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So, I made this.

Hi everyone! Nope, not dead yet! But as far as I'm concerned, LightWave is.

After six months of battle, tonight I finally came to the frustrating conclusion that LightWave 2019 is irretrievably broken and that Vizrt-NewTek is never going to invest the resources necessary to bring the old girl up to par. The new volumetrics system in LW 2019 has been giving me fits for weeks now--this is one of the reasons I disappeared from view just before Christmas. LightWave's OpenVDB support is aggravating and tetchy. The VDB and volumetrics pipelines into OctaneRender are poorly-documented and fraught with issues (but to be fair I also lay some of the blame at OTOY's feet for being unforgivably far behind on documentation; the Octane online docs are now three full versions out of date). The coup de grâce came tonight when--to work around NewTek's software deficits--I downloaded a recommended plugin to fix a problem I was having with visualizing dust clouds. The damn thing not only crashed Layout and corrupted my scene file, it looks like it's managed to hose the entire LightWave installation. ARGGGHHH.

This would all be bad enough, but I'm now looking around and realizing I'm one of a rapidly-shrinking handful of boomers left who's still tethered to this dinosaur. Modeler/Layout hasn't changed its destructive modeling paradigm or its antiquated schizoid user interface since I hopped on board in 2002 (that's right--my LightWave license is now old enough to vote, even though the software it's linked to is hopelessly antiquated). And that ancient UI, more than anything else, seems to be what's driven everyone else away. You just don't find the vast volume of third-party support and tutorials for LightWave that you do for its commercial competitors and Blender. Not only does this make it super-hard to learn and advance skills, it also all but assures that venturing into intermediate and advanced features is going to be fraught with difficulty (if it's not outright impossible). The writing's on the wall: everyone else is abandoning ship, and I'm finding it difficult to envision the future of LightWave as a going concern.

So that's it; I'm done. The Enterprise and Constellation will be the last big models that I create in LightWave. I have a perpetual license so I'll keep the software handy for rendering out the main ships (they're finished, so I might as well keep 'em). But everything else? The planet killer, the shuttlecraft, the destroyed planets, and everything beyond this project? Blender.
 
I know how you feel: I've just got my PC back from a big hardware failure (two months without a PC :wah:), and getting all the software back onto it is proving highly troublesome indeed. I've learned a bit of Blender and like it, but I've been using 3DS Max for years and it is hard to change - even though my hobby projects are probably better off in Blender. I'm sure you'll do great in Blender though: It does things a little unusually compared to other 3d apps but it is powerful and has a lot of features.
 
Here's one of the last images I'll complete entirely in LightWave+Octane.

prequel_01_202001230001_zone.png

In this image, you can think of the Constellation as the USS LightWave, and that ominous-looking ball of superheated gas in her flight path is NewTek's doomed fate in the digital content creation market.

So long, LightWave. It's been aggravating.
 
Hi everyone! Nope, not dead yet! But as far as I'm concerned, LightWave is.

I see where you're coming from on that. The smaller userbase combined with the radical redesigns really have made LW feel like a bit of a chore compared to where it used to be, plus some occasional bugginess (there's this weird one with text fields that's been hanging around, and these damn fireflies...). On the other hand, nothing else has worked as intuitively for me when I've tried it, and I'm still at the point where fixing up what I do in Lightwave is easier than starting over in something that, theoretically, might work better. It doesn't help that so much instructional content is video these days, when I strongly prefer written information.

Plus, if I could ride out having a Mac in the '90s, I can ride out using Lightwave now.
 
I've been experimenting with blowing sh!t up. :evil: First, the phasers. Later, the a'splosions that they cause.

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constellation_wip_202003010341_001.jpg

My interpretation of the Constellation sites four phaser banks on her lower saucer: two forward banks, and two side banks covering port and starboard. Here you see the forward starboard and port banks simultaneously firing. (For the full 4K version of this image, click here)

constellation_wip_202003010341_002.jpg

The Starship Constellation fires her forward phaser banks at an unseen enemy. (For the full 4K version of this image, click here)

constellation_wip_202003010341_003.jpg

In this image you can see the phaser bolts frozen in flight as they lance out from the Constellation. (For the full 4K version of this image, click here)

constellation_wip_202003010341_004.jpg

You definitely don’t want to find yourself on the business end of these bad boys. (For the full 4K version of this image, click here)

Since I use OctaneRender, I had to come up with a technique for animating phasers that didn't use LightWave's volumetric system, which doesn't work in Octane (OR requires physical polygons in order to render something). I also wanted to avoid messing with LightWave's craptastic OpenVDB pipeline to OctaneRender (which even when it works is slow AF). After some tinkering, I settled on a technique that uses morphing cylinders for the phaser bolts. This lets me easily aim the phasers and morph them to make them appear to lance out and follow a target while they're firing (you can see this in the fourth test in the linked video). The polygonal phasers render in mere seconds, so I'd say the experiment was a success. If you're curious about the details just follow the link below to my blog where there's a more detailed 'splanation.

Now onto TurbulenceFD and Voronoi shattering! :devil:
 
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Literally hot! I love the cool-down afterglow. Little details like that are never included in production footage, even when they have lots of $$$ and time to get things done, that could very effectively improve the overall experience. Well done!
 
That first angle was a blast from the past. Let me see if I still have it...

Yes! No credit, so I'm not sure if it's yours or if someone else made it, but I have an animation from someone on this very board using more-or-less that shot construction for a test of the TOS Enterprise firing phasers, from back in summer of 2002.
 
Could be mine if it was circa 2008-09; I did a similar sequence back then with my old E and Doomsday machine models (this test video actually recycles the soundtrack). But not 2002...
 
I love the flickering of the Phasers. Makes me think there is something going on...makes it more exciting.
Are you referring to the flickering of the emitters on the second and third passes of the Constellation? I decided those were a little too flickery, which is why the first and last passes (which were actually composed and rendered third and fourth) have the steadier emitters that "warm up" and "cool off" after firing. (The flickery effect was a nice accidental discovery though; when I savage the Constellation with an antiproton beam later this month, the flickery look can be reused for melting/burning structural beams and such.)
 
Could be mine if it was circa 2008-09; I did a similar sequence back then with my old E and Doomsday machine models (this test video actually recycles the soundtrack). But not 2002...
I recognized it instantly as it was the inspiration for my worst faux pas on these boards, yet. I actually cringed with embarrassment the first pass through ...

... but then went on to watch it six more times. This had so much exciting energy! Don't poke a Connie with a stick, and don't ever, ever make one mad!
 
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