FPrime Limitations

FPrime renders your scene and includes the vast majority of LightWave effects (several hundred independent rendering modes and options!)

An incomplete list of supported effects includes: ACT cameras (including baking), surface Node effects (including shaders and materials), polygon objects, subpatch objects, all light types (including area lights), shadows, color shadows, light falloff and color, light exclusions, object exclusions, Background radiosity, Monte Carlo radiosity, ambient lighting, all basic surface attributes, all texture, image map, and gradients of those attributes, vertex color maps, bump maps, color highlights, color filter, additive transparency, diffuse sharpness, translucency, all reflection and refraction modes and maps, blurry reflection and refraction, unseen by camera flag, unseen by ray flag, Cast Shadow flag, diffuse and specular light flags, per-light shadow casting, matte colors, constant alpha, unseen by alpha, opacity alpha, shadow alpha, object unseen by alpha, object dissolve, unaffected by fog, self shadow, clip maps, solid and gradient backdrop, ImageWorld and Texture Environments, background images, depth of field, built in fog (all options), reflection, refraction enable flags, trace shadow enable, and ray recursion limit.

A pretty-close list of what's not shown in FPrime: effects of shader plugins, post-process tools like image and pixel plugins, ACT camera post-process filters, glow, lens flares, caustics, dissolve with distance, Shading Noise Reduction, foreground images, data overlay, field and stereo rendering, camera masks, per-object black alpha, point and edge rendering, and metaballs.

Many Environment plugins (like SkyTracer) are not officially supported, but often work anyway if you don't change their settings. The painful restrictions are the shader and post-process exclusions.

A few effects are slightly different in FPrime and LightWave. FPrime renders motion blur only in Render mode, not in its interactive window. In render mode, FPrime uses a hybrid 2D/3D technique for motion blur and DOF to give rapid smooth results that become more and more accurate with additional refinement. This means that even transparency and reflection are handled properly by both motion blur and depth of field.

FPrime does not use shadow maps, but instead raytraces all shadows. (FPrime could make shadow maps but in its progressive refinement design, this would be slower than raytracing, the opposite of LightWave.)

FPrime renders the current Layout object mesh. That means that it renders subpatch objects at their Display patch level, not their Render patch level.