Cool lightwave plugin/previewer !


#61

kickass mate. no probs using this previewer with fprime render?


#62

Hey Kidcodea,

Though you could, I don’t see why you would want to since Fprime renders offline and is heavily cpu bound whereas PIM renders in realtime and is very gpu dependable. Two very different ways of displaying graphics…

Cheers


#63

Are you looking for beta testers? If so I am interested.


#64

Definitely available for beta testing…

pimpreviewer

pimp - reviewer

dude, pimp my lite! (wave that is)


#65

This looks just what I’m looking for at present , is there any way of allowing a user to navigate around the LW scene?? E.g allowing the user to use maybe key board commands to navigate?
And when can I buy it! :smiley:


#66

This is truely awsome work - I can imagine a scened baked in Kray/Maxwell render/LW being displayed in realtime with keyed characters on polys - this would be awesome for arch vis.

How good is it at handling large textures - like those required for baked buildings?

Don’t waste a minute of your life until this can be released.

3DBob


#67

Enable first person mode, simple as that :slight_smile:


#68

Hello,

What resolution are we talking about ? Currently we’re using textures of up to 2048x2048 with no problem whatsoever.


#69

That sounds lovely, what about multiple UV textured objects with maps at this size.

I really like the first person mode - when can I get it!

Could you have say a person moving around an environment - click on something, say a book - and it opens revealing the image based text inside? Or a terminal that could provide live news feeds rendered from a dynamic html source.?

Oh, and how do I become a beta tester? Just because I want to help make sure this is as bug free a version 1.uhoh as possible you understand.

3DBob


#70

pim supports texture compression, so it’s really not a problem to use a lot of 2k textures … depends on the video card really … you can lightmap until you drop :slight_smile: (or until the framerate drops, whichever occurs first :slight_smile: )

Yes to all of that ! Currently it works with a dedicated system of assigning instances to so called subscenes, which can then be played and sequenced on virtual ‘tracks’. Instances or even surfaces can be assigned triggers so that clicking on them causes other subscenes to do their animation … you can control the interactivity, create complex compound animations, link sounds, define functions etc in a seperate script file that is linked to the scene. I’m currently looking into motionmixer support to facilate some of this …


#71

When I run the preview I get this horrible pink, foggy thing with a bright white thing in the middle:shrug: …doesn’t look much like the pics that you posted (see attached)

Does the first person mode need to be run within Lightwave or can it be saved off as an exe & distributed as an interactive environment, like shockwave for example? Does it support collision detection etc…how much like a game engine is it?


#72
  • Did you save the file ? Some versions of IE change the filename when you run the file from location causing all sorts of weird artifacts… .
    Maybe it’s a graphics card problem; PIM is off course still under development …

*First person works in both Lightwave Pim and the standalone viewer.

*There’s collision detection for the camera. Advanced physics are on the list of to do’s.

  • It’s not as much a game engine as it is an interactive viewer. Main goal is previewing high polygon count scenes and creating interactive (web) content but PIM has also been used for Live Vj-ing ( with support for live video feeds and hundreds of realtime, z-depth correct, post effects such as fire, glows, blurs, plasma’s, etc… )

#73

Wout, thanks your the reply, this IS what I need at present for a current project (long term in house one ).

Would this support HV created via HD Instance?

And what time scale are we looking at before release?

cheers
andy


#74

Hello,

An alpha release ( with some features still rough around the edges) should be available before the end of the month.

I’m afraid Hypervoxels are not supported yet.


#75

Wowww!!!fantastic stuff!!


#76

hmm…tried to run it on my other machine & it wouldn’t even start:sad: …will there be a public demo available?


#77

Wout,

Keep posting here as things get updated. I’m very interested in this as are others. I’ll be watching.

“Underpromise, Overdeliver”

Best for you to get it “right” in alpha, beta, than firing it out the door full of bugs.


#78

I don’t think this is your problem… but… in case: I had problems downloading it to a compressed directory… when I was trying to open the .exe it reported an error.
I downloaded again on a normal directory and it started ok!


#79

“unable to attach openGL context”

Can’t get them to run. Freezes my desktop of I push ok to that, I have to control alt delete that message.


#80

The exe crashes here. :0( That’s on all of my PC’s

Shaun.