

- #Lightwave 3d work how to
- #Lightwave 3d work movie
- #Lightwave 3d work full
- #Lightwave 3d work software
- #Lightwave 3d work free
#Lightwave 3d work movie
Lightwave has the best feeling of a movie stage in my opinion, using it for tv series etc when most stuff you need is assets, animation and camera motion going on is no wonder it was popular up to a certain point in time.
#Lightwave 3d work software
Lightwave has in my mind the best organized, accessed and best workflow for managing cameras and lights, and just get a darn render started from which ever point of view you choose, most other software often makes this a hazzle, or requiring just more work to set up properly. VDB´s are best rendered in blender compared to Lightwave, unless you have octane for Lightwave that is.
#Lightwave 3d work free
Those clouds you can then Export to lightwave or blender by VDB´s, it´s possible in Houdini Free apprentice version.
#Lightwave 3d work full
Houdini has some special cloud FX tools specially designed to create such volumes, you can import any mesh and apply some of those on it, only cloud noise, only volume, only lighting seperatly, or the full cloudFX setup with noise, volume, cloud lighting already setup etc, then go in manually to each node and disable display to see what they do. Houdini Indie, a smaller cost for removing watermarks, and you can use it commercially up to a certain revenue I think, may work for some freelance projects. Lwo import in apprentice seem a bit unstable, obj though much better prefered.
#Lightwave 3d work how to
The trick there is to learn how to add export nodes in the proper places in the nodal editor. Free to use but not for commercial projects and it´s without any timelimit, and most functions actually working, and you can use it in demoprojects, though limited with a render size, and watermark in renders.Įxports however, most of it works with some exceptions, but you can export out VDB from pyro effects, liquids and render in blender or lightwav, you can draw hair in Houdini and export that out as polystrands as well and import in lightwave and blender. it is a mesh and can not be resumed to edit. In lightwave you don´t have that, at most the full editing options in various curve tools like px bezier curve with thickness while you have the tool active, when you drop it. They are a bit different since blender keeps the curves as shapes which you can adjust how much you want in the actual curve shape, handles or amount of nodes/points, sharpness etc, and also increasing curve thickness, pipe ending as you want non destructivly at anytime, until you decide to collaps it to an actual mesh, then you loose out the parametric editing.

Lightwave curve import sucks though, importing svg files from inkscape or illustrator is much better done in blender, it also maintains the curve properties so you can change it´sīezier handles, that you can´t do with lightwave imported svg files. The Lw cad engraver tool is a tool that I would want in blender, there is some free plugins to shape other polyselections with pre-loaded object shapes as profiles, but it´s not as slick and adjustable I think as LW cad made it. And those "best blah blah software in 20XX articles are to be taken with a fairly large grain of salt anyway. And that includes apps such as ZBrush or 3D Coat for sculpting, and/or Substance Designer/Painter for texturing. And many users rely on more than just 1 DCC or 3d app for their work and art. but those are merely stereotypical opinions and characterizations of each DCC.Īll of them can pull off a wide variety of 3d jobs. I mean, usually Cinema4d is linked to broadcast motion graphics, Maya to character animation, Max to architectural rendering, Blender to game modeling and all-round indie, Modo to shoe viz, Houdini to heavy duty film VFX.

All of them have plugins to amend their respective strengths and improve or remove innate weak points. Otherwise, each DCC has its own strengths and weaknesses, as you say. I do not see that happening unless a miracle occurs. It needs a complete reboot, and Modeler and Layout unified. Hopefully it will be sold off to a third party to rescue it and continue development, but at this point I personally see no safe haven. Still a valid choice for those who are invested and experienced in the software, but probably not a great choice for new users to invest time in. It is also the only DCC that is split between the modeling part and the scene layout part, which does limit it in some fundamental ways, although there are always workarounds, of course.Ĭompared to the other alternatives, at this point in time LightWave is a dead-end. The core difference between all of these and LightWave is that LightWave is no longer developed or bug fixed, and is steadily falling behind more and more compared to Houdini, Blender, Maya, Max, and C4d as the years pass.
