Newtek lightwave Archives

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newtek lightwave Archives

[ftp://LightWave:[email protected]:21/Cageman_HOT_Boatrig/](ftp://LightWave:[email protected]:21/Cageman_HOT_Boatrig/). Search Clear Search. #; A; B; C; D; E; F; G; H; I; J; K; L; M; N; O; P; Q; R; S; T; U; V; W; X; Y; Z. #. 12 Survivors · 16x9 · 2Box Music Applications · 2N. archives segmented motion capture data into an intermediate XML format and then Newtek's LightWave uses its own LightWave 3D Proprietary Motion File.

You can watch a thematic video

NewTek LightWave 10 lightwave 3d

Newtek lightwave Archives - sorry, does

Wavefront, since it was one of (if not the) first prime time TV shows with all the 3d effects generated in lightwave. The other software packages were considered "professional" while lightwave was still mainly known for its inclusion in the video toaster. Is this worth mentioning in the article, given proper citations/references? ( (talk) 19:23, 24 January 2009 (UTC))

Aside from the fact that Max did not exist at the time LightWave was introduced to audiences.Mingebinge (talk) 17:30, 28 January 2011 (UTC)
LightWave was probably much more well known than Max when Max 1.0 came out. 3D Studio for DOS ran under a memory extender and was awful to work with IMO. Softimage and Alias

 Click here to expand Table of Contents...

The LightWave History page has to be rebuilt including full-size images. Doing so will take a little time and if users wish to contribute screenshots they will be credited. Images marked with zzz or lores need replacing

This page is a compilation and an archival record of how NewTek, Inc's., LightWave 3D computer graphics software has evolved and changed interface styles, box packaging, and logo design over the course of time, now in its 27th year and 13th version.

1988 - Precursor to LightWave 3D

Before LightWave came Videoscape 3D and Aegis Modeler 3D on the Commodore Amiga. Videoscape was written by Allen Hastings and Modeler 3D by Stuart Ferguson, giving a historical basis behind the split personality of LightWave 3D. Have a look at the sticker on the Videoscape 3D box to see how things have evolved since this program was state of the art...
Of course, the Videoscape solution wasn't the only one available to NewTek when they wanted to add a 3D graphics application to the Amiga Video Toaster back in 1989 - it was almost equipped with Dr. Eric "Juggler" Graham's Sculpt 3D...

  • screens courtesy: Ernie Wright (Videoscape #3 and Modeler 3D) and Hector Moratilla (Videoscape #1 & #2)
  • Videoscape box courtesy: Franck Lafage
  • Modeler 3D box courtesy: Stuart Ferguson (the programmer) and Gökhan SÖNMEZ from AGF, Turkey

Videoscape Amiga

 Videoscape Amiga

Modeler Amiga
Modeler Boxshot
Videoscape Boxshot

1990 - LightWave 3D 1.0

1990 saw the first actual release of LightWave on the Commodore Amiga-based Video Toaster. NewTek had been promising its arrival for about two years at this point, but the problem lay with the chipset for the Video Toaster itself, not LightWave. At this point in time, there were 3D programs available, but they tended to cost tens of thousands of dollars, while the whole Toaster retailed for less than $5,000. The only real competition for 3D on the Amiga at that time came in the form of Imagine.

  • screens courtesy: Ernie Wright
Modeler and Layout 1.0 Amiga

 Video Toaster Logo

1992 - LightWave 3D 2.0

The Video Toaster got an upgrade in 1992 and so did LightWave. Later that year NewTek released the "LightWave 2.5 Pro" slice upgrade. This was the first version to have built in lens flares and some other "special" goodies for the Lightwaving Toaster users.

1993 - LightWave 3D 3.0/3.1

LightWave was still locked to the Video Toaster with the VT4000 that came out this year, however a small company called Industrial Might and Logic catered to a growing number of people that wanted access to LightWave but didn't or couldn't use the Video Toaster (because they had Amiga 3000s or lived in countries that used a television system other than NTSC). IML (natch) created their own dongle (named "LightRAVE" often referred to simply as "RAVE") that emulated the presence of the Video Toaster card so that LightWave could be run on machines without the desktop video card.

  • screens courtesy: Bernhard Bazant
  • box shot courtesy: Norm Pickthall
Modeler Amiga,  Layout Amiga

Layout LightWave 3D 4000 Amiga

VT4000 Boxshot (lores!)

1994 - LightWave 3D 3.5

The first official stand-alone version for the Amiga (no Video Toaster required)

  • box courtesy: Gökhan SÖNMEZ
  • screens courtesy: Bernhard Bazant

Packshot with Box detail

Layout and Modeler 3.5

1995 - LightWave 3D 4.0

This was the first version ported to Windows Intel PCs and DEC Alphas.

  • PC screens courtesy: Anthony Rosbottom
  • Amiga screens courtesy: Bernhard Bazant

Modeler 4.0 Amiga version, Layout 4.0 Amiga version

Modeler 4.0 Windows version , Layout 4.0 Windows version
LightWave 4.0 Boxshot and Logo Windows (lores!)

1995 - LightWave 3D 5.0

This was when NewTek really started to branch out. LightWave was available for Intel and now also for SGI, DEC Alpha, Macintosh, and in its last version for Amiga

  • PC screens courtesy: Norm Pickthall
  • Amiga screens courtesy: Bernhard Bazant
  • box courtesy: Norm Pickthall


Modeler 5.0 Amiga version , Layout 5.0 Amiga version


Modeler, Layout 5.0 Windows version
Boxshot and logo (lores!)

1997 - LightWave 3D for the VTNT

In 1997, NewTek brought out a version of the Video Toaster for the PC platform on a PCI card. Obviously, it had to come with LightWave as had previous Amiga incarnations, so here is the Video Toaster bundled version.

  • screens courtesy: unknown


Windows Video Toaster version of Modeler and Layout

Windows Video Toaster Boxshot (lores!)

1997 - LightWave 3D 5.5

  • screens courtesy: unknown

Modeler,  Layout 5.5 Windows version

1998 - LightWave 3D 5.6

  • screens courtesy: Deuce Bennett


Modeler, Layout 5.6 Windows version

1997 - Inspire 3D 1.0

Also in 97, NewTek released a cut-down version of LightWave called Inspire 3D for the PC. It offered the same ease-of-use as LightWave but was much simpler in terms of its abilities. Still, it brought many people into 3D who could then move up to Inspire's bigger and more powerful brother once they had a handle on what was needed.

