Napalm

The most popular and powerful particle system for Lightwave just got better! Now fully integrated into layout, the second major revision to the best selling Lightwave plug-in ever is finally here!!! No more jumping in and out of interfaces to get your particles into layout, your particles react seemlessly in the layout window right there at home with your other Lightwave items. The included effects are now more powerful than ever, with improved Mimic, Assembler, Spawner, Particle Field, Force Field, and more! Make your objects explode into pieces, follow a path, and reassemble into a new shape, at the same time reacting to your Lightwave objects right in layout! Don't delay! Find out what you've been missing today!

Internet order is available NOW!

Napalm has all these great features and more:

  • Layout Integration - Napalm exists inside Layout. No more huge GUIs to use, see your particles right there inside LightWave.

  • Custom Objects - All the Napalm effects and controllers are done thru custom objects, so your objects become the effect, no more parenting!

  • Graph Editor - Almost every parameter can be enveloped in the Graph Editor, this includes the use of Channel Modifiers and Expressions to control values! Note on image...the birthrate of the fountain is controlled thru an expression using the Y position of a null.

  • Particle Selection - Every controller now has an advanced property to define which particles it affects! Age, Collision, Time, Speed, Bounding Shape, and Particle Index are but a few of the choices.

  • VmapSupport - Napalm makes as much use out of the new object format as possible. With support for Weight Maps on various controllers, Pick Maps and Part Group support on fountains. Note on the image...the box is the fountain, and the particles are only coming from the green squares, which are made up of a Pick Map.

  • Channel Modifier - Napalm features a very robust Channel Modifier plugin as well. Use it to control the morph of an object based off a variety of Particle properties, or dare we suggest it, to drive a character's walk cycle...hmmm, image the easy of creating a crowd scene!! Note on image...the ball's XYZ is controlled thru the channel modifier using a particle's XYZ for its info, the X Size is actually using a particle's Y Velocity.

  • Collision Detection - Particles can collide or avoid colliding with any objects in your scene, including deformed and displaced objects!

  • Death Wish - Specify cause of death and length of life with a fade out option.

  • Drag - Set a drag to act on your particles to slow them down or dampen their movement.

  • Flocking - Have your particles chase a moveable goal object. Set the strength of the attraction and bounding radius. Great for birds, fish, and Spaceships!

  • Force Fields - Have force fields act on your particles. Force Field shapes include Point, Line, and Plane.

  • Gravity - Set a gravity strength to affect your particles.

  • Align to Path - Have your particles align themselves to thier motion. Great for use in creating flocking birds or schooling fish!

  • Living Shader - Shade your particles,with both color and Alpha Channels! Choose from a list if references for when and how your particles are shaded, further define this by using the Particle Selection system. Works with HyperVoxels!

  • Sub-Objects/Sub-Polys - Thru advanced features in Napalm, your particles can be rendered as subobjects or it can use the existing polygons of an object! Unlimited Particle Groups, particles, and emitters (limited only by your RAM or LightWave/Inspire)

  • Wind - Influence your particles or Strands with wind that includes swirling, turbulence, and falloff.

  • Sticky Particles - Particles will stick to an object. Great for spray painting effects!

  • Assembler - Assemble a target shape out of particles. Now you can have your characters form out of particles!

  • Mimic - Particles will follow the path of an item in Layout, or create your own paths using envelopes. You can also change the particle size. Particle Field - A radius around the particles either attracts or repels other particles. Great for fluid effects or avoiding particle collisions in Flocking & Swarming.

  • Spawner - Particles become emitters based off the Particle Selection system and additional properties such as Speed, Age, Collision, Bounding Shape.
So, what's Napalm have that LW's Particles Dont...Click Here to Find Out!!!

Pricing and Availability For Lightwave 7.5 NEW SALE PRICE!!!
NAPALM
Intel/Mac $295
Upgrade from PS 2 Pro, Jr, and 1.x
(not PS2Se or PSLite!)
Intel/Mac $150
Download the demos here..... Intel & Mac OSX

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