Returning users start here
If you've been away from LightWave for a while, you'll notice that while things look superficially similar, a lot has changed. I'm going to list changes starting with the versions that are most similar to LightWave 2024 and work back through time. You can use the chapters on the right to find your last version, just look for a feature that you know
Regardless of your last version, check the user interface conventions.
If you have a version between 2018-2020 (2018-2022)
These are the last versions of the software produced by the company once known as NewTek, Inc. The PBR workflow was in place and the main changes since have been in features added or slight modifications to established workflow.
Apple Silicon version
One of the first things we did as the new owners of LightWave was to ensure that we wouldn't lose valued Mac owners. Our binaries for Layout and Modeler can either be run in Intel or Apple Silicon mode, giving the best of both worlds.
Procedural Geometry nodes
Procedural geometry is created in Layout using a network of nodes. It can be saved out as true geometry or can just exist in the scene file.
Octane GPU render engine built-in
Octane has been available for LightWave since about 2011, but it was as an expensive third party plugin, limiting visibility. The plugin (with a Single GPU licence) was added to LightWave 2023, meaning that anyone can try the power of Octane on a single NVidia GPU (or an Apple Silicon Mac).
If you decide you'd like to add more GPUs, you can purchase a professional licence from Otoy directly (the MultiGPU plugin requires a professional licence).
ODTools scripts
Origami Digital created a set of over 500 Python scripts to improve workflows in Layout and Modeler. LightWave 2023 included them as part of LightWave and they were renamed to the LD ProTools. Some of them have received a lot of attention, like the expansion on the excellent presets system that was created. New tools have also been added, like the ability to import asset sets like KitBash or Megascans archives
Turbulence FD
Turbulence is a fluid dynamics simulator that is responsible for some of the explosions, rocket trails and fire-breathing you have seen on the big and small screen for years.
Layout Text Generator
We've long been able to model text in Modeler, though sometimes extra care is needed. LightWave 2023 introduced a way to dynamically create text directly in Layout, without the need for real geometry.
Ctrl-Space filter
Pressing Ctrl-Space in either Layout or Modeler will pop up a list of every command available. It can quickly be narrowed down to what you want to do simply by starting to type the name of the command you are looking for. You do not need to start at the beginning and typing is available in any LightWave menu. As an example, typing 'ro' in the Object Properties Add Modifier menu will get you Procedural Geometry as the only result out of the 54 standard entries. Much quicker than searching through
If you were last a 2015 user (2014-2018)
You won't have seen
PBR
PBR, or Physically-Based Rendering is a system invented by Disney to be able to accurately represent every surface on-screen. There's no guesswork, but artistic licence is still allowed. This is another huge shift in how LightWave works
New Lighting methods
2018 adds a new lighting system using the real-world lighting measurement Lux (lumen per square meter) rather than using a percentage. Light falloff is now enforced.
New volumetrics
HyperVoxels were quite limited and we needed a new system. LightWave 2018 introduced the ability to use sparse data sets to represent volumes, Including OpenVDB.
UDIM support
WETA developed the UDIM system for use in Lord of the Rings, The Two Towers to be able to handle the huge number of meshes and texture sets needed to deal with armies of orcs, dwarves, elves and men. LightWave 2018 added them to LightWave for much the same purpose, though I haven't seen a LightWave-animated sequel to LOTR yet.
Buffers
Each render is made from separate buffers all gathered together for final output. You can now choose to specifically output a z-depth buffer to create a speedier depth of field effect in a compositing package than rendering in-camera, as an example
New Render Engine
The new render engine works in containers and multiple cores can take a container each, making rendering faster than previously.
If your most recent experience was with LightWave 11 (2012-2013)
These will be new to you:
Bullet Constraints and Forces
Constraints and forces were added to 2015, so that you can better simulate motors, chains, rope bridges and the like.
VPR in multiple viewports
When VPR was added, it could only be used in one viewport at a time. Now, every viewport can be used for VPR simultaneously, if you wish
Perspective Matching
2015 introduced a way of aligning a camera backdrop so that 3D elements fitted the backdrop seamlessly. You still need to match lighting, etc. but geometry issues should be a thing of the past.
