Modo 13 – Licencia Anual

La Serie Modo 13 fortalece las capacidades de modelado y renderización robustas de Modo con la representación nativa de GPU de Radeon Pro Render ™ de AMD, Arrays de montaje complejo y modelado de procedimientos y las tan esperadas capas de animación. Licencia anual para un puesto de trabajo.

  688,49 €
Envio gratis
Disponible
SKU
FOUNDRY-MODO-SA
SKU
MODO-SA

The Modo 13 Series strengthens Modo’s robust animation, modeling and rendering capabilities with sizable feature additions. Character artists can now non-destructively control layers of animation or easily override existing actions. Arrays of complex rigging, procedural modeling, and particle relationships can be manipulated and output in a variety of data forms. Native GPU-rendering is also possible with the first iteration of AMD’s Radeon Pro Render™. Modo 13 delivers on features and will also aim to please with significant improvements to multi-threading and large scene performance as the series progresses.

AMD’s GPU accelerated path-tracer, the Radeon Pro Render™, is now part of Modo’s collection of powerful rendering options and the beginning of increased rendering flexibility and improved APIs in Modo. In its first iteration for Modo 13.0, this hardware-agnostic, offline rendering solution gives artists the option of leveraging hardware that was once limited to real-time viewports.

AMD’s powerful denoising technology has also been added in 13.0. This provides users with additional options to reduce render times by accessing one of two options available: Bilateral and Median. Much like Radeon Pro Render, AMD’s denoiser is not vendor-specific and further expands the rendering options available to all users on Windows and OSX.

Modo’s direct modeling toolset remains the most intuitive experience for 3D artists with new features including Relax Edge and Find Shortest Path Selection to enhance and accelerate creation workflows.

Building on our award-winning MeshFusion toolset, Modo 13.0 introduces Kit Fusing, allowing artists the ability to define only a portion of a mesh to be used for creating boolean operations. This powerful enhancement makes it easier to leverage complex meshes and allows for holes to create the impression of complex negative forms like fan grills with mechanical components that are visible inside a surface.

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SKU FOUNDRY-MODO-SA
Código Producto MODO-SA
EAN 8435371401279
es_estudiante No
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Animation Layers

Animation Layers allow for nondestructive editing of specific actions. A Layer at the top of the layer stack can either override or be applied additively on top of preceding animation layers in accordance with our order of operations deformation system. Layers can be defined as active or muted. They can be soloed for isolation or locked to prevent accidental editing.

Specific elements can also be masked allowing for combining of multiple separate animations. Layers can be easily enabled, selected, duplicated, edited, baked and exported, all while maintaining granular control of authored animation data.

Automatic Data Type Conversion

Different data types can now be directly connected to each other without the need for additional conversion nodes. This greatly simplifies rigging and reduces the size of schematic networks.

Blend Falloff

Falloffs can now be combined using the new blend falloff item. Multiple falloffs can be combined and defined by blending type.

Pattern and IntRange Channel Types

New Pattern and IntRange channel value types have been added to allow you to define a pattern and a range of integers.

Schematic Improvements

Disable Link

You can disable links by selecting them and pressing the H key. You can re-enable them using the U key.

Node Alignment

You can now align and separate your nodes in various ways using the new node alignment commands.

Direct Modeling

Cylinder Primitive Update

The Cylinder primitive's default Segment count has been changed from 12 to 1. This reduces the amount of additional changes you need to make when using the primitive. For more information, see Cylinder.

Edge Bevel Depth Option

You can now control the radius of an Edge Bevel using the Depth option. You can make it inverted, and anywhere in between.

Edge Relax

The new Edge Relax tool allows you to relax edges perpendicular to the selection. It is useful for changing the radius of bevels after the fact, creating chamfers from bevels, and welding overlapping vertices. These alterations would otherwise require time-consuming point-by-point alterations.

Find Shortest Path Selection

This selection tool automatically finds the shortest selection path between two manually defined selected elements. It also works on UVs.

Ground Align

The Ground Align tool aligns any geometry in a selected layer to the Work Plane. You can drop items to the ground, or select a vertex, edge, or polygon, and rotate the item so that the selection is aligned to the ground. You can also drop items to the origin.

