Latest Sasquatch version is 1.8
- Windows 64 bit native version.
- Significant speed increases.
- Updated multithreading core, now supporting more than 2 cpus.
Known LightWave Issues
- LW reports incorrect fog color values to plugins when transparency
is used, sometimes causing incorrect fog colors to mix with fiber
colors when seen through multiple layers of transparency.
- A LW 9 bug can cause Sasquatch rendering errors if the Display Subpatch Level and the Render Subpatch Level(per object) are not the same and Subdivision Order is not set to First. Workaround is to make Display and Render Subpatch Levels equal.
- Mac only: Sasquatch's renderer is still single threaded.
Sasquatch version 1.71
- Bias -Y Combing rotation values were incorrect. Fixed.
- Tip Translucency value overwrites Translucency in save files. Fixed.
- Shadow of Sasquatch panel has a (large) invisible "About" region on top,
makes it hard to press top two "A" buttons. Fixed.
Sasquatch version 1.7
- Effector Combing
This lets you use one or more effectors to stroke the fur combing in a limited region without affecting the combing anywhere else. This can help to fix up small areas, like angling tufts of fibers out of eyes or tuning the flow of fur around a mouth. It uses effectors much like Acid. The effectors can be moved, rotated, and stretched to define the combed region. The combing is in the effector's -Y direction. You can use as many effectors as you like. There's two independent channels of effector combs so you can texture map the strength of groups independently.You can also change the strength of indivdual effectors by using that effector's Polygon Size. Effector combing is added to the previous "smart" combing and bias controllers. Probably you'll set up most combing using the older methods, and add limited region effectors just to fix up the small areas that have remaining problems.
- A small speed boost, about 5%.
- A new generic plugin, "Sasquatch Panel", which is like the G2 and FPrime generics. It's a convenience tool to bring up the Sasquatch pixel panel without having to dig into the layers of LightWave panels to get to it. You'll need to use "Add Plugin" in LightWave.
- Support for 64 bit dongle drivers.
- Wider image picker to show longer image names.
- Panels are all now nonmodal, a significant workflow boost.
- Minisliders on the Mac won't crash anymore. (!)
Sasquatch version 1.6
- Multithreaded rendering is much faster for
scenes which use Fur mode
on complex objects. [The "Receive LightWave Shadows" option
is still a huge bottleneck unfortunately, but with that option off, rendering
flies on dual CPU machines.]
- Item and light picker buttons now give more informative
- The Mac version now uses a progress meter to display
Sasquatch rendering status, and also allows aborting the render.
- Load-from-scene support is now much more robust,
and handles even cloned objects.
- LightWave's Z buffer is limited in depth resolution,
a natural limitation. This can make extremely tiny hairs (like velvet)
disappear or flicker when the object is very far from the camera.
A new control, "Z Buffer Precision Bias", allows you to force
fur intoview. This needed for very very very few Sasquatch scenes.. but is
now available for the (er, one, poor animator!) who had exactly this bad
luck. Ignorable for just about everyone.
- The render status bar now prints the segments that
are being rendered.
- Minisliders on Macintosh now work like the PC, keeping
the cursor "unmoved" after sliding, and giving no limits to sliding
distance. [A very annoying limitation in older versions!]
- Objects that used bones with expressions and many
many child bones were very slow to render in Sasquatch. This is from the surprisingly
slow speed of LW expressions, multiplied by the number of times
Sasquatch needs to query those bones to compute dynamics. This was
particularly common on objects set up with the ACS4 tool. We've
eliminated the bone query for the common case where no dynamics are
computed. To avoid the slowdown for scenes with fur dynamics,
you may want to pre-bake the bone motion of those bones with expressions (or
just remove the expressions) in order to speed up those scenes.
- When using Sasquatch transparency mode, sometimes
a stray pixel
appeared at the edges of silouettes. This was a floating point
precision problem. Now fixed!
- Using backdrop image fog would cause funny colors
in Sasquatch fibers.
Our bug, a remnant of LW 5.6 support. Now fixed.
- Combing nulls wouldn't comb right if they were parented
in a nested
heirarchy. Our bug, from a Bad Assumption. Fixed!
