FPrime Demo Video Tour

FPrime displays your rendered scene interactively as you build, edit and extend it.

Interactive
Nabashima
Creating a scene from scratch including a complex (250,000 polygon) car curtesy of Nobuhiko Nabeshima. Notice how the render can be interactively zoomed to any level (just using the mouse wheel) to examine even tiny object details

Speed is the key feature that makes FPrime's feedback possible. That speed means you don't wait for LightWave. FPrime instead is using every moment to help you and prevent you wasting your time.

Speed
Benchmark
LightWave's Raytrace benchmark scene, rendered interactively. Notice how reflections, transparency, bump mapping, and textures match LightWave's render of the scene. However FPrime's view is antialiased and still renders much more quickly

FPrime's views are flexible. Multiple simultaneous renders are still fast and give you more feedback..

Flexible
FPrime multiple windows
Multiple simultaneous interactive render views, including reflections from curved mirrors. The transparency and index of refraction of the eyes are adjusted. The head is interactively displaced with bones.

FPrime also helps when adjusting object surfaces and texturing. Feedback is everything.

Feedback
FPrime feedback
FPrime interactively rendering while adjusting texture, gradient, and bump mapping. The first part of the video shows adding and tweaking multiple textures, UV maps, gradients, and bump maps, cloning and moving objects, adjusting views, and finally saving a final antialiased render.

Large scenes with many polygons and many lights are when FPrime feedback is most important! Don't miss this video.

Large scenes
FPrime large scenes
Interactive rendering of a massive scene. We use some of Christophe Desse's detailed objects to make a 500,000+ polygon scene. The starting raytraced light is movable in real time, but that isn't much challenge for FPrime to show. We overload the scene with 144 new raytraced point lights using LightWave's Luxigon tool. This produces a soft lighting effect. Every light can still be interactively and independently changed! We pick one light, change it to a full-featured area light, and move and size it. FPrime has no problem rendering the 145 shadow casting lights.

FPrime helps set up and edit keyframes.

Scrubbing
FPrime scrub
Blochi's fun Tasso model is animated with bones and morphs in an area light lit scene. We scrub through its expressions and set up new camera keyframes. (Object, bone, light, and texture keyframes work too, but aren't shown.). We set up some fog, and finally tweak the geometry in Modeler, updating FPrime via LightWave's Hub.

Even depth of field is shown interactively...

DOF
FPrime DOF
A 1.4 million polygon scene demonstrating depth of field and blurry reflection. Since the depth of field is raytraced, there are no problems using transparent windows or reflective surfaces.

With LightWave alone, radiosity effects are hard to anticipate during setup and take a long time to render. With FPrime, you have instant feedback.

Radiosity speed
FPrime radiosity speed
LightWave's own radiosity demo, Skull_Head_Newest. FPrime renders this scene approximately 20 times faster than LightWave.
Radiosity interaction
FPrime radiosity speed
FPrime's interaction makes radiosity setup easy. We start with LightWave's Radiosity_Things example scene and show how easy it is to make and judge changes. We change the scene to be lit by a glowing, textured object. Don't miss this video!