• Destaques do Modo 302

Crie na velocidade do pensamento

Modo 302 was released in April, 2008 as a free,
downloadable upgrade for registered modo 301 users.

A free update to modo now provides even more functionality and enhancements to modo’s artist friendly workflow. modo 302 contains many more improvements than we can list here! A complete list of changes can be found in the comprehensive modo 302 Improvements document.

  • Rendering Enhancements
  • Modeling Improvements
  • Animation Enhacements
  • SketchUp Importer
  • Rhinoceros Translator
  Arquivo: modo302_Improvements.pdf
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 • Destaques do Modo 301

Modo 301 Details

Highlights of Modo 301

Last updated on July 31, 2007

modo 301 is a major upgrade that is scheduled for Summer 2007. All new features below are to be provided for both Mac and PC unless noted. This list is not a comprehensive list of modo features, it is the delta between modo 203 and modo 301.

**This list is partial and is being updated frequently with additional detail.

** List is not in priority order.

Comprehensive Release

modo 301 improves performance and strengthens capabilities across modo's core toolsets - modeling, painting and rendering - while further improving workflow. Two new core capabilities in modo have been added: organic sculpting and the ability to animate items and their properties.

  • All of the "core capabilities" of modo have received significant attention in modo 301. See respective sections below for information on the many improvements made to modeling, painting and rendering. An additional section about workflow enhancements is also provided.

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Sculpting

  • modo has the new core capability of true 3D organic sculpting. You can now sculpt inside modo's rich 3D environment using two methods; mesh-based and image-based
  • "Mesh-based" sculpting lets you directly interact with the cage points on a model. This is ideal for creating base shapes, for example.
  • "Image-based" sculpting allows you to displace the limit surface for high frequency detail
  • There are fourteen 3D sculpting tools, namely:

    • Push
    • Smooth
    • Tangent Pinch
    • Spin
    • Move
    • Carve
    • Flatten
    • Center pinch
    • Fold
    • Inflate
    • Smudge
    • Emboss
    • Attenuate (image-based only)
    • Mask (image-based only)
  • Sculpting tools participate fully with the Toolpipe in modo. Thus the new sculpting tools integrate with the existing modeling and painting toolset and can be modified or extended in the Toolpipe to create a myriad of new tools. You can customize the tools with desired inks, nozzles, falloffs, brushes to create variants of the tools provided.
  • Multiple images can be blended for multi-layered image base sculpting
  • Ability to transfer sculpting information via images to other 3D models
  • Unique "geometry to brush" feature lets you capture 3D detail into a vector displacement map and paint it onto other 3d models. Note: this is more than just a height field...you can apply shapes like a mushroom contained in your 3D brush and then grow mushrooms right out of the surface of your models.
  • You can sculpt into morph maps
  • Ability to convert displacement maps into polygons
  • More...

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Animation

  • modo is now "time-enabled". This means that item properties in modo 301 can be varied over time, including, for example, the location or appearance of items. You can easily animate the position of a camera, for example, to create a walkthrough animation. Or you could animate depth of field on a camera to acheive a "rack focus" effect.
  • A new animation layout is provided which includes a timeline, range controls, playback controls, and keyframe controls.
  • All properties or "channels" in modo can be keyframed. Accordingly, a new Channels option is available as a data listing type in forms. This lets you assign values and manage keys on any item's properties.
  • A graph editor is introduced to let you adjust the animation curves and key locations of items. Adjustments are seen in real-time during animation playback.
  • modo is able to harvest animation data from other 3D applications in order to render it. modo can read .MDD or .FBX files for this purpose.
  • Morphs (aka blendshapes) can be placed on a timeline and used to drive an animation such as changing the expression on a character's face over time. Multiple morphs can drive the shape of the item at any given time.
  • You can render an animation to still images or to a movie file.
  • Pivot points can be animated, so that the pivot point of an item changes over time.
  • You can tweak your model (e.g. sculpt) while the animation is playing back
  • You can quickly create an OpenGL preview of your animation to view as a movie
  • You can create a preview of your animation from the Render preview window
  • More....

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Other Modeling and UV Editing Improvements

modo's world-class subdivision modeler is further equipped to support the rapid creation of organic shapes and the construction of rigid models. Snapping functionality is improved and modo 301 includes a host of new sculpting tools. 3D text creation and modification is now supported, and modo's best-in-class UV editing capabilities are further strengthened.

