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From blog post they wrote:If you’re familiar with the Deform Tab in LightWave2015. From there you can assign a Morph Target, add Morph Mixer, apply a Displacement map along any axis, access the Displacement Node editor…and you can also use the Add Displacement menu to get access to a list of deformers that can be applied to the mesh, and added to a list. That list is actually working as a modifier stack, since you can add, reorganize, disable, copy and paste deformers. Sadly, that can only be done for plugin based deformers, and there’s no way to selectively decide if they should affect the cage mesh or the subdivided one, or be applied before or after bone deformation…
The New Modifier Stack finally solves all those issues. Any deformer is now added to the same list, and it is possible to precisely define the order of any operation. You can of course enable and disable the modifier according to your needs. If you’re animating you really want the maximum playback speed, so you can quickly disable the Subdivision modifier, without having to change any defined subdivision number. Of course the same applies to any ZBrush generated Displacement or any procedural map. Switching from the minimum to the maximum detail requires just a few clicks! Isolating the effect of any deformer is also something extremely useful while working on complex scenes requiring several interacting animation tools.
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