  • Screens courtesy: Ben Vost
  • Box courtesy: Franck Lafage
  • Logo courtesy: NewTek Europe


Inspire 3D Modeler and Layout, Windows version


Boxshot and Logo

1999 - LightWave 3D 6.0

The redesign version! LightWave got a major redesign and a new element - the Hub - was introduced to synchronize files between Layout and Modeler automatically. There were numerous other changes, such as a new, user-editable menu system, the ability to have multiple layers in a single object along with the ability to keep them in sub-patch mode, rather than having to freeze when you saved out of Modeler.
First commercial application to introduce HDRI, and the first incarnation of a new render engine at 192-bit. A first implementation of Monte Carlo and Interpolated radiosity for LightWave3D.
Modeler introduced many new tools like skelegons, and upgraded many modifiers to interactive tools.

  • screens courtesy: Czech LightWave Users Homepage


Modeler, Layout 6.0 Windows version

2000 - LightWave 3D 6.5

Because of the major redesign, more than a few people complained about the stability of LightWave in its new incarnation, but NewTek was on the case. A year after the release of 6.0 they brought out 6.5. It fixed most of the people's major concerns, but also added cloth dynamics and Motion Designer 2 - in a free upgrade!

  • screens courtesy: Dean Scott


Modeler, Layout 6.5 Windows version
Boxshot and Logo

2001 - LightWave 3D 7.0

LightWave 7.0 added new radiosity methods and integrated new character animation tools: motion mixer for non-linear animation, new bone setup for faster preview, new subdivision options to speed up animation workflow. The SasLite hair and fur solution was added, along with many other additions.

  • screens courtesy: Dean Scott


Modeler, Layout 7.0 Windows version


Boxshot and Logo (lores!)

2002 - LightWave 3D 7.5

Another free upgrade to LightWave including such features as improved radiosity and caustics, better OpenGL performance, BVH motion capture support, Powergons (polygons with scripts attached), Bandglue and the truly well-named Magic Bevel amongst other things. 7.5 was eventually followed by 7.5b (06-Mar-03), which was not very successful and had a number of problems, and so was replaced almost immediately by 7.5c (16-May-03). This remained the cutting edge of LightWave for a time, but once LightWave 8 was released, a last update to 7.5 (7.5d on the 27-Aug-04) was released to counter problems with Apple's OpenGL implementation in OSX 10.3.
The 7.5b, c and d revisions were the first visible fruits of the new development team's labors.

  • screens courtesy: Ben Vost
  • box courtesy: Darkside Animation
  • logo courtesy: NewTek Europe
  • Update PDF

Modeler, Layout 7.5 Windows version   

Boxshot and Logo (lores!)

2004 - LightWave 3D 8.0

A long hiatus caused by the split between the original programmers and NewTek management meant that LightWave 8 had to be created by software archaeology - digging through the code in an attempt to understand it. This work paid off and resulted in the first new version in two years officially released on 30-Jun-04. For some people, LightWave 3D 8 was only a commercial plugins collection, but it was the real starting point of LightWave3D Reborn. The new team start to integrate many of their external plugins and add powerful features like: Bone Tools (a complete bone edit system), a new Scene Editor with Dopesheet (to edit keys in the timeline more comfortably) and the DopeTrack (for editing keys inline with the timeline), new rigid and soft dynamics, soft and hard links to animate the new dynamics, new OpenGL acceleration and preview, and many other small but important improvements.

  • Screens courtesy: Ben Vost
  • Box and logo courtesy: NewTek Europe

Modeler, Layout 8.0 Windows version

Modeler, Layout 8.0 OS X version



2004 - LightWave 3D 8.0.1

The first patch to LightWave 3D [8] released Sep-01-04.

2005 - LightWave 3D 8.2

Second free upgrade released Jan-18-05
This update included a method of making distortion-free UV maps for subdivision surfaces and was a world-first. Apart from bug fixes it also introduced PLD anti-aliasing, improvements to VIPER and IK Booster. Also included was a Linux version of Screamernet supplied as an RPM. This has not been updated since.

2005 - LightWave 3D 8.2.1

Patch for 8.2 released Mar-02-05

2005 - LightWave 3D 8.3

This was the fourth free update made available to registered users of LightWave 3D 8 on May-09-05. It offered improvements to HyperVoxels, Photoshop export and lots of other things...

  • Screens courtesy: Ben Vost

Modeler, Layout 8.3 Windows version

Modeler, Layout 8.3 OS X version

2005 - LightWave 3D 8.5

Fifth free upgrade released Oct-10-05
This new update adds GLSL compatibility to LightWave's Layout section and Multishift to its modeling tools along with plenty of bug fixes and implementations of feature requests.
On the 20-Oct-05, NewTek also released a 64-bit version for Windows XP Professional xp64 edition. This allows people with 64-bit Windows-based machines the chance to access more than 2GB ram. As of writing, this version does not exist for the Mac since OSX is not a completely 64-bit OS at time of writing.

2006 - LightWave 3D 9.0

Released Jul-13-06

  • box and logo courtesy: NewTek
Boxshot and Logo

This is the second evolution (6.0 was the first overhaul) of LightWave and the feature list is very exciting!

2007 - LightWave 3D 9.2

Released Apr-25-07

  • Improvements across the renderer and shading pipeline
  • Three radiosity modes: Backdrop, MonteCarlo, Final Gather
  • Interpolated radiosity switch for fast radiosity solutions for any of the three modes
  • Photoreal motion blur and adjustable shutter efficiency to eliminate strobing
  • Photoreal depth of field
  • Physically correct materials
  • Much-improved Modeler OpenGL
  • Layout previewing of motion blur/depth of field

2007 - LightWave 3D 9.3

Released Aug-17-07

  • Point/Edge Rendering in new cameras
  • Single-sided area lights
  • OpenEXR image loader/saver
  • Volume stacking (means an end to using reversed geometry to indicate changes of IoR)
  • New subsurface scattering nodes Fast Skin and Sigma 2
  • Macintosh Universal version for improved Intel-based Mac rendering (roughly 3x faster on average)

2007 - LightWave 9.3.1

Released Nov-20-07

  • A maintenance update that provides improved reliability and speed enhancements to the additions made in LightWave v9.3.

