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NewTek LightWave 3D 2020.0.2 for mac 含补丁

  • 软件大小:未知
  • 更新日期:2020-07-17
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NewTek LightWave 3D 2020.0.2 for mac  含补丁
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 NewTekLightWave3D 2020 mac破解版是苹果系统上的绘画工具,使用NewTekLightWave3D,可以帮助您成为3D艺术家和动画师。NewTekLightWave3D功能强大,简单易用,并且已成为市场上领先的3D系统之一,用于制作精美的照片真实渲染以及令人难以置信的动漫。这个完整的开箱即用的3D动画解决方案现在通过与虚幻引擎的桥梁提供实时协作3D交互。闪电小编这里带来的是 NewTekLightWave3D 2019 mac最新安装包,另外带来的补丁,喜欢的就来下载吧!

LightWave 20120新功能:

1、实时协作LightWave到虚幻引擎
LightWave3D进入实时时代,与虚幻引擎和LightWave3D之间的工作流程链接进行交换,重点关注LightWave迭代地驱动虚幻变化。多个LightWave席位可以同时连接到同一个虚幻编辑器,以实现艺术家之间的实时协作。该桥使用NewTek经过验证的NDI网络发现机制,可轻松实现自动配置,并可限制在Unreal中单个项目使用,或作为一般插件安装,用于所有虚幻项目。

2、FBX和New Interchange Bridge 
通过新的Interchange Bridge在全新的水平上使用行业标准FBX数据。
以交互方式选择要导入/导出的内容以及方式。
从Layout和Modeler添加到现有的FBX文件。
从许多FBX文件构建LightWave3D资产。
通过工作区轻松重新访问FBX文件。

3、着色模型自定义工具
LightWave3D2011可以将材料分开并根据您的喜好进行构建。可以访问菲涅耳功能,材料组件和材料集成商。材料工具组已更新为新节点以支持此功能。

4、OpenVDB内容创建
LightWave3D2018引入了导入和渲染OpenVDB雾量的功能。LightWave3D2011的新功能是一组允许OpenVDB内容创建的节点工具。您现在可以从网格,粒子甚至形状原始距离估计器创建OpenVDB网格。该工具包允许实时构造实体几何(CSG)操作,网格过滤包括水平集跟踪,平滑,扩张和侵蚀。包括解算器,允许流体模拟和烟雾和火焰效果。

5、Metamorphic 
Metamorphic是LightWave3D2011的多用途可动画网格雕刻和顶点地图操作插件,可在Layout中使用,并充分利用修改器堆栈的新功能。
自由形式动画雕刻
内置撤消/重做系统
使用所有可用CPU核心的全多线程雕刻
笔刷大小,强度和硬度的笔压支持(仅限Windows)
节点笔刷纹理支持
三种动画模式
雕刻动画关键帧的非线性插值
支持将雕刻动画关键帧转换为Endomorphs 
预测修正变形雕刻在内置驱动程序/驱动控制器的变形器之后有效
全动态模糊支持

6、显示缩放
支持用于扩展HiDPI和大屏幕显示的许多UI元素
用于多显示器设置的独立缩放选项

7、针对游戏开发改进的骨骼系统
新的骨骼类型选项,有限骨骼,允许动画师在布局上设置影响给定点的骨骼数量的限制,以匹配目标游戏引擎中的限制,并实现实时优化更接近匹配性能游戏引擎期望从钻机。

8、边缘着色器
节点用于在渲染时模拟斜面或圆角边缘的节点,以在不增加几何体的情况下提供更逼真的结果。
和更多... 

关于破解

###############################
#        QUICKSTART           #
###############################
 
 
HOW TO REFERENCE THIS CONTENT DIRECTORY IN LAYOUT
 
1) Launch LightWave Layout.
2) Type "o" to open the Preferences panel.
3) Click on the Preferences->Paths tab.
4) Click on the Content Directory button and choose the location of the content folder (ex: "LightWave_Content")
 
When you go to load a scene, Layout will automatically look in the "Scenes" folder of the content directory.
 
