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Thread: What is Happening with LW?

  1. #721
    Not so newbie member lardbros's Avatar
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    Quote Originally Posted by BeeVee View Post
    https://youtu.be/Lcb5LyTmC2c Rebelhill showing how it's done in earlier versions.

    B
    It's definitely possible, and if you create a compound item, with all the controls in place it will look great. (But most likely be slower than LW 2020)

    I personally love the LW renderer, even in 2020. I think it's still a great asset to LW users.
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  2. #722
    'the write stuff' SBowie's Avatar
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    Quote Originally Posted by gar26lw View Post
    Was (like the facebook lightwiki), now its all a bunch of blender users who have lightwave some place in the back of the cupboard.

    Good work Newtek/Vzrt. Winning! :P
    There is no objection, of course, to people using various tools. Broadly, though, this is not the place to discuss them, save mostly as the discussion might be related to interop. I do not mind when the conversation drifts a bit, just as no-one should mind when I politely remind them of this.
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  3. #723
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    Quote Originally Posted by Tim Parsons View Post
    You can do PBR shading in 2015 with some crazy node flows - not my cup of tea. Give me 2018 and above for me, never going back to 2015 and earlier.
    I think the PBR implementation in 2018 and up is fabulous.
    There is an easy way of doing pbr'ish shading 2015. I used a compound shader published on the LW blog.

    Here is a result using standard PBR textures fed into the compound shader.
    Click image for larger version. 

Name:	Materials-PBR (002).JPG 
Views:	93 
Size:	3.34 MB 
ID:	148741

    Compound shader here: https://www.lightwave3d.com/news/art...-in-lightwave/

  4. #724
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    Quote Originally Posted by peebeearr View Post
    There is an easy way of doing pbr'ish shading 2015. I used a compound shader published on the LW blog.

    Here is a result using standard PBR textures fed into the compound shader.
    Click image for larger version. 

Name:	Materials-PBR (002).JPG 
Views:	93 
Size:	3.34 MB 
ID:	148741

    Compound shader here: https://www.lightwave3d.com/news/art...-in-lightwave/
    how do you find that for render times?

  5. #725
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    Quote Originally Posted by gar26lw View Post
    how do you find that for render times?
    I opened up the EXR file in 2020.0.2 to read the exif info and it said it took 10626.2 seconds (=2.95 hours)... resolution was 3840x2160 with Monte Carlo Raytracing DOF 64 render threats (on old dual Xeon) AA 16/32.
    Last edited by peebeearr; Yesterday at 10:48 AM.

  6. #726
    Registered User Rayek's Avatar
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    Quote Originally Posted by peebeearr View Post
    I opened up the EXR file in 2020.0.2 to read the exif info and it said it took 10626.2 seconds (=2.95 hours)... resolution was 3840x2160 with Monte Carlo Raytracing DOF 64 render threats (on old dual Xeon) AA 16/32.
    It is a nice result, and it shows off the (still great) quality of the old Lightwave renderer, but those render times are insanely long. Is that because of that compound shader?
    Last edited by Rayek; Yesterday at 12:08 PM.
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  7. #727
    RETROGRADER prometheus's Avatar
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    Quote Originally Posted by Rayek View Post
    It is a nice result, and it shows off the (still great) quality of the old Lightwave renderer, but those render times are insanely long. Is that because of that compound shader?
    Insane as for In relation to his hardware?

    I know it says Retrograder in my avatar, but going back as for pbr rendering in the older lightwave, nahh..for me now and then switching back, it would only be for some modeling task requiring 32 bit plugins, or using the old hypervoxels system.

    No wait, also for the volumetric lights with the sprite function, as I used it here for the space gases, renders extremely fast, and works better than hypervoxels since it has built in light falloffs and red shift..
    So that is also something I miss that works in 2015, apart from the simbiont shaders.

    You know what, a pity they couldnīt maintain the old volume light with sprites, as they sort of maintained the old legacy hv system, then I could have probably used the PBR shading for the vessel but employ the older volumetrics for the lights when needed.
    Will have to check If I can use the newer Dpont procedurals (warping) which yields very nice textures for space stuff, and use that within the 2015.3 volumetric lights.


    The global volumetrics is a bit too slow for my test, though I will give it a go for tests with simpler setups.



  8. #728
    Registered User Rayek's Avatar
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    I don't know - a dual Xeon 16/32 threads CPU is still quite fast, I think, and the scene simple. I would have expected faster render times in the older render engine.
    Win10 64 - i7 [email protected], p6t Deluxe v1, 48gb, Nvidia GTX 1080 8GB, Revodrive X2 240gb, e-mu 1820. Screens: 2 x Samsung s27a850ds 2560x1440, HP 1920x1200 in portrait mode

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