View Full Version : infiniMap Pro V1.0 released...

12 December 2005, 08:08 PM
infiniMap Pro ( 1.0 is finally shipping.

infiniMap Pro 1.0 is a LightWave 3D plugin that allows the user to render virtually unlimited size textures using a familiar interface.

Key features of infiniMap Pro are:

Supports JPEG 2000 and ECW image formats
Full compatibility to LightWave 3Ds surfacing, allowing for an easy replacement of native image texture layers with infiniMap Pro texture layers.
Works both as a shader and as a procedural texture
A user interface that remains as close as possible to the native image texturing interface provided by LightWave 3D, resulting in a minimal learning curve.
Multi-threading support.
Low memory footprint.
Shared image caches: Multiple instances of the same image use a shared cache, reducing the amount of memory required during rendering for scenes that re-use identical images (or single channels thereof).
FPrime support via the procedural texture.
Included tools such as an automatic openGL preview layer generation tool and an image browser.
ScreamerNet support including free network render nodes.
Unlicensed plugins can still be used to load, render and save infiniMap enabled scenes, thus no need to purchase a license for every copy of LightWave 3D in your facility.
Free point upgrades, free support...
Did we mention support for FPrime? ;)
As a gift back to the community we decided to unlock some features permanently in the unregistered version, so you can use the shader for planar mapping for free.

infiniMap Pro is available now at ( for LightWave 7.5 - 8.5, 32bit/Windows.

We would like to thank our beta testers for their time and support. Special kudos go to Matt Gorner for the logo design.


TrueArt Support
12 December 2005, 03:38 AM
Does infiniMap support any projection mapping? UV mapping?

12 December 2005, 10:35 AM
Does infiniMap support any projection mapping? UV mapping?
Yes... well *cringe* almost.
The shader component supports any projection mapping supported by LightWave. Unfortunately, the procedural component has no way to access UV maps, so it doesn't support UV mapping.

We're also planning support for nodal shading once LW 9.0 is out and we get the SDK, as well as some 'special' projections types.

These will be available as free point upgrades of course.


12 December 2005, 11:34 PM
Hum, look like it fall just right to fit some big LW limitation!

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12 December 2005, 11:34 PM
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