't want to start to compile and then need to update to final, but rereading the link it seems 9.6 is still not final yet either. I would still like to see the final SDK uploaded ASAP. I have no way of knowing if ALL of 9.6 changes are included in the 9.51 prelim SDK.

Cheers...

Chuck
01-06-2009, 02:20 PM
The web folks have now rev'd the page to show the preliminary SDK in a new 9.6 section. We're now in the RC series, but yes, there is still the likelihood of some further small changes in the SDK.

RedBull
01-06-2009, 02:50 PM
The web folks have now rev'd the page to show the preliminary SDK in a new 9.6 section. We're now in the RC series, but yes, there is still the likelihood of some further small changes in the SDK.

Thanks for the that Chuck, I will wait for 9.6 to go gold on both fronts, but thanks for the update and clarification.

Nemoid
01-07-2009, 09:33 AM
i'm late, but i want to wish to all Newtek team a fantastic 2009.

You actually deserve it.:thumbsup:

And i want to express my appeciation for the huge efforts to provide us a fantastic application.

Looking forward to 9.6 release and to know more amout 10.0 when time is the right one.

Keep up the good work. Be scary !:agree:

lployhar
01-08-2009, 08:58 AM
I love lightwave but this thing about not exporting to AE properly has got to stop... one of the basic uses for 3d is for compositing elements. I just can't believe there is not a simple export to AE like there is for C4D. Can you please work on this? I submitted a tech support inquiry but never got a response.

cresshead
01-08-2009, 10:40 AM
I love lightwave but this thing about not exporting to AE properly has got to stop... one of the basic uses for 3d is for compositing elements. I just can't believe there is not a simple export to AE like there is for C4D. Can you please work on this? I submitted a tech support inquiry but never got a response.

although there's no export to AE "button" you certainly CAN use lightwave in after effects, combustion, fusion, nuke and autodesk toxic you just do not have a bit of software to "hold your hand' and do the relevant export/setup auto-magically for you on a specific compositing application such as adobe after effects or autodesk toxic.

3dsmax for example has export to combustion workspace but not nuke,after effects and fusion...so you still have to do it by hand in max if your app is not combustion for example...

also after effects is not the only/best compositing app n the planet so to expect it just cos cinema 4d has it is a little unfair..i for example use combustion..with lightwave i just set it up manually.

monovich
01-08-2009, 12:07 PM
I love lightwave but this thing about not exporting to AE properly has got to stop... one of the basic uses for 3d is for compositing elements. I just can't believe there is not a simple export to AE like there is for C4D. Can you please work on this? I submitted a tech support inquiry but never got a response.

Whats missing? find that LW integrates into After Effects beautifully. I use EXtractoR to open multi-layered EXRs, and Transmotion/POI to get my LW cam and object tracking info into AE pretty easily.

I guess if you want your composites set up for you you are out of luck...

Andyjaggy
01-08-2009, 12:18 PM
Cause most people don't know about that. I didn't. I tried to get my camera data into AE a while ago without any luck. Guess I'll look into that program, is it free?

monovich
01-08-2009, 12:24 PM
its not free, but its almost: $25

Al Street the developer is fantastic. I've hit him up for a half-dozen rounds of feature requests and he always obliges. I usually kick in another $25 every now and again because he is so helpful and the plugin is absolutely the lynch-pin of my workflow.

The process is quite simple. First you run the camera baker that comes with Transmotion, then you run POIcam to export your camera to AE. If you want to export null or object positions to AE, you select them then, set your frame range, and click export. If you ever try it and need help, PM me.

His site looks pretty basic and dated, but its the plugins that matter. http://www.ats-3d.com/

ProEXR for AE costs $$, but the free extractor plugin is bundled with it so you just download and install it and you are good to go. Read the manual, tho! It even comes with a sample 32bit EXR composite. http://www.fnordware.com/ProEXR/ I believe that ProEXR will also set up and After Effects comp automatically with the provided script.

lployhar
01-08-2009, 01:03 PM
I appreciate the tips Monovich. I agree that the software should not need to "hold your hand". I still have to observe the fact that AE is BY FAR the most widely used comp app around. Would be a serious bonus to lightwave to have simple, and yes, one-click support. I think that is why C4D has become the weapon of choice for many Motion Designers. I will try the plugins. Thanks

Cageman
01-09-2009, 06:13 PM
I love lightwave but this thing about not exporting to AE properly has got to stop... one of the basic uses for 3d is for compositing elements. I just can't believe there is not a simple export to AE like there is for C4D. Can you please work on this? I submitted a tech support inquiry but never got a response.

