LightWave 2018

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Creates a primitive shape at the size you choose. The choice of shapes is:

  • Sphere
  • Cube
  • Cylinder
  • Torus
  • Cone
  • Plane

This shape can be textured like any other object, but only exists as a virtual object purely in Layout and saved in the scene file. It can even be used for Bullet.

  • Radius  - determines how large the object will be initially and acts as a multiplier for scale values applied to the null.

  • Displacement Height - Controls how far out from the surface a displacement (set in the Node Editor Surface node).
  • Accuracy - Distance multiplier control to deal with primitive edge cases that need smaller marching steps.

Object UV

All Primitive shapes have an inherent UV map called Object UV. This can be used as a mapping source in Image nodes. The Image Sampler node doesn't need a Projection to use Object UV, loading the image and attaching it to the input you want on your shape is enough.

Shape Pros and Cons

Primitive Shapes are completely new to LightWave 2018, so it's good to know their advantages and limitations

  • Don't consume memory like geometry
  • Resolution-independent
  • Can be surfaced
  • Can be used for Bullet Dynamics
  • Are saved in the scene file
  • Object UV
  • Only the simple preset shapes supplied (third parties can write others)
  • You can't add FiberFX to primitive shapes
  • Cannot be used for Instancing
  • Slower to render if displaced
  • Since they are based on nulls, most "Object-level" operations won't work (such as the Object ID buffer)

Example - Displacing Primitives

Example - Shape Dynamics