Clip Maps in surfaces
A slight addition, but important for many users. While surfacing in LightWave was always the domain of the object, the one exception was clip mapping. 2015 gave you the ability to carry on using clip maps as a scene property or keep them with the surfacing properties of objects
If you last used LightWave 10 (2010-2011)
You'll never have seen the following in LightWave
Instancing
Another big advance, instancing allows for virtual duplicates of geometry at render time. Where having a scene with a billion polygons would be extremely difficult to work with, Instancing means that forests, cities, crowds and the like are easy to achieve
Flocking
Using simple rules, LightWave can replicate natural behaviours in modelled fish, birds or people using the Flocking simulation system.
Bullet Dynamics
Bullet Dynamics greatly simplifies object dynamics in LightWave, largely supplanting the HardFX system in place since LightWave 6. There are certain features of the original ClothFX system that are still useful and there is no Bullet replacement for ParticleFX
Python
Python v2, one of the most universal scripting languages, was added to LightWave. LScript is still present, but hasn't had new features since LightWave 10
Software dongle
No longer is a hardware dongle needed for LightWave. Plugins can now be associated with a LightWave serial for greater portability.
3D Printing support
STL, PLY and VRML formats are now supported to more easily integrate LightWave into a 3D printing pipeline.
If your last experience was with LightWave 9 (2006-2010)
The following won't have been in LightWave
VPR
Another seismic shift. No longer do you have to hit F9 to render and only find out at the end of that process whether your image is good. Now, you can use VPR to interactively see your image develop in front of you in the viewport and save "offline" rendering for the final image.
Colour spaces
Colour space theory is vital if your work is intended for different display types. Naturally, LightWave concentrates on the screen, but just as images for print need to be in the CMYK colour space, the choice of colour space for TV, film or other kinds of display is vital for image coherency across display types
LightWave 8.x is your most recent version (2004-2005)
These haven't been added to LightWave yet
Node Editor
This is a huge change. Nodal surfacing, displacement and many other effects are made possible through LightWave's Node editor, added the version after the one you last used
Real Lens cameras
The Real Lens Camera option in the Camera Properties Panel will simulate a physical camera lens. Several camera manufacturers are listed and act as filters - selecting a particular manufacturer will limit the models and lenses shown.
Edges in Modeler
From Modeler v9, you can select and edit edges - something not possible in earlier versions
DoF and Motion Blur in the viewport
Not having to render to see depth of field and motion blur effects speeds up iteration enormously. Turning on such features in the viewport does slow display somewhat, but not like having to hit F10
Drag and Drop files into LightWave
You need a version later than 8.x to be able to drag and drop scenes, objects or images directly into Layout or Modeler
FiberFX hair and fur
LightWave added its own hair and fur system to replace the limited version included with LightWave 7.5
LightWave 7.x is as new as it gets for you (2001-2003)
You're stuck without
64-bit versions
LightWave 8.5 was the world's first 64-bit 3D DCC application and was demonstrated by Microsoft as such when they launch Windows XP64
Multishift
Bevel multiple times with Multishift and save the bevels you've made for later re-use
DopeTrack
A second timeline where keyframes can be duplicated, shifted or deleted
New Scene Editor
An updated Scene Editor that also contains a Dopesheet showing keyframes for each scene element.
Version 6.x was your last go with LightWave (1999)
You won't have seen
MotionMixer
7.5 adds a non-linear animation editor called Motion Mixer.
MoCap support
LightWave 7 supports the BVH motion capture format. Later versions add FBX compatibility
Magic Bevel
Magic Bevel was introduced in Modeler 7.5 and allows the user to draw out a bevel in three dimensions. It is most often used for vines or tentacles because it's hard to control less organically.
Before that... (1988 - 1998)
LightWave has changed quite a lot. The Hub was added in v6, along with subpatching and layers for models rather than having to have a separate object for everything, HDR image support and radiosity rendering.