The Wait is Over!
New GUI & Workflow
First off, we simply have to start with the brand new GUI!
We built it from the ground up, so everything is different (but still familiar for users of LightAct 3). For example we’ve added window docking, workspace saving, drag & dropping and many other usability features.
Achieve results faster!
Video & Image Sequence Playback
We’ve invested a lot of work into improving playback of video files and both compressed and uncompressed image sequences.
Supported codecs: NotchLC, HAP, HAPa & HAPQ in .mov containers, mp4 and others
Supported image sequences: tiff, jpg & png
New 3D Model Formats
LightAct 4 supports FBX, OBJ and DAE 3D file formats.
But wait, there is more!
You can now import 3D models consisting of multiple objects and apply different textures to every object inside your 3D model.
Sub-Frame Real-Time Latency
With Notch, LightAct always had sub-frame latency between render-time of the engine and the ingest time of that texture into LightAct.
With LightAct 4 we’ve achieved sub-frame latency for Unreal Engine as well!
LightAct 4 controls every aspect of Unreal’s render cycle and there is only a few milliseconds between the moment when LightAct passes new data to Unreal and triggers its render cycle to receiving the updated texture back from Unreal.
LightAct 4 supports all the major object and camera tracking technologies. Now there is almost no limits to what you can push into LightAct and what your content can respond to.
Spherical & Cubic Throwers
In LightAct 4, you can now use cubic or spherical throwers. This makes it incredibly easy to map 360° content to objects or video screens.
Cubic throwers are very useful if you have only a few sides of the 360 cube available, for example in Unreal Engine workflows.
Spherical throwers work with any equirectangular content.
LightAct 4 supports 10-bit displays!
Enabling this feature is as simple as checking one checkbox and restarting LightAct.
Video output window has been greatly improved. For example, you can now:
LightAct 4 is multi-server ready. Create clusters of machines, transfer assets between them and sync them on a frame-by-frame basis.
Any number of servers for projects of every scale.