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三维动画制作软件(NewTek LightWave 3D )v11.02 build.2260 x86|x64[压缩包]

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发表于 2021-8-16 23:19:52 | 显示全部楼层 |阅读模式

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资源信息:



中文名


: 三维动画制作软件


英文名


: NewTek LightWave 3D


资源格式


: 压缩包


版本


: v11.02 build.2260 x86|x64


发行时间


: 2012年


制作发行


: NewTek, Inc.


地区


: 美国


语言


: 英文


概述


:



美国NewTek公司开发的LightWave 3D是一款高性价比的三维动画制作软件,它的功能非常强大,是业界为数不多的几款重量级三维动画软件之一。LightWave 3D从有趣的AMIGA开始,发展到今天已经成为一款功能非常强大的三维动画软件,支持WINDOWS,MAC OS 32位,64位。被广泛应用在电影、电视、游戏、网页、广告、印刷、动画等各领域。它的操作简便,易学易用,在生物建模和角色动画方面功能异常强大;基于光线跟踪、光能传递等技术的渲染模块,令它的渲染品质几尽完美。它以其优异性能倍受影视特效制作公司和游戏开发商的青睐。当年火爆一时的好莱坞大片《TITANIC》中细致逼真的船体模型、《RED PLANET》中的电影特效以及《恐龙危机2》、《生化危机-代号维洛尼卡》等许多经典游戏均由LightWave 3D开发制作完成。 渲染方法 I、Arnie关于HDR曝光又更多的注释:“HDR曝光滤镜可以选择如何更好 地使用有限的输出动态范围(常规是2551)来最佳地显示HDR信息。例如灰阶调整,这个处理能够使阴影部的细节显现出来。HDR曝光根据黑点从新缩放了图像的色彩,这个黑点在输出图像中代表黑色。这个可以被表示为普通24Bits图像的一个百分比。缺省值,1.0,通常在24位图像中就代表255。提高白点将使细节从最亮的区域中显示出来但是会使图像变得暗一些,降低黑点则在暗部中使用了更多的色彩。”你可以经常通过灰阶的调整来得到这类的细节,而不损失你的黑白极限幅度。   HDR曝光提供了和图像处理软件中类似的一些选项。这些选项允许手动和自动地设置图像的白点和黑点。这一功能可以把一张渲染图像和HDR图像的色域设置得符合24-Bit的色彩空间。对于这一处理功能的最简单的应用就是调整黑点来补偿过多的环境光(反光)的使用,或者调整白点把曝光过度的区域中的细节显示出来。在一个更加极端的例子中,这个功能可以被用来处理一些过于不受控制的HDR图像,例如,一些图像只在有窗和光源的区域显示信息,而完全隐藏了暗部的细节和数据。 多次散射   LIGHTWAVE7.5带来了许多新的特性,其中之一就是对弹射次数的控制。这个扩展的LIGHTWAVE光能传递属性很强大,但是使用它是有代价的。多次的弹射当然会带来比单次弹射多的多的渲染时间。推荐你在尝试这个功能时注意一下,并且最好有强力的计算机。由于考虑到渲染的时间,这显然时一个很好的使用表面BAKING的案例! 头像模型    头像模型多次弹射明确的用处之一就是照明类似长的大厅之类的环境。如果你尝试用一次弹射来照明从头到尾的大厅的话,多次弹射能够很好地传递这些光超越它原来的影响范围。另一个常用的地方是在室内环境下获得更多的真实感。