(note: the Windows installer contains both the 32-bit and 64-bit versions)

2008 - LightWave 9.5

Released Aug-12-08

  • Enhanced radiosity with disk-based cache and unique animated radiosity caching mode.
  • FiberFX hair and fur rendering system supports combing, dynamics, raytraced fibers, radiosity-shaded fibers and modeled fiber creation.
  • Much improved IK/Rigging features, Same As Item controller, improved IK stability, Pole Vector, Align to XY Plane IK goal.
  • Joint bone types, easier to rig, allow correct twist along their lengths and allow for stretchy limbs.
  • HDR antialiasing options in the image viewer.
  • Lights are now an API allowing for third party lights to be coded with the SDK. New light types included are Dome, IES/Photometric, and Spherical/Ball lights. Area lights quality improved.
  • Collada, FBX added and OBJ I/O support improved.
  • Interpolated Soft Reflections/Refractions for Node-based surfacing.
  • Composition Overlays for composing shots.
  • EXIF metadata support for images loaded and rendered.

This version was not available for Macintosh OS X, just Windows 32- and 64-bit.

2009 - LightWave 9.6

Released Jan-19-09

Layout 9.6 Windows version
  • FiberFX Cloning - Provides the ability to place multiple instances of hair on the same object
  • Layout Snapping - Allows the quick connection of one item to another, saving time and additional steps
  • Ray Cutoff - Enables artists to decide at what point to stop further ray bounces when rendering a scene with many reflections, refractions, and transparency, saving significant project time
  • New and Improved Buffers for Export - Enables multi-pass pipeline users to output more buffers (layers) in high dynamic range, rather than be limited to 8-bpc (bits per channel), for greater flexibility
  • Multi-Threaded Pixel Filters - Provides faster rendering for projects that integrate pixel filters
  • Depth Buffer Normalizing - Allows 3D scene elements exported into film or video footage to automatically blend properly, even if moving relative to one another
  • Open to Other Render Engines - Other rendering engines conforming to the LightWave v9.6 SDK can be used directly from within the LightWave interface
  • Three New Nodes
    • Car Paint: Greatly eases the creation of a complex polished surface
    • Flake: A procedural texture based upon the flakes often seen in car paint
    • Curve: Allows the creation of complex gradients
  • Drag and Drop - Allows an icon of an object or scene to be directly dropped into the Modeler or Layout window to load

2011 - LightWave 9.6.1

Released Jun-8-2011
The last release of LightWave 9 was actually publicly made available in June 2011 (although it had been available to open beta testers for a year before), long after the release of LightWave 10. It added a couple of bug fixes, but more importantly a 64-bit version for Mac owners.

2010 - LightWave CORE

Announced Feb-04-09, canceled Jun-23-11
CORE was announced to have a lot of innovative features:

  • Complete rewrite, will not have all of LW9.6's features, will introduce new features replacing sets of LW9.6 features
  • Internal application structure and SDK expose all features openly allowing easy future development
  • Linux support. Equal support for Linux, Mac, and Windows
  • Qt cross-platform GUI. Skinnable dynamically via CSS and viewport color configurations
  • Complete loss of LW9 and earlier plug-in and scripting backward compatibility
  • With Qt, have cross-platform plugins using the same source code. Easier Windows / Linux / Mac / 64-bit / 32-bit support, requiring only a recompile for that OS.
  • Internal architecture's full exposure allows all subsystems to interact with each other, e.g. hair influenced by water simulation
  • Partial LWS file compatibility specifically if the LWS uses plug-ins from LW9 and older
  • SDK now a more vital component to LightWave as it's used by NewTek for actually building LightWave CORE. The previous SDK enabled 3rd party support only.
  • Native Python scripting. LScript no longer supported. SWIG - allows many more language to be used to program to CORE SDK (Tcl, Perl, Guile, PHP, Java, Ruby, C#, LISP, OCaml, LUA, Modula-3, Javascript, R, Octave).
  • New Collada-based file format superseding LWS and LWO
  • Unified modeler and layout, if the user desires. Dockable UI, tear-off menus.
  • Instancing
  • History / modifier stack
  • GPU awareness for on-GPU acceleration of subdivision calculation allowing radically larger numbers of OpenGL preview polygons faster
  • Brush editing
  • Lattice deformation
  • "Construction" viewport plane

Even with these features, what was lost was a sense of LightWave about the program and with a change of management of the development team it was decided that was needed was the use of CORE as a testbed behind closed doors to bring these new technologies to LightWave as it was already known. This led to the release of LightWave 10.

2010 - LightWave 10

Released Dec-30-2010

Layout 10 OS X

LightWave 10 is the first new ordinal release of LightWave since 2006. It added three major new functionalities - Colorspace management, VPR and the Virtual Studio.

  • Color space management - Because LightWave operates in a linear fashion with regard to color whereas normal everyday colors displayed on a monitor are subject to the sRGB colorspace, meaning they have a Gamma of 2.2 applied, it always meant that lights had to be forced in the past, or colors tuned to match expectations. LightWave 10's colorspace management meant that it was simple to make LightWave behave in a color-managed way.
  • VPR or Viewport Preview Renderer - In many LightWave users' opinions, Worley Labs FPrime was their main reason to use LightWave, but there were more and more things that FPrime couldn't show, particularly with nodes needing pre-processing, or the new radiosity schemes introduced in LightWave 9.3. LightWave 10 has introduced VPR that converts the OpenGL view normally found in a viewport to a realtime renderer.
  • Virtual Studio - A system for realtime animation in the viewport using external controllers, eg. PlayStation Move cameras or the Microsoft Kinect, to move LightWave characters.