- Sasquatch image maps were mis-scaled by 0.02% as
LightWave's maps. This tiny mismatch was nonetheless noticed by a
very alert Steve Hoefer. Fixed!
- When the camera was very far away and zoomed in
close, shadows could
be offset from their "true" position. The renderer now mostly
compensates and the offset is much less severe. Reported by Bob
- Onepass antialiasing could show a "ghost" of colors behind an object
if there was a very sparse layer of fur on a front surface. This was
from the one-pass algorithm saving memory by storing less color
information. The algorithm has now been changed to behave more
accurately in most cases, eliminating the ghosting.
- Sasquatch may have made invisible (black) objects
in scenes using ultra-negative lights visible. Fixed.
Isolated LightWave Bug
- PC Sasquatch can now always reliably read scenes
saved from Mac
Sasquatch. This is from a LightWave bug that has been documented and
reported to Newtek. We also applied a workaround to Sasquatch itself.
- A LightWave bug would (very rarely) corrupt Sasquatch's
UV maps when
applied to multiple objects. We isolated and worked around the problem
so maps are more reliable.
- Diagnosed a very slippery LightWave bug when using
maps for texturing Sasquatch parameters. Sent an analysis and example
to Newtek for fixing. Thanks to Chris Dardis for his test scene!
- Diagnosed an occasional problem with flickering
shadows when using
shadow maps, especially with high fuzziness. We isolated and
documented the LightWave bug and submitted it to Newtek. [Thanks to
Wet Cement and also Dave Tracey for test scenes!]
Sasquatch version 1.5 GY
- This Mac OSX-only update adds support for G2 to receive shadows from
Sasquatch hair and fur.
Sasquatch version 1.5 GI
- This PC-only update adds support for G2 to receive shadows from Sasquatch hair and fur.
Sasquatch version 1.5 EO
- Now supports LightWave Translucency control for shadow surfaces.
- Automatically set "Use 'Subdivide Last' mode in LW 7, so no need for manual button.
- Mac OSX had a license filename problem (LW 7 only). Fixed.
- Mac UV/Weight maps were broken in LW 7. Fixed.
- Workaround for a LW bug dealing with disabled plugins.
- Second bug with disabled plugins could cause black surfaces! (Our bug, fixed.)
- License screen now says "1.5" instead of incorrect "1.0" [oops!]
- Length readout in displacement interface was ignoring "auto object size." Fixed.
- Fixed subtle but potentially severe bug in creep and combing, sometimes caused hangs!
Sasquatch version 1.5 EN
- New interface, faster and compact, using tabbed panels.
- Full support for UV image maps, weight maps, and color vertex maps!
- Updated rendering engine (including better shadows)
- Rendering speed increases of 1.5X on x86 and Mac OSX!
- Works with Hypervoxels and Volumetric Lights [LW 7+ only]
- 96 bit floating point color accuracy [increased from 24 bits]
- No more artifacts or slowdowns when using LW's internal multithreading
- Object "part" support (in addition to previous surface support) for application, creeping, and combing
- Image selection allows loading new image from picker.
- Missing or bad images are detected and allow you to select them manually on load.
- Color button now uses LW's color picker
- Support for Digital Confusion.
- Length multiplier for long hair mode allows shortening of styles (which can be animated for "snaking ropes")
- User comment field to help organize multiple instances
- Object/Light exclusion in Shadow of Sasquatch [LW 7+]
- Optional response to LW's shadow map angles [LW 7+]
- Multiple layers of fur now use independent "seeds" so their fibers are not identical.
- Frame range limits can optionally restrict Sasquatch to apply only during fixed periods
- Multithreading defaults to "on" for Windows dual-CPU machines.
- "S" panels compensate for LW 5 scenes which use ".lwo" extensions when naming objects
- No spurious warning messages when applied to a null object
- Removed internal disable options (you can use LW's checkbox more easily)
- Sasquatch's main panel no longer opens slowly when applied to very very large objects [for Rowsby]
- "Subdivision Last" support is now optional (because LW is very slow processing this)
- New cancel, load, and save buttons for the pixel panel.
- LW Translucency no longer creates artifacts (though the effect is ignored).