使用单次弹射往往产生有点脏的阴影,而这些地方原本应该被许多细微的真实光线所照明的。下面的图片显示了光的影响,开始只用一个点光源,逐渐提高到4次的弹射。 环境反射光   这是直接来自于ArnieCachelin的原话:“当光能传递被打开,环境光的值将只被加到非直射的表面散射光上,而不是直射灯光。这意味着环境光的提高效果就像是散射光弹射的增加。这个不太被人知道的技巧提供了可以被调整的细微效果的光,从而大大节省由于外加的RAY-TRACE运算而需要的时间。和你所熟悉的LW照片真实的渲染方法相反,在光能传递渲染中环境光的设置不能忽视。一般情况下,环境光的级别需要从两次或更高的不同角度的弹射来考虑。如果场景中有较亮的光源的话,这些弹射将趋向产生更多影响。或者有较高发光性的对象和HDR图像的亮点时也会提高环境光的值而加强渲染的精确性。它还有助于去除由于取样不够而产生的噪声杂色点,并且照亮场景中那些没有被充分取样的角落。这个方法比一味提高BOUNCE次数要好,因为每一次弹射都将使光线的方向的变化减少,而且强度也降低,还更加容易超出取样范围。将所有的弹射控制在统一的级别里有助于表现各种特征,并且避免额外的取样需要。” 需要提出的是加上环境光值会使光能传递场景变得更亮,为了补偿这个效果,你可以通过后期处理来实现,设置一个较高的黑点,或者用灰阶的调整。另外,还需要注意的是你不需要传统渲染中所需要的那么多光。LIGHTWAVE的线性灰阶的特性使得你的图像看上去比经过后期调整后的要暗一些。 光能传递渲染 总述   光能传递是计算光从一个物体的表面弹射到另一个的处理过程,当然还有从环境弹射到环境中物体的情况。它是一个随机的运算,使用大量的取样数据参与计算,当然也就比一般的基于对象的光运算要来得慢。这个运算的复杂程度已经被简化到一个控制的参数,它们决定了取样数,光能传递的影响程度和其他一些方面的设置。 BackdropOnly BackdropOnly模式的光能传递类似使用一个“易用型”SHADER,就像gMil或LIGHTWAVE5.6的渲染器一样。角落,隐蔽处以及其他不能被光达到的地方按照光所能够触及它的程度来渲染,得到的结果比较自然,但是这个模式并不是真正从环境和光的弹射来取得数据的。BackdropOnly模式在做表面BAKING的时候非常有用,这样能够提高渲染的真实性、添加噪声、预计算全局光照,以及渲染独立于环境及其他对象的物品。许多室外的情况都可以使用这种没有一次光的弹射的模式来渲染。 MonteCarlo   这个模式适用几乎所有的全局光照情况。当你希望用真实的弹射光来渲染场景时使用这个是最好的--比如带有少数光源的室内场景,这是你可以用物体的反射光和色彩来照亮整个场景。 Interpolated   一般情况下,这种模式允许更多的光线“差异”(就是两条相邻的光线所能够容忍互相的强度差异)。这种模式允许你进行更多的质量调整来控制你的渲染时间。它使用一种更加明显的随机计算,以至于动画中的每一帧可能有视觉上的差异(这就是为什么前面推荐MonteCarlo模)。当然在不同的情况下这些设置还是可以被很好地调整,并且可以在使用真实弹射的前提下得到比MonteCarlo更加短的渲染时间,这和BackdropOnly模式不一样。 gMil   尽管不是光能传递,gMil作为另外的全局光照选项依然应该被注意。gMil是一个基于SHADER的产生全局光照效果的第三方解决方案。它是一个“密闭式”SHADER,意思是它搜索可以触及光线的几何体的计算方法。它的结果类似BackdropOnly模式,但是带有关于哪些地方将被赋予光照效果的细节控制。由于它是一个SHADER,它可以被加到每一个表面上,当你不需要整个场景都有全局光照的话这将节省渲染时间。