2011 - LightWave10.1

Released Jul-29-2011

Layout 10.1 OS X

2012 - LightWave 11

Released Feb-20-2012

Layout 11.0.3 Windows

LightWave 11 adds a lot to LightWave, making it one of the most complete new ordinal versions ever. Here are some highlights:

  • Instancing - Although instancing has been available to LightWave for a long time through commercial and free plugins, this is the first time that LightWave has the ability to generate billions of polys at render time itself. Instances can be seen in OpenGL and VPR.
  • Flocking - Using the simple rules that govern flocking in nature, LightWave now creates huge flocks of "animals" (in conjunction with instancing).
  • Unified Sampling - Previously in LightWave you have needed to tweak anything that uses sampling in all the places that do so. This also slowed down the render dramatically and now it has all been unified you get the concomitant speed-up in rendering as well as simpler use.
  • Bullet Dynamics - World-class realtime hard-body dynamics are now in LightWave and are very easy to use - you only need tell LightWave that an object is dynamic for it to be.
  • Fracture - An integral part of the dynamics system now is the ability to break stuff apart and you can now do so in Modeler and Layout.
  • Virtual Studio Tools - Control Layout through 3D Connexion devices or even PlayStation Move controllers.
  • Interchange Tools - Add seamless workflow between LightWave and ZBrush through GoZ or Unity.
  • Shadow Catcher Node - A simple way to add an object to catch the shadows and reflections of your LightWave objects in a composite with real world elements.
  • Python - The powerful scripting language has been added alongside LScript, but can directly access the SDK.

Launch video

2012 - LightWave 11 SP1 (11.0.1)

Released Apr-16-12
A bug fix release with over 130 issues corrected or improved. The Unity workflow also got a significant boost with a new Applink package.

2012 - LightWave 11 SP2 (11.0.2)

Released Jul-09-12
A second bugfix release. It adds no new features, but merely corrects problems in previous releases. 78 fixes have been tracked.

2012 - LightWave 11 SP3 (11.0.3)

Released Aug-01-12
A third service pack release. The sole feature in here is a new licensing system that allows for a software license rather than using the hardware dongle that LightWave has been tied to since it was first split from the Video Toaster.

Modeler 11.0.3 OS X

2013 - LightWave 11.5

Released Jan-31-2013
A massive free update that includes the following and more:

  • Flocking - Nodal flocking - Predator/Prey behavior - Attract/Avoid meshes
  • Bullet Dynamics - Deforming bodies and Forces
  • Interchange After Effects interchange
  • FiberFX - New UI - Bundles and Braids
  • Genoma - Full rigging system
  • Modeler - Line Pen - Heat Shrink - Axis Translate/Rotate/Scale - Transform - Chamfer - Place Mesh - Slice - Thicken - Straighten - Edit Edges - ABF Unwrap UVs - Select by Normal - Pick Surface - New Paste Behaviour
  • Workflow Enhancements - Node Editor Probe - Curved node Connectors - Dome Light with Image - MDD Multi-Loader - DoF, Motion Blur and Refraction in VPR - Advanced Camera support in VPR - Rolling Shutter - Motion Path Frame display - Nodal Metalink - Fit Selected and Fit All
  • Python - New Plugin architectures - Single Shot format

2013 - LightWave 11.6

Pre-Released July-23-2013
At SIGGRAPH in Anaheim, CA this year the LightWave Group pre-released LightWave 11.6 along with a plugin called NevronMotion for retargeting motion capture files and ChronoSculpt, a separate program for adjusting MDD, Geometry Cache or Alembic files. More details will follow on here once all three are fully released.
Released 31-Oct-2013 LightWave 11.6, ChronoSculpt and NevronMotion are released.

Layout 11.6 showing Spline Control, Modeler 11.6 showing Mesh Repair

Features new to 11.6 include:

  • 3D Display - Displays VPR or OpenGL in stereoscopic 3D on a suitably-equipped TV or monitor
  • 3D Printing - New tools and loaders/savers to help with 3D printing. LightWave can now load and save STL, PLY and VRML format models, and there is a tool that checks the mesh is good to print (no single point or two points polys, etc.)
  • Alembic - Support for the open scene format
  • Assignments - A set of scripts to help with hierarchical operations in Layout (parenting, targeting, etc.)
  • CgFX shaders - Game engine shaders for display in OpenGL
  • Color Picker - Because Ken Nign now works for the LightWave Group he has brought his excellent Jovian color picker plugin into LightWave as its main picker
  • Compound Nodes - Node container to simplify networks
  • DPX (Digital Picture Exchange) Image Loader/Saver - Image loader/saver for a digital intermediate format used a lot in production
  • Genoma Spline Control - New subrig parts to add Spline Control features to rigging
  • Input Node - New permanent node (like the Surface node) that contains many things that might be needed. A necessary addition needed for Compound nodes to work
  • Light Falloff clamping - Now lights can have their falloff clamped to prevent overly bright areas inside the falloff zone
  • LUT Expansion - support for more color lookup tables (LUT)
  • Matching Perspective to Camera or Light - you can now size up a viewpoint in the Perspective viewpoint and copy it to the camera, or add a new camera. The same applies to matching the Light View with an existing or new light
  • Python Reduced Instruction Set module (PRIS) - PRIS is designed to make coding scripts for LightWave more like LScript, rather than C
  • Raycast Node - A node to allow you to sit something on a horizontal surface automatically, rather than needing to do it manually. Particularly useful if the surface is irregular and animation needs to take place on it
  • Spline Control - A new system using nulls, bones or other items to create a spline that can be animated itself, but also serve as a path to animate other things along 

2014 - LightWave 11.6.3

Released May-01-2014
Bug fix release (licensing problems resolved)

2014 - LightWave 2015

2015.3 Layout showing dynamics and bones

Released Nov-24-2014
LightWave dropped the version number in favor of annual numbering. This new version features:

  • VPR in multiple viewports;
  • Background Importance Sampling for quicker noise-free radiosity renders;
  • Bullet Constraints;
  • Better I/O with FBX, Alembic and point cache file improvements;
  • Genoma 2 is an advanced rigging tool that is considerably more powerful than the original Genoma built into 11.5;
  • Clip mapping is at last a surface property;
  • Perspective Matching for still background images to better put 3D into them;
  • Quicktime is supported in 64-bit versions of Windows
  • any font supported by your OS can be used in Modeler
  • dozens of workflow improvements

2014 - LightWave 2015.1

Released Dec-22-2014
Update 1 brings stability and bug fixes

2015 - LightWave 2015.2

Released Feb-23-2015
Update 2 brings stability, bug fixes and also these additions:

  • OSX Support Full-screen mode for Layout and Modeler
  • Re-purposed "Enter License" tool
  • Small update to Transform Gizmo's rotate handle colors to match the color of the axis around which the rotation takes place.
  • Support import of Mixamo rigs (
  • Added 'Invert Color' option to the Image Node.
  • Add User Preference For Double-Click deselecting in Modeler
  • Made the NEW COMMAND "Drop/Restore selection" the default over Drop Selection in the menus and key configurations. 

