HOW TO IMPROVE LIGHTWAVE: Web 3d


#1

[size=1]Ok in order to clear the air, I have decided to post a series of threads
where ideas on how to improve Lightwave can be posted in an organized fashion.
The idea is to provide an one stop place where developers (from Newtek, or independent)can come in and get ideas.

This thread along with its sister threads:

HOW TO IMPROVE LIGHTWAVE: Character Animation
HOW TO IMPROVE LIGHTWAVE: Dynamics
HOW TO IMPROVE LIGHTWAVE: Effects
HOW TO IMPROVE LIGHTWAVE: Layout
HOW TO IMPROVE LIGHTWAVE: Modeling
HOW TO IMPROVE LIGHTWAVE: Rendering
HOW TO IMPROVE LIGHTWAVE: SDK and plug-in development
HOW TO IMPROVE LIGHTWAVE: Interoperability with other apps
HOW TO IMPROVE LIGHTWAVE: Workflow
HOW TO IMPROVE LIGHTWAVE: Expressions

[/size]…will be used to provide input on ho to move Lightwave back into the forefront of CG graphics.

But in order to keep things positive (glass half full), and make it something
worth while, there are some rules for this thread:

1) STAY ON TOPIC:
Please dont provide rants, just provide your ideas.
2) NO BASHING:
No bashing Lightwave or any other app. I mean it.
3) LINKS:
If new research is pointed out, please provide links to it.
4) PROVIDE EXAMPLES:
Show us real life examples on how your idea would help you.
5) WORKFLOW
Please along with your comment, provide suggestions of how to
implement the concept or idea on the workflow. Workflow is one of the
things that make Lightwave what it is.
6) KEEP IT POSITIVE
The can do attitude is what made this community once great, cynicism is
killing it. Someone once told me “Optimism is an act of defiance”.

Thanks,
-Roberto
PS Ill post the other threads later today.


#2

Oh oh oh, pick me, pick me, I know, I know :bounce:

Here is a few thoughts for ShockWave3D specific issues …

For NewTek to do:

  • 1:100 scale difference - “bug”
    (1 meter in LW should be 1 unit in SW, atleast a toggle feature on export)
  • Transformation scale issues - bug
    (Already fixed in 8.2?)
  • Texture renderMode - new feature
    (If texture is 24bit set it to 24bit in the W3D file, same with 32bit)
  • Creation of multilayerd shaders - new feature
    (Then there would be no need to script the shader inside Director)
  • Y - Z axis toggle - new feature
    (Some times premade scripts are made for 3DS exports, where Z axis is up)
  • Set model as 2 sided - new feature
    (SW3D supports 2 sided models, and should be togglable on export)
  • Smoothing groups - new feature
    (Very useful for defining edges in lowpoly models, and supported by SW3D)
  • W3D/Realtime Shader view
    (Change a viewport into realtime SW3D view with shaders++)
  • Improved light baking
    (Create lightmaps for use in SW3D and other realtime situations)

For Macromedia to do:

  • Overall speedup of engine
    (One disadvantage with SW3D is its speed compared to other engines)
  • Additive glow effects
    (This is supported in DirectX 7 but not in SW3D also using DX7)
  • Z-sorting on a pr polygon level on specific models - by code
    (To enable correct sorting of models with transparent textures)
  • Specify what UV-map to use for texture channel
    (Not only 1 UV pr polygon, and lightmapping would be much easier)
  • Better handling of bones
    (Better bones with with proper weightmap falloff and deformation)
    DX9/OGL Shaders, requires rather new hardware:
  • Per-pixel lighting, bump and specular mapping++

Cross application realtime physics engines to supplement the ones found in
LightWave and ShockWave(Havok) from before:
http://www.tokamakphysics.com/
http://www.newtondynamics.com/
http://www.ode.org/
Set up physics inside LW, see them work in SW3D…


#3

Interestingly enough, a Shockwave game called Redline Rumble II Detonator won a Golden Polygon award this year. It was completely made in LightWave, of course.

http://www.goldenpolygon.org/prizes-2004.htm

B


#4

:buttrock:

Soon everyone will be making those games, using LW and SW :bounce:


#5

The game’s author Richard Smith has four of the five most popular action games on the Shockwave website, all done with the help of LightWave…

B


#6

Here is his personal website:

www.sticky3d.com


#7

Well, one thing I was thinking re: Web 3D was to write an X3D import/export tool (it could be done fairly easily in LScript) - Its the next ‘generation’ up from VRML (basically an XML based concept). Unless someone is already writing one for LW?

All you need to know can be found online at http://www.web3d.org/x3d/overview.html

It could also be part of the ‘Interoperability with other apps’ improvement as well.

Just a thought…

Kev


#8

In the future, both Flash and ShockWave will most likely be replaced by SVG and X3D, but at the moment I find them both very tedious and complex to do any sort of interactive media, so a proper export/import tool for LW as well as some really good open source plugins for X3D would be very velcome! Perhaps a project for the Mozilla foundation?


#9

I was wondering does lightwave have a vector render option like maya for the web .swf export. I know the technology behind Maya’s vector render is developed by ERain.com and is part of Maya. But it appears that the version for LW is 300 dollars and I really only wanted to use it on one personal projects and hate to spend 300 dollars is there is something cheaper or free or already incorporated in LW that I missed.
Perhaps this is going to turn into a LW feature request (Vector Renderer Please.) http://www.cgtalk.com/newreply.php?do=newreply&noquote=1&p=1830468#Hint hint

Thanks
Greg


#10

Greg,

LightWave does not have a vector renderer built in. I agree with you, though, that some sort of basic vector rendering would be useful for not just web use, but also technical illustrations. Sometimes it’s easier and faster to layout objects of an illustration in 3d, then color over top of them. If LW rendered out to vectors, shading over top of them in an Illustrator or Corel application would be a snap.


#11

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#12

Reopened the thread.

-R


#13

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.