Transition Glossary

Last modified: 10 March 2025

For people coming from previous versions of LightWave some of the terminology used can seem strange. All that is occurring is that LightWave is aligning with industry-standard vocabulary.

  • Emission - Luminosity

  • Transmission - Transparency

  • Specularity - is actually Specular Reflection. It replaces the previous Reflection model

  • Sheen - A glancing like shiny fabric

  • Scattering - is the color of the surface when light shines on it. Scattering light can penetrate inside a volume, losing strength as it goes in

  • Absorption - is when light shines through a surface and some is absorbed and doesn't come out again, you only see the color that's NOT absorbed, the color complementary to the one you chose

  • Deformed Coordinates - World Coordinates

  • Object UV - A UV map that has been automatically created, for Primitive Shapes for example

  • Default UV - A UV map denoted by a bullet point in the name that is designated as a default in the case of several UV maps. It can be used with the Object UV input

  • Level Set - Volumetric version of a mesh object