HOW TO REFERENCE THIS CONTENT DIRECTORY IN MODELER
 
1) Launch LightWave Modeler.
2) Type "o" to open the General Options panel.
3) Click on the Content Directory button under the General tab.
4) Choose the location of the content folder (ex: "LightWave_Content").
 
When you go to load an object, Modeler will automatically look in the "Objects" folder of the content directory.
 
 
THE QUICKEST WAY TO CREATE A NEW CONTENT DIRECTORY
 
1) Launch LightWave Layout.
2) Type "o" to open the Preferences panel.
3) Click on the Preferences->Paths tab.
4) Click on the Content Directory button and choose an empty folder as a content directory.
5) Click "Create Directories" to generate properly-named folders within this content folder.
 
 
###############################
#      FURTHER READING        #
###############################
 
HOW CONTENT DIRECTORIES WORK
 
The first step of starting any project should be to set the content directory for both Modeler and in Layout. By default, Modeler and Layout will try to load/save the appropriate files to each subdirectory of the set content directory. For example, Layout will look first in the Scenes directory when loading a scene, the Objects directory when loading objects, and the Images directory when loading images.
 
Unless it causes a problem, all assets (scenes, objects, images) should then be stored within the appropriate folders of that content directory.
 
 
HOW LIGHTWAVE SCENE FILES WORK
 
LightWave scene files are ASCII text files with the extension, "*.lws." An LWS file contains camera, lighting, rendering, keyframe, displacement, and plugin data. LightWave scene files can also reference binary files elsewhere on disk. If you use a text editor to view the LWS files contained under the "Scenes" directory, you will see that most of these LightWave scene files reference binary assets from disk.
 
Here are some examples of binary files that LightWave scene files can reference from disk:
 
- LightWave object files (*.lwo)
- image file references (ex: *.tga, *.png, *.tif, *.jpg)
- geometry cache file references (*.mdd, *.xml, *.abc)
- radiosity cache files (*.cache)
- temporary Bullet cache files (*.dynacache)
- ParticleFX cache files (*.pfx)
- HardFX cache files (*.bdd)
- (if using RealFlow) RealFlow *.bin files and *.sd files
- (if using TurbulenceFD) TurbulenceFD *.bcf
 
Referenced data can be reused across multiple LWS files. For example, an airplane model might be stored in a single LWO file. This LWO file can be used for several LWS files. Because the LWS files themselves are tiny text files, and because the LWO data can be reused over and over again, a LightWave project can make efficient use of hard drive space.
 
Changing a referenced file will also affect all LWS files that reference that specific file. This can be helpful during projects where modeling and animation may happen at the same time. If an artist updates the airplane model and saves over the original file, all scenes that reference that airplane model will display the updated airplane geometry and surfacing data when reloaded.
 
 
HOW LIGHTWAVE OBJECT FILES WORK
 
LightWave object files (*.lwo) are binary IFF files. In addition to mesh data, LightWave object files store their own surfacing data. Surfacing is not a property of the LWS file. Surfacing is a property of the LWO file. If you do not save the object after adjusting its surfacing in the Surface Editor, you will lose your surfacing adjustments.
 
LightWave object files can also store references to images.
 
 
RELATIVE PATHS VS ABSOLUTE PATHS
 
Ideally, the paths stored in an LWS or LWO file will be relative paths instead of absolute paths. If the assets are stored within the content directory used by Layout or Modeler, relative paths will be used. If assets are stored outside of the content directory, an absolute path will be used to reference the asset.
 
If all paths in an LWS or LWO file are relative paths, the user can move the content directory anywhere. The LWS and LWO files will still load correctly as long as the content directory for Modeler and Layout are updated to point to the new location of the content directory. Storing everything under one content directory makes projects easy to share, port and archive.
 

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