LightWave 2025 Help

RiPR

Introduction

RiPR (Real-time Path Rendering) is a viewport plugin for Lightwave 3D that provides real-time path tracing capabilities directly in your viewport. Built on NVIDIA OptiX 8.1.0, RiPR leverages GPU acceleration to provide interactive path tracing directly within LightWave's viewport system with physically accurate lighting and materials while you work.

Key features include:

  • Real-time path traced rendering in the LightWave viewport

  • HDR environment lighting with customizable maps

  • Animation rendering and playback

  • Deep depth of field controls

  • GPU-accelerated rendering with memory monitoring

  • Special material options including global glass rendering

  • Support for instancing, deformation and LightWave materials

Common Workflows

Interactive Scene Visualization

  • Set the RiPR viewport to "Preview" mode

  • Adjust the "Preview Render Scale" based on your GPU capabilities

  • Work interactively with your scene while seeing real-time path traced results

Rendering a Scene

  • Set up your scene with proper lighting and materials

  • Configure your render settings as needed

  • Enable "Use time stamped sub folder" to organize outputs

  • Click "Render" to process the scene

  • RiPR will render each frame sequentially

  • Use the Playback tab to review the rendered frames once complete. You will need to set the Import folder to where your frames have been rendered.

Creating Glass Visualizations

  • In the Options tab, enable "Turn Scene to Glass"

  • Adjust "Glass Absorption" to control transparency

  • Set "Glass IOR" to match your desired material (1.52 for standard glass)

  • Choose between "Thin-walled" or "Solid" based on your needs

  • Render normally using either Preview or Render mode

Preferences

Access the RiPR preferences using the cog icon in the viewport title bar.

Render
Render Mode

Two choices. Preview is for while you are working, Render is to putput a rapid preview of your scene.

Preview Render Scale

Four choices. 1x outputs images at the same size as the value you have set in Camera Properties.

Bounces

Ghosted unless in Render Mode. The maximum number of light bounces for the path tracer. Can be between 0-100.

Passes

Ghosted unless in Render Mode. The number of rendering passes used, between 1-1000. The more passes you employ, the slower your render will finish but also the more accurate the render will be.

Width

Ghosted unless in Render Mode. This field is purely informational. If you wish to change your frame width, do it in Camera Properties.

Height

Ghosted unless in Render Mode. This field is purely informational. If you wish to change your frame height, do it in Camera Properties.

Downsample

Ghosted unless in Render Mode. The output frame size as a proportion of the size set in Camera Properties. A range of 1-100 % is available

Render / Abort

Ghosted unless in Render Mode. The Render button starts rendering the scene and writing to disk. Other than the playhead advancing, there is no other feedback.

Use time stamped sub folder

Ghosted unless in Render Mode. If you don't use this setting, files will overwrite without warning.

Root output folder

Ghosted unless in Render Mode. RiPR output is named render_[frame number].exr.

GPU Memory Used

How much of our graphics card's memory has been used. This field is purely informational.

GPU Memory Free

How much remains. This field is purely informational.

GPU Memory Total

How much your card has. This field is purely informational.

Playback
Playback

Two choices. Begins or ends playback of rendered frames.

Playback direction

Three choices. Forward, Pause, or Reverse playback direction.

Playback rate (fps)

A field for FPS control (1-30 fps).

Loop playback

Toggle. When enabled, playback will loop continuously.

Input folder

Directory containing rendered frames for playback.

Screengrab Format

A choice between EXR, PNG or JPG

Grab it!

The Grab it! function captures the current viewport content. Click to save the current viewport as an image in the format chosen above.

Screengrab folder

Directory where screenshots will be saved. Screengrabs will be in the format chosen above.

Environment
HDR Intensity

Brightness control for the environment light (0-500 %)

HDR rotation (degrees)

Use this control to swing your HDR-generated light around the scene.

ripr-window-prefs_hdr-rotate.gif
HDR rotate speed

Controls the rotation speed of the environment map (between 0-10).

HDR rotate direction

Three choices giving the direction of environment map rotation. Counterclockwise (CCW), Stop and Clockwise (CW).

Show HDR

Toggle visibility of the HDR environment map

Background Color

When HDR is disabled, you can set a custom background color using the color picker.

HDR image

The HDR image you want to use.

Camera
Focal distance

Controls the distance at which objects appear in focus.

Aperture

Similar to the Lens F-Stop in Camera Properties, this controls the amount of depth of field blur (larger values = more blur). The range is 0-20, but depending on your scene scale can rapidly become an undifferentiated blur, so start with low values. 0 means there's no blur at all.

Options
Use GPU resizing

Toggle. When enabled, uses GPU for viewport resizing operations.

Turn scene to glass

Toggle. When enabled, renders all objects as glass.

Glass absorption

Controls the distance light travels through glass before being absorbed.

Glass IOR

Index of refraction for glass material; the default is 1.52.

Glass type

Choose between "Thin-walled" or "Solid" glass.

30 April 2025