LightWave v9: Worth the Price?

AWN and VFXWorld editors Bill Desowitz, Sarah Baisley and Rick DeMott attended the VES Festival of Visual Effects, reporting back on secrets to the magic that were on display.
Posted In | Magazines: VFXWorld

Earlier this month, SIGGRAPH 2006 was in full swing in Boston. Near the center of the exhibition floor, in a prime corner location was NewTek’s spot, really more stage and screen than booth. It is easy to see that NewTek is reflecting their pride in the newly overhauled LightWave showing off the software on their mammoth screen throughout all three days of the exhibition. While this was a great opportunity for users unfamiliar with LightWave to see it in action, there were enough flinch-worthy moments to question the strategy of the parge scale presentation. At one point, the presenter showed off LightWave v9’s new edge selection feature. He went on to show how selecting an edge loop was just a click away. Let me repeat: this happened in the middle of 2006. Ouch. While this may be big news to LightWave users, edge modeling is old news for users of just about every other 3D package. It seems that while LightWave 9 does offer improvements, many fall into the “too little, too late” category. Despite what amounts to an excellent effort, LightWave, once a leader in many regards, continues to play catch up.

A few of the more positive aspects of LightWave 9 are pricing and just what you get for your money. NewTek lowered the cost of LightWave to $795 last year and has continued the new pricing for v9. This is significantly lower than the big 3D kids on the block, and NewTek offers more than just a low price. Every LightWave 9 purchase includes three versions of the software: Windows 32-bit, Windows 64-bit and Macintosh, making it easier to purchase but not necessarily more useful on multiple machines. In addition LightWave 9 offers multi-core support and unlimited additional render nodes, at no added cost. The option of adding unlimited render nodes should wake up a few potential customers, especially those looking to build productions from the ground up. Render farms can be expensive, but with LightWave 9 the only cost is additional computers, which are getting cheaper by the day. Assuming the rest of the LightWave feature set meets a project’s requirements, this might be the push that gets the LightWave ball rolling for a studio. That “if” is a big assumption, one that deserves further investigation.

Feature wise, LightWave 9 offers enough new stuff that current users will definitely want to upgrade. Those looking to get into 3D should take a look as well, but should consider carefully what they hope to achieve. LightWave 9 contains some new core code to allow it to run faster than ever. Speed has always been a strength of the software, something a 3D artist can never have enough of. The material system has been overhauled and now runs on a node based system, much more modern than the old LightWave materials set up. Again, this is a feature that could have and probably should have come sooner. The new camera systems allows users to dial in any real world camera setup so that the render generated out of LightWave matches existing footage from an actual camera precisely. In addition, the camera system allows any object in LightWave to be made into a camera. This particular feature will likely prove limited beyond the strange and artsy.

Despite the hopes of many users, LightWave still comes in two parts: Modeler for creating 3D objects and Layout for lighting, animation and rendering. Surfacing objects can be accomplished in either app but details really need to be tweaked in Layout, as that’s where the renders are generated. Both apps are somewhat connected via the Hub, but this is still an ungainly way to switch between what are essentially different modes of operation. New to Layout is a small group of modeling tools, which allow artists to make model changes without switching back Modeler. This is a good first step toward integrating the two separate applications, but a far cry from the all-in-one appeal most other software offers.







Comments


I believe this article is a fair assessment of the current condition of LightWave3D version 9.0. However what the author neglects to mention or is uninformed of is the fact that LightWave3D is undergoing a complete rewrite in incrimental steps. Version 9.0 is just the first offering of the process. The author assumes that NewTek would be silly enough to attempt a full rewrite while taking their product completely off-line for that durration. SoftImage a huge vendor attempted this with XSI and it nearly broke them. NewTek is very smart not to attempt such a feat. Additionally there is no mention of XSI, The Hexigon modeler, Houdini, or several other applications that perhapps should have been mentioned in this article as long as he was bringing other software vendors in for a comparrison. Being directly related to the design of the Nodal system as well as a Maya instructor myself I feel the need to point out that the LightWave Node Editor in LightWave3D v9.0 is less like Maya's nodes than any other application. This is to say the the Node Editor in LightWave3D version 9.0 is more like any other node system except Maya; More like XSI than Maya, More like Messiah than Maya, and more like Houdini than Maya. Yet the author compares the node editor in LightWave3D to Maya. This just does not make any sense. The author seemed to have picked a few general topics up from the discussion boards in order to fuel his article. If he would have taken the oppertunity to read the statements published by NewTek or even given the application a good workout for himself I feel that the result would have been a much better piece with almost completely different points. Some better and some worse - but very different. I don't feel that the author was able to comment accuratly on either the true strengths of the application nor on it's true weaknesses. Instead what was published here was a rather bland rehash of information from several years ago and a few of the topics that have floated to the surface so to speak, at general message boards since the release of the LightWave v9.0 product. It does give me great personal satisfaction that the author seemed to have exercised the Node Editor in LightWave3D v9.0 enough to conclude that it was a very straight-forward interface and one of the better Nodal systems implimented in the CG software industry to date. I only wish the wherewithal required to asses the rest of the new LightWave3D 9.0 application were applied in the creation of this review. There were just too many missed facts accompanied by situations and conditions unknown to the author and/or unstated in the article for my taste.
James Dean (not verified) | Sat, 08/19/2006 - 00:00 | Permalink
It seems for me Fred Galpern reviews tools of LW for game and movie only. It may be arguably but LW was, is and will be best prog for static objects as architecture. Because of LW is much faster at work and has good shader. Why is it fastest? There are no scroll menus, full menu customizing and… dividing into Layout and Modeler! I have some LW-pupils who started with 3DMax. All they remember 3DMax as a kind of nightmare. “New edge selection feature” has really important. Only one example: all my friends working with 3DMax converted LW “Quantize” into Max plugin (without quantizing no accurate architecture may be created). The best improving LW I see would be the fixed column of surface names - instead of annoying scroll (Modeler)… Good simple paper clip takes only 20 seconds work for any LW professional. Speed and accuracy is my money. These features LW would not lose. Michael Ostreuss, www.in3dveritas.com
Michael Ostreuss (not verified) | Fri, 08/18/2006 - 00:00 | Permalink

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