This new Modeler tool was designed specifically to compliment Bullet dynamics in LightWave Layout. It allows the artist to pre-fracture objects ready for destruction. There are a number of different methods and associated settings to fine tune the look of the pieces as they are broken up. You also have the ability to create an Endomorph of the resulting fracture, which means you can animate the explosion, with or without using dynamics. Weight maps can also be applied to the source object to control the density of where the fracturing takes place, making Fracture a flexible tool for creating breaking objects in LightWave. Bullet Dynamics Bullet is a fast, production proven, open source physics engine that is used in many high profile, effects-driven films and real-time game engines. Bullet features 3D rigid body dynamics originally created by Erwin Coumans. LightWave 11 features the Bullet dynamics engine directly in Layout so that it can be used with the new Fracture tool in Modeler to create compelling physics-based animation. Things like collapsing buildings, explosions, and even natural placement of items in a random pattern, would otherwise be difficult to do by hand. Virtual Studio Tools The Virtual Studio Tools first made an appearance in LightWave 10, as a way of using third party controllers to animate items in your scene. LightWave 11 continues to expand on this concept by allowing more controller types, such as the affordable Playstation® Move. These third party controllers use the new SDK available for the Virtual Studio Tools, which now allows developers to hook into the system directly. Using the new Control Booth and Device Managers in VST, users can now manage every aspect of how their controllers are configured, and how they are used within LightWave. Essentially, anything that can be animated in LightWave can be controlled, using any device. It is also now possible to modify how the data input is manipulated as it is captured into LightWave, using the Node Editor. This allows for complex logic to affect the input. Once a virtual performance is captured, the data can be edited in the Graph Editor, letting you hand edit any live-captured performances. Virtual Studio Tools in LightWave 11 is a significant evolution of this technology, and with the new SDK, third party developers can extend and enhance it even further. Interchange Tools GoZ™ GoZ™ is an interchange technology from Pixologic®, that allows applications to send model and texture data to and from ZBrush™ for sculpting detail on a base mesh. It has proved incredibly popular among many 3D artists. Now, LightWave 11 brings that technology to you. The GoZ implementation in LightWave Layout and Modeler is robust and fully featured. It allows you to exchange model data, along with all the associated texture maps. The Modeler implementation even lets you use ZBrush for sculpting Endomorphs for things like facial morphs. GoZ now allows LightWave to be even more integrated within studio pipelines, making it a great addition to the LightWave 11 toolset. Render Buffer Enhancements Saving and viewing the various buffers produced by the render engine to make up an image, is now more powerful and much easier in LightWave 11. The new Compositing Buffer Export panel now makes it possible to select which objects are to be included with the buffers you specify, and easier to select which buffers are to be exposed for saving or viewing. This makes rendering out for compositing much more streamlined, as it combines and extends the functionality of two different panels you had to visit in previous versions of LightWave. It also allows saving of presets for the commonly used buffers to aid in setting up for output, something that was not possible before. Python Scripting Python is an industry standard programming language prevalent in most CG pipelines. The inclusion of Python in LightWave 11 allows even further integration of LightWave into studio pipelines, as those familiar with Python can quickly begin writing tools for LightWave. FiberFX Enhancements FiberFX now has a new volume rendering mode. "Stroke" is the original shading method for volumetric rendering. When set to "Solid," the user can apply shading and material like any