pureLIGHT is now available, get it while it's hot!
by David Chan · 08/21/2009 (2:19 pm) · 26 comments
pureLIGHT can now be purchased on the Garage Games store. It's been an adventure getting pureLIGHT to market. Working with the Garage Games folks has been great. It's cool to see people that are so passionate about what they do. They truly want to deliver a product that will enable indie developers to realize their vision. We are happy to be part of that mission.
We know that we could have approached things differently by going with a high licensing fee with a handful of clients, but that's not us. We are a small developer ourselves and know that small, passionate, and driven teams can produce incredible results given the right tools. That's why selling pureLIGHT to Torque 3D users was as much a philosophical decision as a financial one.
Speaking of small, passionate teams I'd like to thank ours. Everyone contributed in some way, either directly or by supporting this effort. Thomas, our lead programmer, Andrew, our technical director, Wade, our director of development as well as Andy, Danielle, Jason, Wendy and AJ. A great big thanks to our business team, Don, Kelly and Richard, for believing that a tool we loved to use had value in the larger world and letting us take the reigns to make it happen. I'd also like to that the people that helped with the beta test, especially Andy "hewster" and Matt. And last, but not least Brett, Matt, Pat, Derek, Jacob, Deborah and all the folks at Garage Games that have been excited about pureLIGHT and what could be created with it and did everything they could to help us out.
As a thank you to early adopters we've decide to discount pureLIGHT for the first 30 days. Instead of the normal $500.00 price you can get it for $350.00 for a limited time. So, if you are sitting on the fence contemplating a purchase, don't sit too long ;)
For those not familiar with our product yet make sure to check out our website as well as our demo and tutorial videos on YouTube. Also, you might want to keep an eye out as we have an idea for a very cool contest involving Torque 3D and pureLIGHT that we'll be announcing in the next while. So, get pureLIGHT and "get baked"... lighting that is :)
We know that we could have approached things differently by going with a high licensing fee with a handful of clients, but that's not us. We are a small developer ourselves and know that small, passionate, and driven teams can produce incredible results given the right tools. That's why selling pureLIGHT to Torque 3D users was as much a philosophical decision as a financial one.
Speaking of small, passionate teams I'd like to thank ours. Everyone contributed in some way, either directly or by supporting this effort. Thomas, our lead programmer, Andrew, our technical director, Wade, our director of development as well as Andy, Danielle, Jason, Wendy and AJ. A great big thanks to our business team, Don, Kelly and Richard, for believing that a tool we loved to use had value in the larger world and letting us take the reigns to make it happen. I'd also like to that the people that helped with the beta test, especially Andy "hewster" and Matt. And last, but not least Brett, Matt, Pat, Derek, Jacob, Deborah and all the folks at Garage Games that have been excited about pureLIGHT and what could be created with it and did everything they could to help us out.
As a thank you to early adopters we've decide to discount pureLIGHT for the first 30 days. Instead of the normal $500.00 price you can get it for $350.00 for a limited time. So, if you are sitting on the fence contemplating a purchase, don't sit too long ;)
For those not familiar with our product yet make sure to check out our website as well as our demo and tutorial videos on YouTube. Also, you might want to keep an eye out as we have an idea for a very cool contest involving Torque 3D and pureLIGHT that we'll be announcing in the next while. So, get pureLIGHT and "get baked"... lighting that is :)
About the author
Got my start at BioWare in 1999. First project was MDK2 and last project was Mass Effect. Since then I've worked on indie titles and other games like Prey and Splinter Cell. Got my start at pureLIGHT late last year as the Product Manager.
#2
What is the position of pureLIGHT in the T3D artist workflow? Is it integrated into T3D interface or we have to assign lightmaps generated by pureLIGHT?
Also, what are the benefits of using pureLIGHT and not just 3D Max/Cinema4D?
Thanks!
08/21/2009 (3:15 pm)
I'm a bit confused, I had an idea that pureLIGHT is included in the T3D Professional license?What is the position of pureLIGHT in the T3D artist workflow? Is it integrated into T3D interface or we have to assign lightmaps generated by pureLIGHT?
Also, what are the benefits of using pureLIGHT and not just 3D Max/Cinema4D?
Thanks!
#3
08/21/2009 (3:41 pm)
Bah, you should keep the discount at least until mid-October...just so I can get the discount when I can afford to buy pureLIGHT. ;)
#4
08/21/2009 (3:50 pm)
DUDE, I was all set to get pureLight but read about the workflow and it requires collada. We use Houdini and go straight to DTS. Any thoughts?
