Worley Laboratories is dedicated to producing advanced software for 3D rendering. We research new graphic techniques and our most successful ideas are released as new, unique, LightWave plugins.
CONTACT INFO:-
Scott Hurley
405 El Camino Real
Suite 121
Menlo Park, CA 94025
650-322-7532
Fax 650-322-8349
Email: hurley@worley.com
Gaffer:
Gaffer
is a sophisticated lighting and surface tool which replaces
LightWave's shading model. It adds per-surface light falloff,
exclusion and boosting. It can add multiple layers of specularity
with independent intensity, glossiness, color tinting, and Fresnel
falloff. It allows for the "brushed metal" anisotropy effect seen on
hair, threads, and stainless steel. New diffuse options include
transmission and "roughness" for rock and skin effects. Its high
quality area light shadows complement LightWave's. It also allows easy
and seamless shadow compositing on background plates.
Bloom:
Bloom
Bloom is a tool to produce an effect similar to the one you might see
on a chrome car bumper at noon on a sunny day, which has an enormously
strong, glaring reflection. Bloom can make strong specular highlights
produce a surrounding bright glowing halo around them. This is not a
surface effect, but an image-based one; the glow may go past the
boundaries of the surface. This ability is especially useful for
metals in daylight, which is the most common situation where extremely
bright reflections are seen.
Acid:
Acid
uses a LightWave object to "paint" attributes onto surfaces. You
can move the effecting object and cause trails to be left on your
surface. The effectors that apply Acid are not limited to simple
spheres. Each effector can be positioned, sized, stretched. Acid can
leave a history "trail" behind the effector to leave tire ruts or
paint trails. Since the Acid plugin can affect all the surface
attributes including bump mapping, you can get a huge range of intense
effects. Acid also has a preview of its effects in its interface.
Poke:
Poke
makes indentations in an object by using another object as a
simple tool. In its simplest use, Poke acts like the "Effector" tool,
making a bulge in the shape of a sphere appear in the side of an
object. However, Poke's advanced control can automatically add
footprints to the ground as a creature walks over it, apply dings from
bullets and dents from baseball bats, and form all kinds of different
"dent" effects. Poke's original design was to simulate the motion of
an object under a "skin" of material, like a rat crawling under a rug.
Blink:
Blink
repeats cycled behaviors at random intervals and speeds. It was
designed for simple eyeblinks, but actually is much more useful for
applications ranging from shutters banging in the wind to an endless
steam of insects crawling across a floor.
Parent:
Parent
is a fully dynamic tool for parenting any object, light, or
bone to any other. You can switch parents at any time to allow
"hand-offs" of objects from one character to another. Parent can
attach clothes and jewelry to LightWave bones so they stay attached
when your character is animated by the bones. Parent has many more
features such as divorcing channels (allowing objects that will stay
upright even if their parent rotates.) It allows cycled parenting,
which allows you to repeat a sequence of parents.
PhaseLink:
PhaseLink
allows an object have a complex, scripted, response to some
external stimulus. This allows you to control the motion of dozens of
gears by the use of a single null, or to make an android's elbow
piston react to the angle of its elbow joint.
DistLink:
DistLink
DistLink allows vehicles to have complex walk or driving cycles which
are automatically followed as the object is moved over the
ground. This would allow, for example, a beetle to automatically move
each of its legs in a perfect walk cycle as you simply drive the
beetle object over the ground.
ThrottleLink:
ThrottleLink
allows easy speed control of machinery. A complex device
like a steam engine can be controlled with a single simple throttle,
as opposed to hand-keyframing the varying speeds of each part of the
engine in their complex cycle.
SpeedLink:
SpeedLink
SpeedLink allows objects to react to the velocity of other
objects. This is useful especially in instrumentation, such as making
a working speedometer. Other applications include causing an airplane
to bank slightly when it sideslips, or for landing gear to
automatically raise when an airplane is moving quickly.
AccelLink:
AccelLink
allows objects to react to the acceleration of other
objects. This allows car suspensions to automatically rock backwards
when they start, and forwards when they stop. It make motorcycles
automatically make wheelies, or a character sag against his seatbelt
during a sudden stop.
Lens:
Lens can add or remove many real camera lens distortions to
your rendered imagery to match background plates. These distortions
include shear, offset, scaling, rotation, and pincushion effects. It
can also apply the inverse distortion to an image. This lets you take
a background plate and remove the distortion from it to get a "flat"
version. This allows Lens to distort your rendered imagery to match
the background, or to undistort your background to match your rendered
imagery. Lens's interface has a real time preview of its effects on
your scene.