  • a new Image Falloff type is introduced. This new Falloff type lets you affect a region with an image.
  • Symmetric modeling improvements have been made (for example, Collapse Points works symmetrically now)
  • Edge Bevel has a new Sharp Corner option
  • Pen Tool now has inset option with segments for rounded corners
  • Mesh Painting improvements include better instancing support and ability to use any brush
  • New 3D text tool supports fonts, kerning, scaling (can be combined with curve path generator, scatter, array). It creates text polygons, which can be edited as text even after the tool is dropped.
  • New "pivot" and "center" selection modes
  • UV unwrapping improvements have been made
  • New UV projection option: Atlas orient
  • Snap to vertex, edge, mid-edge, polygon, or polygon center
  • Improved snapping constraints
  • Action center snapping to grid or geometry
  • 2 handle action center mode - provides precise control over alignment by snapping to geometry or grid on each end
  • Advanced rotation snapping
  • Self snapping (e.g. use Pen tool and draw straight lines, right angles)
  • Drag snap rigid tool
  • Planar rotate with snapping tool
  • Drag snap tool
  • Scale absolute snapping tool
  • Background constraint works with Push tool to (for example) form low level of detail (LOD) proxies
  • A new "UV Pack" feature will take unwrapped UV islands and automatically move, stretch, and orient them within the 0-1 UV space
  • UV Symmetry is supported
  • More...

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Fluid 3D Painting

modo 301 makes it easier than ever to paint details directly onto complex 3D datasets. Painting is now threaded for faster performance and it is possible to paint strokes across multiple images, and even onto multiple UV maps. Symmetry is now supported, as is painting on a mask to blend two maps together. New capabilities include a normal projection painting mode, Stamp and Roller brushes - plus a new brush preview and browser.

  • Painting is faster
  • Symmetry is now supported
  • A new Brush preview pane shows an visual display of current brush settings as multiple profiles (top, side, stroke) and shows values such as stroke intensity
  • Painting is multi-threaded for more efficient performance on multi-core workstations
  • Brush browser provided
  • Extended tablet support (e.g. up/down mini-slider)
  • Stamp brush is present to easily apply an image at desired scale, rotation.
  • Roller brush facilitates continuous painting (e.g. in direction of cursor movement)
  • Normal Projection mode is introduced that has nicely smooth attenuation at edges
  • You can now paint across multiple images and onto multiple UV maps
  • Selectively blend two images together by painting on an image mask (real-time alpha)
  • More....

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"Unleashed" Rendering

The modo 301 renderer is faster, and now also offers new "zero configuration" support for network rendering of both high resolution stills and animation sequences. The renderer will support photometric (IES) lights and has a new "walkthrough" option for efficient global illumination computation in animated sequences. Importantly, the renderer is also "time aware" as it has been improved to avoid temporal artifacts.

  • Speed improvements
  • "Zero configuration" satellite rendering is provided (up to 50 boxes, each box can have any number of cores). The underlying technology is Apple Bonjour.
  • Network rendering works across Mac and PC platforms. A master (or initiating) workstation drives multiple slave computers.
  • A LAN view is provided for viewing available rendering resources on your network (right down to number of cores).
  • Renderer now supports photometric lights (Illuminating Engineering Society). These are digital representations of real world lights from specific manufacturers.
  • Renderer understands time. Image quality is stabilized across frames so that there is no flicker on, for example, blurry reflections.
  • "Walkthrough" global illumination option in the modo renderer makes GI-enabled animations faster on a frame to frame basis and stable from frame to frame.
  • Irradiance caches can be saved and loaded in .lxi files in order to quickly rerender images
  • More extensive render buffer support. Create as many render output buffers as you like and have them created from a single render.
  • Flexible render output layering system lets you write to a series of PNG files, layered PSD or a layered OpenEXR file (good for compositing)
  • New stencil mapping feature improves the efficiency of rendering of things like leaves, grass that are represented as black and white bitmaps replacing the use of transparency maps. Also known to some as "clip mapping."
  • Extended subsurface scattering has new front weighting, or "backscatter"control, and a simple translucency method.
  • New gradient inputs
  • Process texture layer for adjusting color/quality of images
  • Renderer includes support for vector displacements (see Painting)
  • Ability to bake out multiple maps (e.g. normal, ambient occlusion, color) in a single pass and save to separate files
  • Ability to bake out maps from low resolution geometry while using high resolution geometry to get map information
  • Blurry reflections now render at higher quality with fewer rays being required
  • You can create IES (photometric) lights from standard IES files with control over light strength, contours, width/height
  • Render outputs (e.g. final color, depth, alpha channel) can be saved for entire scene or masked portions of the scene (e.g. groups, referenced items). You can click on the render outputs as they are being computed to see individual progress.
  • Irradiance caching algorithms have been improved for higher quality renders
  • The user can now set the "irradiance ratio", which controls the spread of sampling between high a low detail areas
  • Separate fresnel values can be set for specular and reflection amounts
  • More....