2015 - LightWave 2015.3

Released Aug-15-2015

  • Several consolidations of functionality
  • Improvements to stability

2018 - LightWave 2018.0

Released January-01-2018

Layout OpenGL and VPR side-by-side

Modeler showing Layout View
  • Physically Based Rendering System
  • Render and Light Buffers
  • New Volumetric Engine
  • OpenVDB Support
  • New Lighting Architecture
  • Virtual Reality Camera
  • Layout Modifier Stack
  • New Cel Shader
  • Layout Parametric Shapes
  • Noise Reduction Filter
  • UDIM Support
  • Preset Shelf Improvements
  • New Network Rendering System
  • Online wiki-based Documentation

2018 - LightWave 2018.0.1

Released January-12-2018

71 bugfixes and feature requests implemented

2018 - LightWave 2018.0.2

Released March-01-2018

Over 200 bugfixes and feature requests implemented

2018 - LightWave 2018.0.3

Released March-29-2018

63 bugfixes and feature requests implemented

2018 - LightWave 2018.0.4

Released May-01-2018

29 bugfixes and feature requests implemented

2018 - LightWave 2018.0.5

Released July-02-2018

21 bugfixes and feature requests implemented

2018 - LightWave 2018.0.6

Released Aug-03-2018

Six bugfixes and feature requests implemented

2018 - LightWave 2018.0.7

Released Oct-31-2018

5 bugfixes and feature requests implemented

2019 - LightWave 2019.0

HiDPI interface

Smoothing Groups

Released Jan-22-2019

  • Unreal Bridge - Dynamic interchange between LightWave and the Unreal Engine
  • MetaMorphic - Animated sculpting plugin for Layout
  • OpenVDB Conversion - Live editing of VDB <> mesh conversion
  • Undo - Improved system-wide undo support
  • Image Caching - Massively reduces memory use for images in-scene at render time
  • Material Components - Pull apart materials to create your own look
  • Edge and Patina Shaders - Creative shaders for more realism
  • Smoothing Groups - Industry-standard smoothing is added to LightWave
  • UV Tools - Updated UV tools
  • SunSky - new backdrop shader and light type for simulating realistic and fantastic skies
  • HiDPI Support - Adaptive UI layout for new monitor resolutions
  • Menu Improvements - Searching, mousewheel and keyboard navigation dramatically increase workflow speed
  • Updated documentation - Responsive wiki should now display correctly on all supports

2019 - LightWave 2019.0.1

Released January-31-2019

20 bugfixes and feature requests implemented

2019 - LightWave 2019.0.2

Released February-28-2019

54 bugfixes and feature requests implemented

2019 - LightWave 2019.0.3

Released March-13-2019

23 bugfixes and feature requests implemented

2019 - LightWave 2019.1

Released July-15-2019

New features

An incredible 282bugfixes and feature requests implemented

2019 - LightWave 2019.1.1

Released August-05-2019

12 bugfixes and feature requests implemented

2019 - LightWave 2019.1.2

Released August-07-2019

3 bugfixes and feature requests implemented

2019 - LightWave 2019.1.3

Released September-13-2019

8 bugfixes and feature requests implemented

2019 - LightWave 2019.1.4

Released September-25-2019

7 bugfixes and feature requests implemented

2019 - LightWave 2019.1.5

Released January-15-2020

3 bugfixes and feature requests implemented

About this history

Copyright 2002, Dean A. Scott, chrusion

LightWave 3D

"Lightwave" redirects here. For other uses, see Electromagnetic radiation.

LightWave 3D is a 3D computer graphics program developed by NewTek. It has been used in films, television, motion graphics, digital matte painting, visual effects, video game development, product design, architectural visualizations, virtual production, music videos, pre-visualizations and advertising.


LightWave is a software package used for rendering 3D images, both animated and static. It includes a fast rendering engine that supports such advanced features as realistic reflection, radiosity, caustics, and 999 render nodes. The 3D modeling component supports both polygon modeling and subdivision surfaces. The animation component has features such as inverse and forward kinematics for character animation, particle systems and dynamics. Programmers can expand LightWave's capabilities using an included SDK which offers Python, LScript (a proprietary scripting language) scripting and C language interfaces.


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. NewTek planned to incorporate VideoScape and Modeler into its video editing suite, Video Toaster. 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. In 1990, the Video Toaster suite was released, incorporating LightWave 3D, and running on the Commodore Amiga computer.

LightWave 3D has been available as a standalone application since 1994, and version 9.3 runs on both Mac OS X and Windows platforms. Starting with the release of version 9.3, the Mac OS X version has been updated to be a Universal Binary.

The last known standalone revision for the Amiga was LightWave 5.0, released in 1995. Shortly after the release of the first PC version, NewTek discontinued the Amiga version, citing the platform's uncertain future. Versions were soon released for the DEC Alpha, Silicon Graphics (SGI), and Macintosh platforms.

LightWave was used to create special effects for the television series Babylon 5,[1]Star Trek: Voyager, Space: Above and Beyond, seaQuest DSV, Lost, and Battlestar Galactica. The program was also utilized in the production of Titanic as well as Avatar, Sin City, and 300. The short film 405 was produced by two artists from their homes using LightWave. 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. The film Jimmy Neutron: Boy Genius was made entirely in LightWave 6 and messiah:Studio.

In 2007, the first feature film to be 3D animated entirely by one person made its debut, Flatland the Film by Ladd Ehlinger Jr. It was animated entirely in LightWave 3D 7.5 and 8.0.