Wheelie:
Wheelie
allows an easy way to automatically have vehicle wheels
rotate. It is deliberately designed to be simple to apply, with no
fancy math computation or setup required.
SpeedLimit:
Keyframes can make motions that are a little too harsh; your object
may move too fast during part of its animation, making its motion look
awkward. SpeedLimit limits the velocity of your objects to prevent
them from passing that "too fast speed." You can also animate the
allowed speed, allowing the object to start at one speed but
accelerate to another.
Track:
The Track plugin extends LightWave's simple light and camera
"Targeting" ability, allowing targeting for objects and bones as
well. It can also track using any of the 6 object axes, not just the
single +Z axis LightWave uses. It can restrict rotations axes if
necessary. It can add delays to the tracking, which is useful for gun
turrets tracking fast targets.
Limiter:
Limiter prevents objects from exceeding different positional
constraints such as dropping below ground level, even if your
keyframes pass beyond this level. The Limiter plugin can also restrict
rotations to lie only within certain angles, or scaling to lie with
defined ranges. The limits themselves can be keyframed to allow
different limitations at different times.
Dangle:
Dangle makes a LightWave object like a rope or chain automatically
"drape" itself between two points. This allows you to quickly and
easily make a sailing ship's rigging, tie a horse to a railing, or
drape banners from windows. Dangle will automatically adjust the
object if its anchor points move, keeping your rope realistically
positioned even as your sailing ship rocks or your horse moves its
head. This plugin replaces the painful manual method of using long
chains of keyframed LightWave bones along the length of your ropes and
cables.
Flexor:
Flexor is a displacement tool designed to offer a versatile control
for bending rods or beams. Usually bending effects are accomplished
with a chain of bones, but the Flexor plugin allows much smoother,
faster, and easier control. The amount of bend is controlled by an
exterior object (most often a Null object). Flexor is designed to work
especially well in conjunction with the Whip plugin, to produce many
dynamic "springy" effects.
Diffuse:
Diffuse is a displacement plugin designed to work with clouds of
points. It's not for use with models; it's a particle system effect
that's designed for large groups of single points. Diffuse takes each
particle and simulates a natural random gas diffusion, using what is
known as a ``random walk.'' This is very similar to the way silt will
diffuse through water.
HSVBoost:
HSVBoost allows you to boost, reduce, or shift a surface color's hue,
saturation, or value. These color attributes can be modified based on
the angle of the surface to the camera.
Enviro:
Enviro is a plugin designed to build 360 degree maps showing your
entire scene from a central viewpoint. This can be useful for making
environment maps for later use as reflection maps. It can also be used
to make Quicktime VR (QTVR) and Microsoft Surround Video (MSSV) files,
which allow a user on a web page to interactively pan around a 360
degree view of a scene. Enviro can produce spherical, cylindrical, or
cubical environment maps. It can also produce flat orthographic views
of a scene.
VFog:
VFog is a volumetric fog tool for adding a ground layer of mist, or a
"vertical fog" to a scene. VFog is extremely fast, taking only
seconds to compute. VFog's interface has a real time preview of its
effects on your scene.
Rayleigh:
Rayleigh is a simple fog tool that allows each of the RGB channels to
have a separate fog falloff distance. This allows bluing of distant
objects and is useful for atmospheres and underwater. It has a real
time preview of the effect on your scene in its interface.
PathAlign:
The PathAlign tool is a more powerful version of LightWave's Align To
Path. It allows you to have any axis aligned, not just +Z. It can
also align to acceleration, or any blend of velocity and
acceleration. It can crossfade the path alignment with the base
keyframed alignment with the strength control.
BladeBlur:
BladeBlur is a surface shader for making blurred propeller blades. It
applies transparency to propeller disks, making proper motion-blurred
gaps with customizable appearances and automatic rotation and motion
blurring.
VelAccel:
VelAccel allows you to keyframe object velocities and accelerations
instead of positions, making smooth parabolic arcs easy. It can also
be useful to accelerate cars or other vehicles, since keyframing a
smooth acceleration is difficult.
Gaffer:
Intel $199.00
DEC Alpha, Sun $299.00
Bloom:
Intel $199.00
DEC Alpha, Sun $299.00
All Others:
Intel $199.00
DEC Alpha $299.00
LightWave 3D
Gaffer & Bloom: Intel, DEC Alpha, Sun
All others: Intel, DEC Alpha
http://www.worley.com