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Superior Workflow

modo has always had a focus on workflow. Artists and designers will enjoy even smoother workflow in modo due to further refinement of the physical user interface. Several new UI elements are introduced and the still familiar default interface provides access to more functions from a single view, making it less necessary to switch layouts.

  • The familiar, yet enhanced, user interface is the result of over ten iterations with beta testers and provides more efficient access to modo and reduces need to change layouts. In general, tools are on the left, your main canvas is in the middle and data listings of various types are on the right.
  • New form types provided
  • New popover types. Any viewport can now become a popover.
  • New component types introduced
  • New Tool Choice form will group several "like" tools into a single button. This is customizable by you.
  • Collapsible form dividers
  • Per Item draw styles are now supported - this is especially useful on large scenes
  • Cursors in modo are now more visually indicative of their function
  • Scale tool gets negative scale option so you can avoid going into negative scale
  • A Selected Item filter is present in the modo Shader Tree
  • Ganged input options make it easy to modify multiple values at once. Three methods provided for linking the adjustments together (absolute, relative and additive modes).
  • New pie menu options
  • Modifier keys affect (e.g. reverse) the behavior of sculpting tools so you do not need to drop a sculpting tool to get opposite effect (push vs. pull for example).
  • Extended heads up display
  • Improved support for Items in the interface
  • Render preview supports zoom, pan and auto-fit.
  • Paint layout now includes a new gallery style images along the bottom, a color picker and brush preview pane.
  • Channel controls on the user interface can be optionally suppressed to allow for a pure modeling user interface
  • Improved normal map display in Advanced OpenGL views
  • modo can be configured to have the Z axis be "up"
  • Arithmetic used in modo input fields now works with percentages, angles, time units, light system units
  • File referencing is now supported. Scenes can be composed references to modo files on disk. You can spatially arrange the contents of these files, add local lighting or even make component level modifications. Each time the scene is loaded, the latest version of each participating file is loaded.
  • You can enable or disable deformers on a viewport-by-viewport basis
  • The middle mouse button now controls camera roll when used with the ALT Key
  • The camera item now has a "target" distance channel, which the camera uses as its rotation point
  • You can select objects in the Shader Tree by clicking on them in the Render Preview window
  • Ability to restrict contents of the Shader Tree to (only) those associated with selected objects in scene
  • Option to purge unused materials from Shader Tree
  • More...

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 • Destaques do Modo 203

Novidades e Melhorias

       • Novas opções de edição da malha UV que permitem alinhar, rotacionar, escalar e conectar partes descontinuadas. [vídeo]
       • Novos comandos UV Cut, UV Copy e UV Paste, úteis quando você precisa transferir UV para diferentes polys, malhas ou até mesmo
          cenas. [vídeo]
       • Nova opção UV Orient que orienta todos os fragmentos UV de forma paralela tanto na horizontal quanto na vertical. [vídeo]
       • Novo algoritmo na operação de UV Relax muito mais eficiente na distorção de ângulos. [vídeo]
       • Nova opção de "Locking" para limites e fronteiras no UV Relax.
       • O melhor UNWRAP do mercado, agora mais inteligente e robusto incluindo a opção Seal Hole melhorada
       • Operações de modelagem em Simetria foram revistas e melhoradas sob condições de Bevel, fatiamento e conexões de point, edges e polys.
       • WeightMap Texture revisto e atualizado

Performance

       • Render com Gerenciamento de memória otimizado
       • Ray Trace otimizado com média na taxa de acelaração de 10% e picos de até 40%
       • Aceleração no Irradiance Cache para renders de alta resolução

Import & Export

       • Importação e Exportação de arquivos ASCII DXF
       • Exclusiva inteligência e reconhecimento de polymesh, arcos, círculos, linhas, pontos, polylines em arquivos DXF
       • Reconhecimento e suporte à Layers na importação de arquivos DXF
       • No Export DXF, triangulos e quads são convertidos em polymeshes inclusive com as conectividades de vértices preservadas.

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