In its ninth version, the market for LightWave ranges from hobbyists to high-end deployment in video games, television and cinema. 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.[citation needed]

On February 4, 2009, NewTek announced "LightWave CORE" its next-generation 3D application via a streamed live presentation to 3D artists around the world.[2] 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. It was planned to be the first LightWave product to be available on the Linux operating system. 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).[citation needed]

On December 30, 2010, NewTek shipped LightWave 10.[3] It added an interactive viewport renderer (VPR), interactive stereoscopic camera rigs, linear color-space workflow, real time interactive physical teleoperation input (Virtual Studio Tools), and data interchange upgrades.[4]

On February 20, 2012, NewTek began shipping LightWave 11 Software, the latest version of its professional 3D modeling, animation, and rendering software.[5] LightWave 11 incorporates many new features, such as instancing, flocking and fracturing tools, flexible Bullet Dynamics, Pixologic Zbrush support, and more.[6] LightWave 11 is used for all genres of 3D content creation-from film and broadcast visual effects production, to architectural visualization, and game design.[7][8]

On January 31, 2013, NewTek shipped LightWave 11.5 which debuted a new modular rigging system called Genoma.[9] The flocking system was reworked, gaining predator and prey behaviors. The bullet dynamics system was improved to include soft body dynamics, wind forces and to react to bone deformations. Interlinks to After Effects and ZBrush (via GoZ) were added as well.[10] New tools, based on a new experimental subsystem were added to Modeler. It was originally thought that this subsystem would allow further enhancements to Modeler, but disclosures by a developer in the main user forums (since removed by moderators) indicated that this approach had been too problematic and another avenue was being considered to enable Modeler to evolve. FiberFX, the hair/fur system in LightWave, also saw improvements with the 11.5 release, to work with soft bodies and to also directly support curves from Modeler for guiding hair. Additionally, braid and twist support was added, to ease creation of complex hairstyles.

On November 1, 2013, NewTek shipped LightWave 11.6.[11] This release brought a new animation tool, spline control, along with improvements to ray casting (to enable items in the scene to be precisely positioned on a surface, with optional offset. nVidia's CgFX was also implemented, albeit via the legacy shader system. STL support was added to enable output suitable for 3D printers. The virtual studio system was also enhanced to support a LightWave 3D group-authored add-on called NevronMotion, enabling direct motion capture (full body and facial) using consumer devices such as the Kinect (on Windows only) and re-targeting via a simplified user interface. A simplified Python system was made available for the Modeler environment and for common functions. The timeline for Layout support via this simplified system has not been disclosed. Alembic support was also introduced. Since the release of 11.6, two minor patches have been released to resolve software issues (11.6.1 and 11.6.2). In early May 2014, 11.6.3 was released to address a licensing system limitation.

On November 24, 2014, NewTek released Lightwave 2015. The release upgraded Bullet physics integration (constraints, motors, dynamics affecting bones), Genoma rigging automation plug-in with scripting, edge rendering, and the dynamic object parenting workflow. It also added a plate perspective matching tool, and Importance sampling to Global illumination.[7] The retail price was lowered by a third.[12]

On January 1, 2018, NewTek released Lightwave 2018. Features include: Physically Based Rendering System, Render & Light Buffers, New Volumetric Engine, OpenVDB Support, New Lighting Architecture, Surface Editor - Material Nodes & Surface Preview, Virtual Reality Camera, Modifier Stack & Nodal Modifiers, New Cel Shader & Enhanced Edge Rendering, More Integrated FiberFX, Layout-based Parametric Shapes, Physically Based OpenGL, & a Noise Reduction Filter. New Modeler Features include: "A 'Layout View' viewport shows the current camera view from Layout. In addition, LightWave 2018 Modeler provides new fully interactive tools including Lattice, Smoothing, Array and Spline Bridge to speed up your modeling."

In January 2019, LightWave 2019 introduced new integration tools with Unreal Engine, animatable mesh sculpting and painting in Layout, new UV mapping and UDIM tools (as well as support for smoothing groups) in Modeler, improved FBX interchange, shading model customization tools, new shape primitives, OpenVDB creation, shading/rendering enhancements, and workflow/UI improvements.[13]

Modeler and Layout[edit]

LightWave is composed of separate programs, primarily Modeler and Layout. Each program provides a dedicated workspace for specific tasks. When these two programs are running simultaneously, a program called Hub is used to synchronize data between the two.

Modeler, as the name implies, includes all of the modeling features used to create the 3D models, while Layout includes features to arrange the 3D models, animate, and render them. Layout offers ray tracing, global illumination, and render output parameters.

This separation is unique among 3D computer graphics packages which commonly integrate their modeler and renderer. NewTek asserts dedicating workspaces for specific tasks creates an arguably more efficient 3D production workflow. A long-standing debate in the LightWave user community has consisted of whether or not to integrate Modeler and Layout into a single program. In response to this, NewTek has begun an integration process by including several basic modeling tools with Layout.

There is also a command line-based network rendering engine named Screamernet which can be used to distribute rendering tasks across a large number of networked computers. This is used to reduce the overall time that it takes to render a single project by having the computers each rendering a part of the whole project in parallel. Screamernet includes all the features of the rendering engine that is integrated in Layout but without an interactive user interface. LightWave supports 999 render nodes natively.



LightWave provides dynamics physics systems supporting hard and soft body motion, deformation, constraint, motorization, environments, and particles. It interacts with 3D object models, bones, and hair (FiberFX). LightWave includes both Bullet and legacy proprietary (comprising ClothFX, SoftFX, HardFX, ParticleFX emitter, wind, collision, and gravity) dynamics engines.


Hypervoxels are a means to render different particle animation effects. Different modes of operation have the ability to generate appearances that mimic:

  • Metaballs for objects like water or mercury, including reflection or refraction surface settings
  • Sprites which are able to reproduce effects like fire or flocking birds
  • Volume shading for simulating clouds or fog type effects.