- Larger cut/paste buttons.
- Ability to write fur Z effects into LW's depth maps [LW 7+]
- No erroneous "Holding Frozen Render" description line when rendering previews.
- Now checks for consistency of images that LW may have silently deleted.
- New cut/paste for fur/fiber settings
- New shading quality control [speed tradeoff]
- Warning/diagnosis text for stored previews
- Negative light intensity support.
- Definable pose frame.
- Most object information is now discarded after rendering, saving significant RAM
- Autosizing images didn't work with "apply to all but.." mode. Fixed.
- Wind/Dynamics cut & paste wasn't remembering wind values. Fixed.
- Preview RAM display had disabled text when it shouldn't. Fixed.
- Transparency layer gadget would flicker during updates. Fixed.
- Very bad fog artifacts, unnoticed since 1.0-DF, fixed!
- Shadow map RAM display was showing only 1/4 correct value. Fixed.
- Small memory leak when entering image picker. Fixed.
Sasquatch version 1.0 DX
- Extra decimal points in Linear animation for Rowsby
- Over 100% values allowed for Shadow Opacity in Shadow of Sasquatch for Panikos
- Adaptive Sampling is no longer forced to be off, (a single warning will be printed instead.)
- Embarassing crash when cut-and-pasting image maps fixed.
- Crash when using an object with a disabled parent bone fixed.
Sasquatch version 1.0 DW
- Now works with LightWave's "Subdivision Last" setting. (Much rejoicing from many.)
- Mac OSX version
- Windows USB dongle support
- Long hair smoothness increased for extremely long detailed strands (like coiled ropes)
- Now turns LW Adaptive Sampling off automatically (to prevent LW artifacts)
- Rare freeze when entering image picker multiple times fixed
- Surface name changes in Modeler weren't updating in Sasquatch. Fixed.
- Maximum transparency layers increased to 40 (for mapped-polygon forests, etc)
- Rare bug, when selecting multiple objects, sometimes the displayed count of objects was wrong. Fixed.
- Rare hang when using hair objects with all 0-length segments fixed.
- Bug which prevented mapping onto objects with one dimension scaled to 0 fixed.
- Illegal Shadow Opacity values now not accepted.
- Shadow of Sasquatch crash when shown in the surface preview is now avoided. (Caused by a LW bug)
- Disabled instances no longer "flicker" the status panel up and down quickly.
Sasquatch version 1.0 DG
- Supports all LightWave subpatches objects natively. An important new feature!
- Supports multilayer objects completely
- Multiple camera support for LW 6
- Distance clipping option to speed up landscape rendering
- Dynamics now reacts to bone effects
- Much improved rendering quality when LightWave antialiasing is used (no cheek artifacts!)
- Macintosh support!
- Dynamics now bases its strength on object scale size, so settings are easier to configure
- Shading now follows LightWave's No Diffuse and No Specular flags.
- Support for objects with over 64k vertices.
- Rare rendering bug with extremely out-of-view fibers mis-rendering is fixed.
- Status percentage bug which would go to 1700% with LightWave high AA fixed.
- Fixed "stuck cursor when disabled gadget" GUI bug.
- S-panel "Image Sharpness" was sometimes not being saved. Fixed.
Sasquatch version 1.0 DP
- Changed final LW save call to avoid scene file corruption
- Support for radiosity on both surfaces and fibers, only in LW 6.5.
- Warning when multiple layers are simultaneously used.
- Shadow of Sasquatch is now multithreadable
- Shadow of Sasquatch now allows colored highlights (including partial coloring)
- Size Scale can be overridden to manually change object size
- Fixed a memory leak when using cut-and-paste.
- Save requester now works properly when using VBFileRequester
- Fixed a crash bug when 0% Surface Subdivision was used with wind
- Spherical and cylindrical mapping was not rotated properly for X and Z. Fixed.
- Spherical mapping didn't match the poles properly. Fixed.
- Fixed a bug with "Hue Vary" and the solid color blue.
- Bad object files will now not crash or hang.
- Very occasionally, deleting an object would remove a selected Sasquatch spotlight. Fixed.
- Curl combing would change directions when no combing was added. Fixed.