LWStripe 3.0

LWStripe 3.0 is a tool designed to allow the user to divide the rendering of single frames across multiple processors or machines. It is designed specifically for use with LightWave 5.0 or higher on the Intel platform. It will automatically adjust to work with either LightWave 5.x or LightWave 6.x scene filesAs a standalone program it can run under either Win 95/98, WinNT 4.0 or Win 2000.

It works by formatting the chosen scenefile into one scene file per stripe. These can then be run on separate machines or processors using ScreamerNet. After all stripes are rendered they can be composited in the paint program of your choice to produce your final image.

For anyone using LightWave to produce images in print resolutions the advantages should be obvious.  Version 1.0 and the  beta version 2.0 have been in use for about a year by a very successful LightWave artist in Europe producing large poster size renderings.  Apart from the obvious advantage of allowing you to cut render time for large single frames by dividing the work over multiple CPUs, it also has the advantage of allowing you to save much of your image in the case of a crash.  Many times long complicated renders can crash losing you all of that time.  With LWStripe all you need to do is re-render the offending stripe.

Getting Started

After running LWStripe you will see the following screen:

ScreenGrab.jpg (27703 bytes)

The interface should be fairly intuitive. You select the scene file using the file requester windows on the left side of the window.

The Number of Segments is how many "stripes" you want LWStripe to format your scene file into. This can be up to 99.

The Overlap is the number of pixels of overlap you wish between your stripes. The purpose of this is that some plugins cause some rendering anomalies along the bottom edge the stripes (interior stripes only not the bottom one). This will allow you to specify a certain number of "rows" of pixels that will overlap between the bottom of one stripe and the top of the stripe below it.

After you have set these two fields (or stayed with the default values) you simply click on Stripe It! and your scene file will be striped.

The resulting scenefiles will be saved in the same folder and named in the following format:

Filename_s1.lws, Filename_s2.lws, Filename_s3.lws … etc.

Your rendered image will be saved in the directory you specified in Layout in the following format:

Imagename_s1_ , Imagename_s2_ , Imagename_s3_ … etc.

 

 

Finishing up

All that is left is to load the individual stripe images into your favorite paint or compositing software and composite them into a single image.

 

 

Notes

Two notes regarding possible "gotchas".

    1. You must specify a save image just as if you were going to render the scene file as saved out of LightWave with ScreamerNet. LWStripe uses this filename and path as the basis for the stripe saving info. If your nodes do not save images correctly this could be your problem.
    2. If you are not using square pixels AND you are not using a custom size (e.g., you are using D1 NTSC pixel aspect and LightWave's preset PrintRes mode) your stripes may be slightly off in size all of the image should be there. If by chance this does not work correctly you can specify custom size and type in the resolution settings instead of using the preset.

Where Do I Get It?

        If you are interested in purchasing LWStripe 2.0 please contact David Johnson by one of the methods below:

                                        David Johnson
                                        DreamTime Imagineering, Inc.
                                        3131 Turtle Creek Blvd.  STE 301
                                        Dallas, TX 75219
                                        (214)526-3080

                                        davidj@dreamlab.com

    The cost is $40 (US) per license. LWStripe is available for Win 95/98 and WinNT.  It should run correctly on the Alpha processors using FX32!