Material shaders[edit]

LightWave comes with a nodal texture editor that comes with a collection of special-purpose material shaders. Some of the types of surface for which these shaders have been optimized include:

  • general-purpose subsurface scattering materials for materials like wax or plastics
  • realistic skin, including subsurface scattering and multiple skin layers
  • metallic, reflective, materials using energy conservation algorithms
  • transparent, refractive materials including accurate total internal reflection algorithms
  • dielectric shading to render the behavior of light rays passing through materials with differing refractive indices


NewTek expanded LightWave's parameter setting capabilities with a node graph architecture (Node Editor) for LightWave 9. This Editor enabled broad hierarchical parameter setting on top of its fixed and stack-based parameter setting support. Example node types include mathematical, script, gradient, sample, instance, group, and shader. Nodes are usable within the Surface Editor, Mesh Displacement, and Virtual Studio features. A node plug-in API was released for third party developers to add their own nodes.[14]

A notable example of third-party node development is Denis Pontonnier's Additional Nodes.[15] These free nodes enable modifying images, renders, procedural textures, Hypervoxels, object motions, animation channels, and volumetric lights. Also they enable particles and other meshes to drive node parameters.


LScript is one of LightWave's scripting languages. It provides a comprehensive set of prebuilt functions you can use when scripting how LightWave behaves.

With LightWave 11, NewTek added Python support as an option for custom scripting.[16]

LightWave Plug-In SDK[edit]

The SDK provides a set of C classes for writing native LightWave plug-ins.[17]


Prior to being made available as a stand-alone product in 1994, LightWave required the presence of a Video Toaster in an Amiga to run. Until version 11.0.3,[18][19] LightWave licenses were bound to a hardware dongle (e.g. Safenet USB or legacy parallel port models). Without a dongle LightWave would operate in "Discovery Mode" which severely restricts functionality. One copy of LightWave supports distributed rendering of up to 999 nodes.

See also[edit]


  1. ^"Toolbox". Next Generation. No. 31. Imagine Media. July 1997. p. 29.
  2. ^"NewTek LightWave CORE™". Archived from the original on February 16, 2009. Retrieved 2016-08-09.CS1 maint: bot: original URL status unknown (link)
  3. ^"NewTek Ships LightWave 10". December 30, 2010. Retrieved August 9, 2016.
  4. ^"NewTek LightWave - LightWave 10". Archived from the original on September 2, 2011. Retrieved 2016-08-09.CS1 maint: bot: original URL status unknown (link)
  5. ^"Archived copy". Archived from the original on February 22, 2012. Retrieved 2012-03-01.CS1 maint: archived copy as title (link)
  6. ^"LightWave - New Features". January 17, 2013. Archived from the original on January 17, 2013. Retrieved 2016-08-09.CS1 maint: bot: original URL status unknown (link)
  7. ^ ab"LightWave - 2015 Features Overview". Retrieved August 9, 2016.
  8. ^"LightWave - Gallery". Retrieved August 9, 2016.
  9. ^"LightWave - New Features". January 17, 2013. Archived from the original on January 17, 2013. Retrieved 2016-08-09.CS1 maint: bot: original URL status unknown (link)
  10. ^"LightWave 11.5 Now Available". Evermotion. February 1, 2013.
  11. ^"LightWave - 11.6 Features Overview". November 6, 2014. Archived from the original on November 6, 2014. Retrieved 2016-08-09.CS1 maint: bot: original URL status unknown (link)
  12. ^"Archived copy". Archived from the original on November 29, 2014. Retrieved 2014-11-25.CS1 maint: archived copy as title (link)
  13. ^Zahed, Ramin (January 22, 2019). "LightWave 3D Introduces New Unreal Integration Tools". Animation Magazine. Retrieved February 5, 2019.
  14. ^"Globals: Node Editor Functions". Retrieved August 9, 2016.
  15. ^"Additionnal Nodes". Retrieved August 9, 2016.
  16. ^"Welcome to LightWave Python's documentation! — LightWave Python 11.6 documentation". Retrieved August 9, 2016.
  17. ^"LightWave - Software Development Kit". Retrieved August 9, 2016.
  18. ^"Dongle or no dongle [Archive] - NewTek Discussions". Retrieved August 9, 2016.
  19. ^"LightWave - LightWave Store". Retrieved August 9, 2016.

External links[edit]

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3Dconnexion 3D Mice Help LightWave 10 Artists Model and Animate Faster and with More Control

3D Digital Artists Interact with Designs with Increased Control, Productivity and Comfort

BOSTON – 3Dconnexion today announced NewTek has integrated 3D mouse support into LightWave® 10, offering 3D digital artists the comprehensive performance, productivity and comfort benefits inherent in 3D mice. 3Dconnexion 3D mice allow LightWave 10 artists to move through virtual worlds, interact with models and scenes and control cameras and lights in real time.

“LightWave 10 delivers a set of groundbreaking new tools for 3D artists, and the integration of 3Dconnexion 3D mice support enhances the level of design interaction with models and animations,” said Rob Powers, vice president of 3D software development, NewTek. “Plain and simple – 3D mice help our customers create animations faster, easier and with more comfort, all critical needs in today’s fast-paced design environment.”

3Dconnexion 3D mice complement the entire creative workflow in LightWave 10, from creating assets with Modeler to controlling lights, cameras, objects, or timelines in the Layout module. In addition, 3D mice offer directors and artists limitless potential to explore their creativity using LightWave’s Virtual Studio tool when working in virtual 3D sets.  Highlights include:

  • Creating 3D Models:  In LightWave Modeler, a 3D mouse gives artists the freedom to navigate views of models while simultaneously selecting commands and editing models with a traditional mouse.
  • Navigating Views:  In LightWave Layout, a 3D mouse gives designers another level of control over 3D scenes and views with three possible modes – walk, fly, and orbit.  Whether showcasing scenes or doing an architectural walk-through, a 3D mouse enables users to seamlessly switch perspective views, and seamlessly pan and zoom.
  • Controlling Animations and Timelines:  In LightWave Layout, 3D mice movements allow designers to select an object, such as a camera, light or bone, and place it within a 3D scene as if they were holding the model in their hand.  Additionally, users can effortlessly move back and forth through scene timelines with a simple twist of the 3D mouse cap.
  • Producing Virtual Sets:  With LightWave’s Virtual Studio tool and a 3D mouse, digital artists can create and interact with a virtual 3D set in real time, controlling characters through 3D mouse movements. For example, twisting the 3D mouse cap left or right makes the avatar’s head look left or right. For added control, multiple 3Dconnexion 3D mice can be used to manipulate several characters and their traits.

