- #LIGHTWAVE OCTANE RENDER MAC OS X#
- #LIGHTWAVE OCTANE RENDER UPDATE#
- #LIGHTWAVE OCTANE RENDER SOFTWARE#
- #LIGHTWAVE OCTANE RENDER CODE#
- #LIGHTWAVE OCTANE RENDER PC#
#LIGHTWAVE OCTANE RENDER SOFTWARE#
However, on June 23, 2011, CORE was cancelled as a standalone product and NewTek announced that the CORE advancements would become part of the ongoing LightWave platform, starting with LightWave 10 (which was originally LightWave HC, intended to be a transitional software system comprising the classical Layout and Modeler applications during the initial stages of CORE, in order to supply compatibility with the existing toolset for LightWave). It was planned to be the first LightWave product to be available on the Linux operating system.
#LIGHTWAVE OCTANE RENDER CODE#
It featured a highly customizable and modernized user interface, Python scripting integration that offered realtime code and view previews, an updated file format based on the industry standard Collada format, substantial revisions to its modeling technologies and a realtime iterative viewport renderer. On February 4, 2009, NewTek announced "LightWave CORE" its next-generation 3D application via a streamed live presentation to 3D artists around the world.
#LIGHTWAVE OCTANE RENDER UPDATE#
NewTek shipped a 64-bit version of LightWave 3D as part of the fifth free update of LightWave 3D 8, and was featured in a keynote speech by Bill Gates at WinHEC 2005. In its ninth version, the market for LightWave ranges from hobbyists to high-end deployment in video games, television and cinema. It was animated entirely in LightWave 3D 7.5 and 8.0. In 2007, the first feature film to be 3D animated entirely by one person made its debut, Flatland the Film by Ladd Ehlinger Jr. The film Jimmy Neutron: Boy Genius was made entirely in LightWave 6 and messiah:Studio. In the Finnish Star Trek parody Star Wreck: In the Pirkinning, most of the visual effects were done in LightWave by Finnish filmmaker Samuli Torssonen, who produced the VFX work for the feature film Iron Sky.
![lightwave octane render lightwave octane render](https://live.staticflickr.com/5785/30616965230_1013640693_b.jpg)
The short film 405 was produced by two artists from their homes using LightWave. The program was also utilized in the production of Titanic as well as Avatar, Sin City, and 300. LightWave was used to create special effects for the television series Babylon 5, Star Trek: Voyager, Space: Above and Beyond, seaQuest DSV, Lost, and Battlestar Galactica. Versions were soon released for the DEC Alpha, Silicon Graphics (SGI), and Macintosh platforms.
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Shortly after the release of the first PC version, NewTek discontinued the Amiga version, citing the platform's uncertain future. The last known standalone revision for the Amiga was LightWave 5.0, released in 1995.
#LIGHTWAVE OCTANE RENDER MAC OS X#
Starting with the release of version 9.3, the Mac OS X version has been updated to be a Universal Binary. LightWave 3D has been available as a standalone application since 1994, and version 9.3 runs on both Mac OS X and Windows platforms. In 1990, the Video Toaster suite was released, incorporating LightWave 3D, and running on the Commodore Amiga computer. Originally intended to be called "NewTek 3D Animation System for the Amiga", Hastings later came up with the name "LightWave 3D", inspired by two contemporary high-end 3D packages: Intelligent Light and Wavefront. NewTek planned to incorporate VideoScape and Modeler into its video editing suite, Video Toaster. In 1988, Allen Hastings created a rendering and animation program called VideoScape 3D, and his friend Stuart Ferguson created a complementary 3D modeling program called Modeler, both sold by Aegis Software. ( September 2012) ( Learn how and when to remove this template message) Unsourced material may be challenged and removed. Please help improve this section by adding citations to reliable sources. Urbach claims that the long-term goal is to allow CUDA to target Vulkan, DirectX, and OpenGL (along with Android, PS4, and WebGL 3), and that Otoy wants to be able to run CUDA applications on platforms like iOS, where Apple’s Metal is the dominant low-overhead API.This section does not cite any sources. AMD’s Boltzmann Initiative, of course, is designed solely for AMD’s own GPUs.Īs for performance, Urbach states that “It runs on the other cards at the same speed as it runs on Nvidia cards.” But again, that’s something AMD has implied about its own Boltzmann Initiative - when we asked the company how AMD GPUs compared to NV cards running CUDA, the RTG division implied that unless the CUDA code had been hand-optimized for a specific CUDA architecture, it should run as quickly on AMD hardware as on an Nvidia counterpart GPU.
![lightwave octane render lightwave octane render](https://www.liberty3d.com/wp-content/uploads/2016/06/OctaneRender_FeatureSlider.jpg)
![lightwave octane render lightwave octane render](https://i.ytimg.com/vi/1gR68ZSMQXg/maxresdefault.jpg)
It’s not clear how the two programs differ from each other, though Otoy does mention wanting to run software on a wider variety of platforms, operating systems, and technologies. Image from FXGuideĪMD’s Boltzmann Initiative would seem to provide the alternative that Urbach is referencing, and it appears to accomplish the same goal.