Linear Falloff - Align to Selection Bounding Box

Falloffs that are part of a tool preset now automatically align to the selection bounding box orientation.

Quick Align

The Quick Align tool allows you to quickly move and orient a selection based on other geometry in the scene.

Replicator - Base Scale Channel

For Replicator items, you can set the base scale of the original item. This allows you to set randomly scaled replicas to be either all bigger or all smaller than the original. 

File I/O

Unity Bridge

The Unity Bridge plugin uses a network connection to send, create, and update geometry, material, texture, and camera data dynamically from Modo to Unity and from Unity to Modo.

MeshFusion

Fusing by Selection Set

You can now use polygon selection sets to specify which parts of a mesh will interact with MeshFusion. You can use the following three selection sets:

• Fusion! - Designates which polygons of a MeshFusion Source Mesh will be included in MeshFusion's boolean operations.

• Fusion+ - Marks polygons to be used by MeshFusion.

• Fusion- - Marks polygons to be excluded from MeshFusion completely.

Zero Level of Subdivision Option

Generally, MeshFusion uses two levels of subdivision by default. This is required by certain topologies, such as triangles, n-gons, and vertices with three edges converging on them. If your source mesh was already quite dense to start with, this can cause problems.

You can now use a subdivision level of 0 for Fusion meshes.

Procedural Modeling

Arrays

Arrays are a multi-dimensional value type that can store multiple values of different types in a single value. They can take any value type supported by Modo, such as integer, float, and matrix. However, all values within the array should be of the same type.

A number of Array modifiers have been introduced that you can use to create and manipulate arrays.

Array Blend

Array Count

Array Element by Index

Array Element Type

Array Operator

Curves to Array

Filter Array

Locators to Array

Merge Arrays

Mesh Data Array

Offset Array

Particles to Array

Sort Array

String to Array

Create Polygons

The Create Polygons mesh operation generates new polygons and vertices on a procedural mesh layer, using arrays of position values. It allows you to create both surface-type (Face, Subdivision, Catmull-Clark) and linear-type polygons, such as curves and lines.

Curve to Bezier

The Curve to Bezier mesh operation is a specialized operation that allows you to convert an existing curve to a Bezier curve. The normals used to create the Bezier tangents usually come from an array generated using the Mesh Data Array, but you can use any valid vector array input.

Edge Bevel Depth Option

You can now control the radius of a procedural Edge Bevel using the Depth option. You can make it inverted, and anywhere in between.

Edge Relax Mesh Operation

The new Edge Relax mesh operation allows you to procedurally relax edges perpendicular to the selection. It is useful for changing the radius of bevels after the fact, creating chamfers from bevels, and welding overlapping verts. These alterations would otherwise require time-consuming point-by-point alterations.

Merge Meshes Particle Support

The Merge Meshes operation now supports particles as input.

Select by Pattern

The Select by Pattern selection operation creates a selection based on a pattern you define. The pattern selection specifies elements using a "True, False" pattern. Elements whose index is present in the pattern are selected. For example, the pattern "True, False" selects every other element, whereas the pattern "False, False, True" selects every third element.

Smooth Mesh Operation - Preserve Volume Option

The Preserve Volume option has been added to the procedural version of the Smooth tool. Previously this option was only available for the direct modeling version.

This option allows you to maintain some of the definition of the original object by preserving object volume.

Spike Mesh Operation

A procedural version of the Spikey tool has been added.

Switch Modifier

The Switch modifier allows you to connect multiple inputs to a single connection, and use an index channel to specify which of the inputs is written to the output. It works similarly to the String and Numeric Switch modifiers, but it can operate on any value type.

Note:  Before Modo 13.0 the Numeric Switch node was called Switch.

Rendering

AMD Denoiser

You can now use AMD's hardware-agnostic denoiser for denoising render outputs. This provides additional options to reduce render times. The options available are WaveletBilateral, and Median.

AMD Radeon™ ProRender

AMD’s GPU accelerated path-tracer, the Radeon Pro Render is now a part of Modo’s collection of powerful rendering options.

Material Presets

Material Presets are collapsed, complete materials that can be leveraged for cleaner display of materials in the Shader Tree. If a Material Preset in the browser has had any properties changed, these changes automatically populate to the reference in the Shader Tree. In a large team environment, this can be significantly important in maintaining consistent material use across many Modo scene files.