“LightWave 10 is an advanced animation software, providing the speed, flexibility and control for designing stunning graphics and animation” said Antonio Pascucci, vice president of products, 3Dconnexion. “We are thrilled to be integrated into this software release, as 3D mice complement the creative capabilities of LightWave 10 and offer artists the benefit of a better understanding of how a design works and interacts, before it’s finalized.”


The entire 3Dconnexion product line is compatible with NewTek LightWave 10 on Windows® and Mac®, including the Professional Series with the SpacePilot PRO (MSRP $399) and SpaceExplorer™ (MSRP $299), and the Standard Series with the SpaceNavigator (MSRP $99) and SpaceNavigator for Notebooks (MSRP $129).

About 3Dconnexion

3Dconnexion is the leading provider of 3D mice for 3D design and visualization. 3Dconnexion devices support today’s most popular and powerful 3D applications by offering users a more intuitive and natural way to interact with computer-generated 3D content. 3Dconnexion’s award-winning 3D mice serve a wide variety of industries and are used by 3D designers, animators and artists worldwide. 3Dconnexion is headquartered in Munich, Germany with North American headquarters in Boston, Mass. and offices worldwide. For more information, visit You may also connect with 3Dconnexion on Facebook and Twitter.

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LightWave is a modeling and animation application by NewTek. It is available for both MacOS and Windows. form•Z reads all versions of LightWave object data, but writes only in Version 6.

A LightWave project consists of a scene file (.lws) and one or more object files (.lwo). The scene file contains object connections, views/cameras, lighting, and animation information. The object files contain object, geometric, and surface texture information. form•Z can read and write the object files. The scene files are not documented by NewTek, hence form•Z can not read or write these files.

Importing LightWave files

There is one format specific option for importing LightWave files.

Separate Objects By Volume: Selecting this option separates LightWave data into separate form•Z objects based on their volume. This operation is similar to that of the Separate tool. The Separate Objects By Volume option is used to break the volumes of the model into separate objects so that they can be easily manipulated in form•Z.

The Lightwave specific import options.

In addition to plain color and image maps, also supported are diffuse and specular reflections, transmission, refraction, reflectivity, transparency maps, bump amplitude, and bump maps.

Modeling Limitations

• LightWave’s MetaNURBS surfaces can not be imported.

Texture Map Limitations

• Procedural, layered, and shader-generated surface styles can not be imported. However, surfaces generated with the basic parameters of LightWave’s Surface Editor are supported. Surfaces that have textures applied to the color and transparency are supported as well.

• LightWave allows multiple texture controllers to contribute to an object’s material. form•Z does not support this. When importing, form•Z will look for one applied to the color, transparency, or bump shader (in that order) and use the first one it finds.

• LightWave offers five types of texture controllers. The UV map is fully supported. However, the others are not. Specifically, all non-UV texture controllers have an orientation controlled by the Rotation tab in the LightWave Texture Editor. Rotation values in excess of 60 degrees give unpredictable results. The import of texture maps into form•Z always causes at least one 90-degree rotation. This results in texture controllers that may not export back to LightWave properly.

• The Falloff tab is not supported.

• The use of Reference Objects is not supported.

• Non-integer Width Wrap Amount values are not supported for Cylindrical and Spherical controllers.

• Non-integer Height Wrap Amount values are not supported for Spherical texture controllers.

• For Cubic texture controllers, LightWave uses three Size values. form•Z uses only the first two.

• LightWave allows image-processing effects to be applied to images before they are used as Surface Styles. form•Z does not support this.

• All Major Axis settings are supported, as well as settings for the Scale and Position tabs.

Guidelines for successfully “round-tripping” (exporting then importing, or vice versa) materials:

• Do not use multiple texture controllers on a surface in LightWave.

• Do not do texture-image-processing in LightWave.

Exporting LightWave files

The Lightwave specific export options.

The LightWave export options include one format specific option, in addition to the common options.

Make Quads: When this option is selected, all the faces exported to the LightWave format will be quadulated (transformed to 4-sided polygons) while triangular faces remain as they are).


• All geometry data is saved as polygons.

• Texture controller limitations are as discussed for the import of LightWave object files.

The supported Shaders for this option are as follows:

Color: Plain and Image Map.

Reflection: Matte, Chrome, Constant, Metal (Simple), Plastic, and Glass (Simple).

Transparency: None, Simple, and Transparency Map.

Bump: None, Bump Map.

Guidelines for successfully “round-tripping” (exporting then importing, or vice versa) materials:

• Be prepared to reset all rotation values with each importing or exporting.

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Fulltime online seller. Fast and Efficient Services! Sila hantar e-mail anda dalam chat dan kami akan hantar file dalam 24 jam.*** Please send your email address to get your download link within 24 Hours.**** What you will get : 🔥 Installation File 🔥 Customer Service / Support TECHNICAL Language: English NewTek , LightWave , 3D , Description: NewTek LightWave 3D - a program for computer 3D-graphics, which is used to create this very graphics and animations. It has been used in many different industries, for example, it is often needed in television, the cinema industry, when working with architecture, in the advertising industry, and also when creating games. LightWave can display both animated and static 3D images using a large set of tools to create and manage them. You can create any three-dimensional elements using a quick layer-based system or a more complex but powerful nodal system, or you can use both at the same time. The software also includes effective procedural, nodal and key animation tools that will help bring your 3D creations to life. The application provides many features that make it easy to add CGI effects during the movie making process. Using the tools of a virtual studio, the film crew can view the picture with cameras and other input devices, and LightWave will create a virtual copy. She can even reproduce the lighting that is on the set. So, here is an excellent solution for 3D animation for small companies that do not have a huge budget for the purchase of software (in our case, it is not required at all). Despite the fact that software is much cheaper than heavy giants in this area, it offers a good set of features, with direct hands, it may well turn out to be a good result for which it will not be embarrassing to your customers. You and I don’t have money at all for such toys, so this site was created, actually, who wants to test how this whole thing works, I advise you to go down the page, there is a link where you can download the latest version of NewTek LightWave 3D, you are invited to do this for free, in addition to the installation file, you will find a key / crack for registration in the archive, after this procedure you can use the NewTek LightWave 3D program without any restrictions on chips, time and copyrights, in short, all of this is for you my dear portal users, not we go past, carefully stand in line, download, rejoice, create and share your impressions.

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