#5
By the way.. Is there going to be a try-out of Purelight for 15 or 30 days to test it? Anyway we are not talking about $50. I don't want to spend that much and disappoint eventually :(
08/21/2009 (4:02 pm)
Scott, I have never used Houdini. Is it possible to export geometry as *.ASE (ASCII Scene Export) ? This is all you need to put your stuff in pureLight. After you setup the light maps pureLight takes care of exporting the models as COLLADA.By the way.. Is there going to be a try-out of Purelight for 15 or 30 days to test it? Anyway we are not talking about $50. I don't want to spend that much and disappoint eventually :(
#6
@Joe Melton - We may run specials from time to time, but right now we want to make sure early adopters have incentive to take the plunge :)
@Scott Peal - We also use .ASE if that helps you. The problem with using DTS directly is that not all editors out there support it and Torque 3D supports Collada. T3D automatically converts from Collada to DTS so maybe you can try exporting to Collada.
08/21/2009 (4:10 pm)
@Funky Diver - check out our videos and our documentation as it will explain a lot. The short version is that pureLIGHT offer real time preview, automatic unwrapping and iterative workflow that allows you to make adjustments to lighting on the fly. @Joe Melton - We may run specials from time to time, but right now we want to make sure early adopters have incentive to take the plunge :)
@Scott Peal - We also use .ASE if that helps you. The problem with using DTS directly is that not all editors out there support it and Torque 3D supports Collada. T3D automatically converts from Collada to DTS so maybe you can try exporting to Collada.
#7
08/21/2009 (6:20 pm)
A 15 or 30 day trial would be really great. I hope you can consider it.
#8
08/21/2009 (6:28 pm)
We actually do have a trial version. We'll be putting that out soon.
#9
But Ive been waiting on the sidelines till T3D Comes out of Beta status.
Since you say a trial will be available soon; how soon?
If I buy it now, how long will you support the product?
Will I receive updates for only a limited period of time?
I'm only asking because, since I have been here, there have been so many
evolutions to the engine.
I am More Artistic and just want to get my hands on this product.
But my only worry is ,for the price point!, for the Indie!, how long do you intend to support the future updates?
Think about it !
With so much changes in T3D - Isn't this just how T3D will look in the near future?
08/21/2009 (8:28 pm)
I feel so compelled to buy this.But Ive been waiting on the sidelines till T3D Comes out of Beta status.
Since you say a trial will be available soon; how soon?
If I buy it now, how long will you support the product?
Will I receive updates for only a limited period of time?
I'm only asking because, since I have been here, there have been so many
evolutions to the engine.
I am More Artistic and just want to get my hands on this product.
But my only worry is ,for the price point!, for the Indie!, how long do you intend to support the future updates?
Think about it !
With so much changes in T3D - Isn't this just how T3D will look in the near future?
#10
08/22/2009 (11:35 pm)
If Garage Games makes any major changes we'll make sure to maintain compatibility. We have plans for a few feature updates. As for a specific period, I have no idea to be honest, but we'll support all major releases of Torque 3D for sure. Hopefully we'll have the trial version out next week. Not sure what you are asking in the last question, but as far as I know T3D will not include lightmapping tech on it's own. They actually brought us on board because they had a need for a good solution and we filled it.
#11
Definitely need to find a way to build up that cash :)
But definitely the heaviest requirements I've seen for a long time, Crysis looks like a low quality game against this hehe (4GB of RAM for the 64bit version, 512MB of dedicated video ram which cuts most who dream of using it to get better lighting as their system is too crap to do Advanced Lighting ... ;) ). But unlike Crysis, this tech likely uses this requirements for the good and I'm definitely looking forward to the trial :) This might be the first app to really make me consider getting my RAM extension anytime soon. So far I'm happy with my 3x 2GB, I'm waiting for 3x 4GB to become cheaper to go to 18GB ...
Two question in relation to the EULA thought
I'm not that fluent in legalese, but is that part legal at all? Would at least be new to me that anyone is entitled to tell me when I'm meant to destroy backups and old version installs unless the license was terminated / refunded or a major version change (1.x to 2.x etc) happened in which case my license is actually upgraded / transfered.
Actually this point also fights with point 3.1 of the EULA which at the same time allows 1 archival backup copy to be installed.
