No its not just marketing.
I have taken two screen shots. One with normal modo subdivision with an edge weight applied and the other screenshot is exactly the same but has pix sub d applied. The pixar one is MUCH cleaner overall.
I made no changes other than switching to pixar sub d. Personally I use normal sub div most of the time myself.
You may wonder why I have Cheetah 3d added to my arsenal when I already own Lightwave and Modo etc. The main reason is simplicity for quick speedy work (including character animation that I can export to zbrush or modo or pretty much where ever I like.) and the knowledge that animated renders don't take till the end of time to complete.
I spotted this comment on the lux forums regarding weight maps in general and not just edge weights. If I am reading it correctly, if we had the ability to create selection weight maps this would help with an issue I had when creating mouth shape morphs. If I could paint a weight map over the top lip with a fall off and call it top lip weight, I could then use the magnet tool an know it would not distort any other part other than the area weighted when that map was selected.
"There is more to weights than just being able to tighten SDS.
To tighten an SDS you are working with a very specific weight map called "Subdivision".
You can create other user weight maps that have nothing to do with SDS at all, such as regions to be affected by a tool. A common thing to do is set a falloff for affecting a certain region, but you can paint a weight map, and then you have that region as a permanent zone that you can re-use. And unlike a falloff, your selected region will not go away as tools change.
If you look in the Assemblies area of the Share zone of the lux site, there is a character rig that uses weights to get a bone style deformation. This is very common in other apps, to paint weights and assign them to bones. Modo also allows you to use user weight maps in the shader tree as a Weight Map Texture."
Mike