Material Presets can also be unlocked and expanded, allowing for traditional editing of the preset material within the Shader Tree.

NVIDIA® OptiX Denoiser Updates

You can now denoise any number of render outputs with the NVIDIA OptiX Denoiser. 

UI

Drag and Drop Scenes from the Preset Browser

Entire scenes can now be loaded from the preset browser. Furthermore, scenes can be loaded into an independent scene, added to an existing scene, loaded as a reference or as a proxy item.

Modo Layout Improvements

Render Passes Viewport

Groups viewport filtered on Render Passes has been added to the Passes viewport in the Modo layout along with buttons for adding and removing channels from the Pass.

Tool Properties Display

There is a new preference setting to choose how tool properties are displayed in the Modo layout. By default, a button below each toolbar opens a popover form. You can change this in the UI Preferences to display the tool properties in line below the toolbars. The Inline option is intended for larger screen sizes where there is sufficient room to display the properties without excessive scrolling.

UVing

Edge and Vertex Slide to Work in UV Context

Edge and Vertex Slide can now both be leveraged inside the UV window and are available as procedural UV modifiers.

Show Wireframe Option in UV Viewport

Wireframe display can now be toggled in the UV viewport, making visualization of dense meshes easier to read when features like UV distortion are enabled.

UV Cut Map

The new UV Cut Map tool allows you to define sets of selections that are color-coded and displayed on the model in the 3D viewport. The Unwrap tool can also be run automatically from the UV Cut Map form and the Unwrap tool itself can now leverage Cut Maps and selection-sets from within its tool properties.

UV Pack by Item

Packing can now be defined on an item-per-UDIM basis. This makes producing complex UV sets easier as well as offering a way to more easily manage unwrapping and editing multiple items at once. For more information, 

UV Split to Respect Connect To Options

The UV Split tool has been enhanced to include options to define the direction of a split edge. For more information.

Características

Características generales de Modo:

 Modeling in Modo Software  UV workflows by Modo

Modeling
Modo® offers a unique combination of best-in-class direct modeling tools working hand-in-hand with a highly robust and flexible procedural modeling system. Additionally, Modo features the award-winning MeshFusion Boolean tools, integrated sculpting and retopology functionality.

 

UV workflows
Take the drudgery out of tedious UV creation tasks, with a highly efficient built-in toolset that offers many automated options, supports UDIM workflows, and—unlike some other 3D content creation tools—integrates fully with modeling and selection workflows.

 

 Modeling in Modo Software UV workflows by Modo

Sculpting
Bring your artistic expression to 3D modeling, as you use Modo's integrated brush-based sculpting tools to intuitively rough out volumes and add multiple levels of fine detail with speed.

 

Shading
Streamline your workflow with fast, flexible layer-based and nodal shading systems for building sophisticated, convincing materials with ease. Drag-and-drop presets let you quickly develop the look you want, or simply select from a huge library of highly realistic physically-based materials.

 Modeling in Modo Software  UV workflows by Modo

Rendering
Enjoy photorealistic rendering at amazing speeds and limitless resolutions—even network rendering is free. Modo's production-proven, physically-based renderer offers a rare blend of speed and quality.

 

Baking 
Review textures as you bake and watch them refine progressively. Modo also allows you to tweak settings and make surface changes without waiting for a final render, and it accurately bakes to Unity or Unreal standards with no extra tools required.

 

 Modeling in Modo Software  UV workflows by Modo

Rigging
Featuring a non-destructive, non-linear toolset and fully-integrated modular workflow, Modo's flexible node-based rigging system lets you easily create, edit, manage and reuse complex character rigs.

 

Animation
Incorporating traditional animation techniques applied in innovative ways, Modo's 3D animation framework is highly customizable to meet the most demanding of production challenges.

 

 Modeling in Modo Software  UV workflows by Modo

Effects
Modo's rule-based, directable particles work together with the fully-integrated rigid and soft bodies, and procedural shattering, to let you create compelling dynamic simulations in less time.

 

Hair and Fur 
Modo lets you create and manipulate realistic hair, fur, grass, feathers and other fiber-based effects as actual geometry that can be sculpted, shaded and rendered directly in your scene.