I guess that was not the intend, which is why I ask for clarification.
Point 3.1.2 (secondary install on a notebook for example) in relation to 3.2.9 (use only in country in which the license was aquired): Those two points fight each other pretty heavily too. if I'm allowed to have a secondary install that I can take with me when I'm not at my working place, why is any traveling artist disallowed from using it?
08/25/2009 (11:15 pm)
Thats an all great offer.Definitely need to find a way to build up that cash :)
But definitely the heaviest requirements I've seen for a long time, Crysis looks like a low quality game against this hehe (4GB of RAM for the 64bit version, 512MB of dedicated video ram which cuts most who dream of using it to get better lighting as their system is too crap to do Advanced Lighting ... ;) ). But unlike Crysis, this tech likely uses this requirements for the good and I'm definitely looking forward to the trial :) This might be the first app to really make me consider getting my RAM extension anytime soon. So far I'm happy with my 3x 2GB, I'm waiting for 3x 4GB to become cheaper to go to 18GB ...
Two question in relation to the EULA thought
Quote:2.3 Upgrades. If 3DI labels the Software in the User Documentation as an upgrade or update (“New Version”) to software previously licensed to You (“Previous Version”), You must destroy all copies of the Previous Version, including any copies Installed on Your hard disk drive, and upon request by 3DI return any User Documentation to 3DI or the authorized distributor from whom You acquired the Previous Version within one hundred twenty (120) days of Installing the New Version ...
I'm not that fluent in legalese, but is that part legal at all? Would at least be new to me that anyone is entitled to tell me when I'm meant to destroy backups and old version installs unless the license was terminated / refunded or a major version change (1.x to 2.x etc) happened in which case my license is actually upgraded / transfered.
Actually this point also fights with point 3.1 of the EULA which at the same time allows 1 archival backup copy to be installed.
I guess that was not the intend, which is why I ask for clarification.
Point 3.1.2 (secondary install on a notebook for example) in relation to 3.2.9 (use only in country in which the license was aquired): Those two points fight each other pretty heavily too. if I'm allowed to have a secondary install that I can take with me when I'm not at my working place, why is any traveling artist disallowed from using it?
#12
08/26/2009 (1:52 pm)
I'll look into those points. I too am not a lawyer so the legalese often goes over my head. We don't want to put barriers up for our users. As for the first point I don't think there'd be much point keeping an older version around and I think the archive applies to whatever the current version is. As to the second point as long as you only one user using one key at a time everything is fine. However, I will talk to our EULA guy and get him to look into revising those points or at least clarify them.
#13
As I would be a new customer to your technology, I naturally have no idea if it holds too, but I would prefer to have the option instead of becoming one of those who hammer your support when I could spend that time and especially nerves and energy much better.
The technology as such is definitely interesting as I can use it with both my main techs thanks to the collada support.
In the past I used Gile[s] for lightmapping, which I've used since its closed beta days and so far I found nothing comparable until PL appeared on the stage :) Thanks to the full support of my overdriven hardware and advanced features its definitely a great piece of technology especially for such restricted budget devs like me
08/26/2009 (7:04 pm)
I commonly keep an (or more) older version around for a pretty simpler reason: Out of experience I can say that no ".1 to .2 release" of any software I so far owned went without backfires in some way so it often happens that I'm forced to use at least two versions in parallel to get all out of it. That holds for $50 as for $2000 software.As I would be a new customer to your technology, I naturally have no idea if it holds too, but I would prefer to have the option instead of becoming one of those who hammer your support when I could spend that time and especially nerves and energy much better.
The technology as such is definitely interesting as I can use it with both my main techs thanks to the collada support.
In the past I used Gile[s] for lightmapping, which I've used since its closed beta days and so far I found nothing comparable until PL appeared on the stage :) Thanks to the full support of my overdriven hardware and advanced features its definitely a great piece of technology especially for such restricted budget devs like me
#14
08/27/2009 (5:15 pm)
Marc, I appreciate the 1.0 jitters, I get them myself :) Fortunately our product has been in production use for over two years. So, the only issues we've run into are mostly adapting to work as seamlessly as possible with Torque 3D.
#15
08/29/2009 (3:34 pm)
FYI folks. We will be updating the EULA based on the feedback here. Just removing some of the sharp corners.