What exactly is it that you want to export?

PSD exporter seems to be working very nicely with Photoshop (all buffers stored as separate layers), and since AE and Photoshop share the same developer, I have to assume that AE can handle PSD images very well?

A Mejias
01-10-2009, 12:23 AM
What exactly is it that you want to export?

PSD exporter seems to be working very nicely with Photoshop (all buffers stored as separate layers), and since AE and Photoshop share the same developer, I have to assume that AE can handle PSD images very well?

True, but aren't the layers still exported in an inconvenient order that requires further processing?

Cageman
01-10-2009, 12:54 AM
True, but aren't the layers still exported in an inconvenient order that requires further processing?

Can't you just re-arange them in AE so they suit whatever you need to do? Secondly, if you are not going to do any "further processing", why render out buffers in the first place?

I've been working with multichannel exrs for a while now and they are just containers for the buffers I want to use. It's up to me to composite those buffers so that they add up to a nice looking image. No automagic stuff. :)

I assume the same applies for AE and the use of multilayer PSDs.

Imho, NewTek should think about making a good, integrated layer/pass breakout/rendering system for LW instead of writing specialised support for any compositing app (multichannel exr is pretty much the only thing that is needed as far as "supporting" comp-apps is concerned anyways). We have both Janus and PassPort that makes things a hell of alot easier for multilayer/multipass management, and exrTrader to output multichannel exrs. Third party tools can only go to a certain point, while an integrated solution doesn't have any limits, sort of.

ufo3d
01-14-2009, 10:11 AM
....

We are getting to the point to where we are wrapping up the LightWave 9 series, and ready to move on to the next phase of LightWave’s journey. We'll talk more about that just after the first of the year. There are many surprises in store, and we can't wait to tell you about them.
...



what is the meaning of first of the year? frist day ?first week or first month?
should we have some info now?

geothefaust
01-14-2009, 10:17 AM
I suspect soon after the release of 9.6. Which I also suspect is very soon.

A Mejias
01-18-2009, 04:08 AM
Can't you just re-arange them in AE so they suit whatever you need to do? Secondly, if you are not going to do any "further processing", why render out buffers in the first place?

I've been working with multichannel exrs for a while now and they are just containers for the buffers I want to use. It's up to me to composite those buffers so that they add up to a nice looking image. No automagic stuff. :)

I assume the same applies for AE and the use of multilayer PSDs.

Imho, NewTek should think about making a good, integrated layer/pass breakout/rendering system for LW instead of writing specialised support for any compositing app (multichannel exr is pretty much the only thing that is needed as far as "supporting" comp-apps is concerned anyways). We have both Janus and PassPort that makes things a hell of alot easier for multilayer/multipass management, and exrTrader to output multichannel exrs. Third party tools can only go to a certain point, while an integrated solution doesn't have any limits, sort of.


Here is what I was refering to. About 8 minutes in.
ftp://ftp.newtek.com/multimedia/eyeon/PSD_Saving.mov
Yeah, it is a pain to rearainge them every time or go through any extra steps. :p

Buffers are very handy, even for stills! :)

rouge
01-18-2009, 12:16 PM
hi everyone,

anybody knows how soon 9.6 will be released?

RudySchneider
01-18-2009, 12:38 PM
hi everyone,

anybody knows how soon 9.6 will be released?

Good question. NewTek has been very quiet as of late, even on the beta forums. Interpret that as you may...

hrgiger
01-18-2009, 02:47 PM
hi everyone,

anybody knows how soon 9.6 will be released?

I would guess pretty soon. Which hopefully also means that big news about what's next is soon to follow.

dballesg
01-18-2009, 03:00 PM
I asked in another thread, but I suppose it doesn't harm:

Are we there yet, Mr Roth? ;)

David

rouge
01-19-2009, 11:32 AM
hi everyone,

i saw that there is a review of 9.6 in the lightwave news as of today. is 9.6 out of beta and ready for release. because 9.6 is not in the my "download" section of the register area?


Francois

colkai
01-19-2009, 12:39 PM
Patience, it will be released in a few hours according to Jay.

geothefaust
01-19-2009, 12:40 PM
Yeppers, release is today, at some point. There will be an official announcement after it's been posted.

EDIT: Gander HERE (http://www.newtek.com/forums/showthread.php?t=94098).