normal surface. This lets you create very complex looking fibers, easily, and perform parametric cylinder rendering of the fibers. FiberFX volumetric rendering has also been enhanced with smooth line rendering to match the pixel filter look, as well as render buffer support for all fiber types. New optimizations that make the building and relaxed distribution of fibers multi-threaded, give you faster render times and interactivity when working with fiber setup and styling. Additionally, the FiberFX instance accelerator demonstrates benchmarked rendering improvements of 2x for complex situations. FiberFX has also benefited from the new instancing system in LightWave 11. Volume mode now uses the new built-in instancing system. The old FiberFX Instancing Tab is no longer needed and has been removed. FiberFX has also been given enhanced nodal support in the following areas: Instance Info node now works to change color on FiberFX instances in Solid volume type Added support for nodal color input to the stroke or ribbon type of volume rendering Add nodal color UV texture mapping support for volume stroke rendering, including smoothing Add nodal color UV texture mapping support for rasterized fibers, including smoothing Add alpha input into FiberFX node editor Add alpha mapping support for texture mapping 代码 Ü Ü² Ü ß±ß ÜÛÛÝ ß±ß ÞÛÛ Ü² ÜÜÜÛÛÛÛ²ßßßßÜÜÜÜÜÜ ÛÛÝ ÛÛÝ ÜÛÛÛ²ßß ßßßÜÜÜÜ ÞÛÛ ÞÛÛ Ü ßÛÛ ßßÛÛÝßÜÜÜÛÛÛÛÛÛÜÜ ÜÜܲÛÜÜÜÜ ßÜ ÜÜÜܲÛÛ ÞÛÛ Üß ÛÛ² ßÛÛÜ ÜÜÜÜÜ ÜÛß ÞÛÛÝ þÛÛÝ ÞÛÛÝ ÞÛÛÝ ÜÛÛß ÛÛÛ ²Û² ÛÛÛ² ²ÛÛ Ü Ü ÛÛ² ÜÛÛß ²Û² ÜÜÛÛß ²ÛÛÝ ÞÛÛ² ÞÛÛÝ ß±ß ß±ß ÞÛÛÝܲÛÛß ÞÛÛÝ ÛÛÛ ÛÛ² ÛÛÛ ÛÛÛ ßÛÛÛÜ ßÛÜ ÜÛ²ß ßÛÛÜÜßÞÛÛÝ ÞÛÛ ÞÛÛÝ ßÛÛÛÜ ßßßßß ß²ß ÛÛ² ÛÛÛ ß²ÛÛÜ ÞÛÛÝ ÞÛÛÝ ßßÛÛÜÜÜ ÜÜÜÜÜß ß²ß ²ßß Ü²Ü ßßßÛÛÜÜÜÜÜÜÜÜÜÜÛßßß Ü²Ü ß Reverse Engineering Digital Team ß Û Û ²°Û ²°Û Ü ÜÜÜþÛ²±°ßþÜÜÜ ÜÜÜþÛ²±°ßþÜÜÜ Ü ß²ß ßÛÛ²±° Üß PROUDLY ßÛÛ²±° Üß ß²ß ÛÜ ÞÛÛ²±° ÞÝ PRESENT ÞÛÛ²±° ÞÝ ÜÛ Û²ÞÛßßÜÜÜ Û²ßß ßßܲ Û Û²ßß ßßܲ ÜÜÜßßÛÝ²Û Û²Þ ßßß²Ü ²ß Ü²Ü ß² ²°Û ²ß Ü²Ü ß² ܲßßß Ý²Û Û²Þ ²ÛÜÜÜÜ ß ÜÜÜþÛ²±°ßþÜÜÜ ß ÜÜÜÜÛ² Ý²Û Û²Þ ßßßßß²ÛÜ Ü ßÛÛ²±° Üß Ü ÜÜÛÛßßßßß Ý²Û Û²Þ Ü ß²ß ÞÛÛ²±° ÞÝ ß²ß Ü Ý²Û Û²Þ ß²ß Û²ßß ßßܲ ß²ß Ý²Û Û²Þ ²ß ß² Ý²Û Û²Þ Ý²Û Û²Þ NewTek (c) LightWave 3D v11.02 build.2260 Ý²Û Û²Þ Ý²Û Û²Þ Ý²Û Û²Þ DATE......: 28/07/2012 Ý²Û Û²Þ SUPPLIER..: RED TEAM Ý²Û Û²Þ CRACKER...: RED TEAM Ý²Û Û²Þ PACKER....: RED TEAM Ý²Û Û²Þ TYPE......: Crack Ý²Û Û²Þ PROTECTION: Other Ý²Û Û²Þ SIZE......: 62x.5.00MB Ý²Û Û²Þ URL.......: http://www.newtek.com/ Ý²Û Û²Þ Ý²Û Û²Þ ÜßßÜ Üßß Û Üßß ÜßßÜ Üßß Üßß ÜßßÜ ÜßßÛ ÛßßÜ Üßß Üßß Ý²Û Û²Þ Û Üß Üß Û Üß Û ÜÛ ßßÜ Üß Ü Û Û Û Û Üß ßßÜ Ý²Û Û²Þ Û Û ßÜÜß ßÜÜß ßÜÜß Û Û ßÜÜß ßÜÜ Û Û ÛÜÜß Û ßÜÜß ßÜÜß Ý²Û Û²Þ Ý²Û Û²ÞÛßßÜÜÜ Û ÜÜÜßßÛÝ²Û Û²Þ ßßß²Ü ²°Û ܲßßß Ý²Û Û²Þ ²ÛÜÜÜÜ ÜÜÜþÛ²±°ßþÜÜÜ ÜÜÜÜÛ² Ý²Û Û²Þ ßßßßß²ÛÜ Ü²Ü ßÛÛ²±° Üß Ü²Ü ÜÜÛÛßßßßß Ý²Û Û²Þ Ü ß ÞÛÛ²±° ÞÝ ß Ü Ý²Û Û²Þ ß²ß Û²ßß ßßܲ ß²ß Ý²Û Û²Þ ²ß ß² Ý²Û Û²Þ Ý²Û Û²Þ Today, 3D is everywhere. It’s in all the obvious Ý²Û Û²Þ places—explosions, sci-fi media, illustrations, and Ý²Û Û²Þ design. Then there’s what you don’t see. The film shot Ý²Û Û²Þ in Toronto that looks like New York. The ad with a car Ý²Û Û²Þ on a mountaintop. The photo of the new hotel in Ý²Û Û²Þ Dubai—that hasn’t been built yet. Ý²Û Û²Þ Ý²Û Û²Þ Whether you create motion graphics and visual effects Ý²Û Û²Þ for film and TV, architecture and design, Ý²Û Û²Þ informational graphics, or video games, you need tools Ý²Û Û²Þ to work for you—not against you. You need to hit your Ý²Û Û²Þ deadlines, meet your budget and transport your audience. Ý²Û Û²Þ Ý²Û Û²Þ This is NewTek LightWave. Modeling, animation and Ý²Û Û²Þ rendering tools that bring out the artist in you—not Ý²Û Û²Þ the technician. The LightWave interface is intuitive, Ý²Û Û²Þ with easy tools to create your content and a Ý²Û Û²Þ straightforward stage with cameras and lights where Ý²Û Û²Þ you can put it all together and bring it to life. Ý²Û Û²Þ You’ll also find LightWave to be amazingly Ý²Û Û²Þ interactive. Change a light. Change a color. Rotate Ý²Û Û²Þ around your scene to get another perspective. See it Ý²Û Û²Þ right now. Ý²Û Û²Þ Ý²Û Û²Þ There’s a reason that LightWave artists have won more Ý²Û Û²Þ Emmy® Awards for their stunning visual effects work Ý²Û Û²Þ than any other group of 3D users. If you can dream it, Ý²Û Û²Þ you can make it. 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