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Thread: What two things would you most like to see in LW 12?

  1. #1
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    What two things would you most like to see in LW 12?

    This isn't really a "blue sky" thread so no "fluids" requests please. (It just isn't realistic to expect them to crank out fluids in a year or so.)

    What real things do you think would most benefit LW? And let's put in one alternate.

    I'm going with:

    a Projection Camera in Modeller

    and

    a better solve for Gimbal lock

    My alternate would be:

    a better bevel tool (one that works more like Bevel++)

  2. #2
    Red Mage Celshader's Avatar
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    If possible, I would like to see a native render pass system in LightWave 12. We have a proprietary render pass system for LightWave right now at work, and it makes for a smoother compositing pipeline.
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  3. #3
    Super Member nickdigital's Avatar
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    Quote Originally Posted by Celshader View Post
    If possible, I would like to see a native render pass system in LightWave 12. We have a proprietary render pass system for LightWave right now at work, and it makes for a smoother compositing pipeline.
    +1
    LightWave desperately needs this to be part of the program.
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  4. #4
    Big fan of coffee raw-m's Avatar
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    +2
    Also, easy to animate and setup deformers with path controls would be very welcome (I do a lot of mograph work).

  5. #5
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  6. #6
    lattice
    improved modeler
    modeler tweak tools in Layout
    octane support
    interactive weightpaint in Layout
    major "OGL" speedups in Modeler / Layout
    good bendy bones for CA
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  7. #7
    1) Layout: Do away with extremely long drop-down menus... it makes any function that involves picking an object, bone etc a lot more tedious than it should be. One should be able to type in part of a name of any item and have it condense the list down to items that contain those letters. This addition would make custom rigging, and any animation that involves motion plugins so much easier.

    2) Improved weight painting in Modeler... or as Erikals suggested, a way to make weighting more interactive to require less trial-and-error.
    Last edited by Ryan Roye; 04-19-2012 at 07:20 AM.
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  8. #8
    1. Unified and interactive superfast modeling
    2. Updated Native render controller which can render single frame or bake GI ( and VPR...) over network on all available computers/nodes.
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  9. #9
    arctic monkey tayotain2's Avatar
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    Quote Originally Posted by Celshader View Post
    If possible, I would like to see a native render pass system in LightWave 12. We have a proprietary render pass system for LightWave right now at work, and it makes for a smoother compositing pipeline.
    For me this is number 1 request... rendering passes make me cry blood sometimes.
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  10. #10
    Registered User speismonqui's Avatar
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    as Dexter... a projection camera in modeler, and (a little one) shading modes in background layers in modeler (poor, but I would really like that)
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  11. #11
    Animated Fool paulhart's Avatar
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    Quote Originally Posted by Celshader View Post
    If possible, I would like to see a native render pass system in LightWave 12. We have a proprietary render pass system for LightWave right now at work, and it makes for a smoother compositing pipeline.
    Long overdue and desperately needed. I have looked at Passport, played with the LScript code Surpasses (without success) but both of these are available for prototyping and adaption. Janus is well recognized and recommended, but I also think this should be a native Lightwave component.
    I would also welcome some "luvin'" for NPR aspects. UnReal Extreme is awkward to use and less than creative for NPR enthusiasts.
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  12. #12
    +1 for a real pass/buffer manager.
    It's one of the oldest request the lw users have.

    not for lw12 but maybe for the 11.x cycle :
    -Better and complete instance toolkit. I mean, bring the shading tools to work in the displacement level.

  13. #13
    Space Monkey 3DGFXStudios's Avatar
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    A complete dynamic engine with hard dynamics cloth hair fluids and particles
    A good ocean shader with particle foam emission and some new Hypervoxels

  14. #14
    Quote Originally Posted by 3DGFXStudios View Post
    A good ocean shader with particle foam emission and some new Hypervoxels
    I don't believe in this kind of built-in/highlevel tool.

    We should say instead :
    - better particle system supporting with full nodal workflow.
    - Particles instancing.
    - New volume primitive system with full nodal workflow
    - Particles at render time. Maybe something like the display and render subpatch or some pixel filter allowing to choose some baked particles to render without to get it directly in the scene.

    What do you think of this ?

  15. #15
    Super Duper Member kopperdrake's Avatar
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    A muppet-friendly network rendering solution. As simple as dropping an client application onto each render node, and allowing the master render node to find them over the local network. This must be possible.

    +1 for long lists - I would like the option to view objects/lights etc in the same way I can view files on my PC - as icons of differoing sizes would be great. Icons I could clump together as I see fit (based on my own project organisation) would be very cool. Icons I could colour-code, add notes too, even small previews of the actual object would be good.
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