#16
08/29/2009 (4:30 pm)
David , I haven't read entirely the EULA but will we need to pay something more than $350 if we use your product to publish games for Xbox360? I consider your product as the others on the market , for instance Photoshop , 3dsmax... where you buy the product and it doesn't matter what you are going to produce using it after buying it. Am I right?
#17
You can use the output of pureLIGHT wherever you want, there are no restrictions. If you want to use it to make a PC, 360 or PS3 game that's up to you. The difference is between an indie developer and a large studio with a full team. That's where the licensing would be different.
08/31/2009 (2:26 pm)
@PicassoYou can use the output of pureLIGHT wherever you want, there are no restrictions. If you want to use it to make a PC, 360 or PS3 game that's up to you. The difference is between an indie developer and a large studio with a full team. That's where the licensing would be different.
#18
I use XSI and I use XNA for game making, but I also use Esperient Creator for Architectural visualization. Both things requires lightmaps, so right now I'm baking everything into XSI, save the maps and export into the engines. Main problme is that I have to setup global illumination and final gathering properly to have good lightmaps, so this take quite a bit, but with pureLight probably I solved this problem!
- So, if I buy a copy here on garagegames, can I use it to generate lightmaps for both XNA and Esperient Creator?
- Do pureLight have a good support for XSI? I mean, can I easily export from XSI and import into pureLight without any compatibility/geometry problems ( this is very important )?
- In XSI I usually have a set of UV for each mesh for traditional mapping. When I export the mesh into pureLight do it generate a separate UV set to bake the lightmaps or it will use the same UV coordinate system?
Thanks
09/01/2009 (4:36 am)
Hello David, I have a couple of questions for you regards pureLight:I use XSI and I use XNA for game making, but I also use Esperient Creator for Architectural visualization. Both things requires lightmaps, so right now I'm baking everything into XSI, save the maps and export into the engines. Main problme is that I have to setup global illumination and final gathering properly to have good lightmaps, so this take quite a bit, but with pureLight probably I solved this problem!
- So, if I buy a copy here on garagegames, can I use it to generate lightmaps for both XNA and Esperient Creator?
- Do pureLight have a good support for XSI? I mean, can I easily export from XSI and import into pureLight without any compatibility/geometry problems ( this is very important )?
- In XSI I usually have a set of UV for each mesh for traditional mapping. When I export the mesh into pureLight do it generate a separate UV set to bake the lightmaps or it will use the same UV coordinate system?
Thanks
#19
You are free to use the content generated by pureLIGHT wherever you want. However, the advantage of using it with T3D is that everything is automatically set up for you. All the materials and UV mapping is exported to T3D with one mouse click.
As long as your geometry is cleanly set up and you export as Collada or ASE you'll be fine. I'd suggest that you have a look at our tutorials to see how we recommend using pureLIGHT.
pureLIGHT outputs the UV mapping for the lightmaps on UV channel 2 and then in T3D is uses our tone mapping function to blend them with the diffuse texture on channel 1.
09/01/2009 (12:46 pm)
@Nick3dYou are free to use the content generated by pureLIGHT wherever you want. However, the advantage of using it with T3D is that everything is automatically set up for you. All the materials and UV mapping is exported to T3D with one mouse click.
As long as your geometry is cleanly set up and you export as Collada or ASE you'll be fine. I'd suggest that you have a look at our tutorials to see how we recommend using pureLIGHT.
pureLIGHT outputs the UV mapping for the lightmaps on UV channel 2 and then in T3D is uses our tone mapping function to blend them with the diffuse texture on channel 1.
#20
I've already tried to export and import with Collada and it works fine with XSI, but someone already tried to work with XSI and pureLIGHT? or at least someone did some test?
Sorry but this is probably the most important thing...right now is not a big problem if I have to setup all the materials in my engine, the important is that I have proper lightmaps done and pureLight is the best solution I've seen so far.
Any news about the trial version? I'm really looking forward to try it and then buy it!
Thanks David
09/01/2009 (1:47 pm)
That's a really nice news, I'm really looking for something fast and with good preview, instead of tuning GI and FG for a day!I've already tried to export and import with Collada and it works fine with XSI, but someone already tried to work with XSI and pureLIGHT? or at least someone did some test?
Sorry but this is probably the most important thing...right now is not a big problem if I have to setup all the materials in my engine, the important is that I have proper lightmaps done and pureLight is the best solution I've seen so far.
Any news about the trial version? I'm really looking forward to try it and then buy it!
Thanks David
Torque 3D Owner J.C. Smith