 

 Modeling in Modo Software  UV workflows by Modo

Camera and projection tools
Modo’s advanced tools for virtual camera creation and digital matte painting are perfect for set extensions and product placement shots, while the spherical camera rig lets you work with 360° video.

 

Presets
Segment your work into more manageable parts, avoid repetitive modeling tasks and create repeatable looks with saveable, shareable, reusable assemblies and presets. Plus, convert a series of procedural modeling operations into a new specialized tool to share with others.

 

 Modeling in Modo Software  Modo tutorials

Collaboration and customization
With in-viewport support for Unity, Unreal-compatible PBR materials and built-in export tools, Modo delivers a true WYSIWYG asset creation experience for games and VR authoring. Plus, support for a wide range industry-standard file formats, together with Python and macro scripting, means it’s easy to make Modo work in your pipeline.

 

Modo tutorials
Take your Modo skills to the next level with our in-depth learning resources and free online training videos.

 

Características generales de Modo:

 Modeling in Modo Software  UV workflows by Modo

Modeling
Modo® offers a unique combination of best-in-class direct modeling tools working hand-in-hand with a highly robust and flexible procedural modeling system. Additionally, Modo features the award-winning MeshFusion Boolean tools, integrated sculpting and retopology functionality.

 

UV workflows
Take the drudgery out of tedious UV creation tasks, with a highly efficient built-in toolset that offers many automated options, supports UDIM workflows, and—unlike some other 3D content creation tools—integrates fully with modeling and selection workflows.

 

 Modeling in Modo Software UV workflows by Modo

Sculpting
Bring your artistic expression to 3D modeling, as you use Modo's integrated brush-based sculpting tools to intuitively rough out volumes and add multiple levels of fine detail with speed.

 

Shading
Streamline your workflow with fast, flexible layer-based and nodal shading systems for building sophisticated, convincing materials with ease. Drag-and-drop presets let you quickly develop the look you want, or simply select from a huge library of highly realistic physically-based materials.

 Modeling in Modo Software  UV workflows by Modo

Rendering
Enjoy photorealistic rendering at amazing speeds and limitless resolutions—even network rendering is free. Modo's production-proven, physically-based renderer offers a rare blend of speed and quality.

 

Baking 
Review textures as you bake and watch them refine progressively. Modo also allows you to tweak settings and make surface changes without waiting for a final render, and it accurately bakes to Unity or Unreal standards with no extra tools required.

 

 Modeling in Modo Software  UV workflows by Modo

Rigging
Featuring a non-destructive, non-linear toolset and fully-integrated modular workflow, Modo's flexible node-based rigging system lets you easily create, edit, manage and reuse complex character rigs.

 

Animation
Incorporating traditional animation techniques applied in innovative ways, Modo's 3D animation framework is highly customizable to meet the most demanding of production challenges.

 

 Modeling in Modo Software  UV workflows by Modo

Effects
Modo's rule-based, directable particles work together with the fully-integrated rigid and soft bodies, and procedural shattering, to let you create compelling dynamic simulations in less time.

 

Hair and Fur 
Modo lets you create and manipulate realistic hair, fur, grass, feathers and other fiber-based effects as actual geometry that can be sculpted, shaded and rendered directly in your scene.

 

 Modeling in Modo Software  UV workflows by Modo

Camera and projection tools
Modo’s advanced tools for virtual camera creation and digital matte painting are perfect for set extensions and product placement shots, while the spherical camera rig lets you work with 360° video.

 

Presets
Segment your work into more manageable parts, avoid repetitive modeling tasks and create repeatable looks with saveable, shareable, reusable assemblies and presets. Plus, convert a series of procedural modeling operations into a new specialized tool to share with others.

 

 Modeling in Modo Software  Modo tutorials

Collaboration and customization
With in-viewport support for Unity, Unreal-compatible PBR materials and built-in export tools, Modo delivers a true WYSIWYG asset creation experience for games and VR authoring. Plus, support for a wide range industry-standard file formats, together with Python and macro scripting, means it’s easy to make Modo work in your pipeline.

 

Modo tutorials
Take your Modo skills to the next level with our in-depth learning resources and free online training videos.

 

Animation Layers

Animation Layers allow for nondestructive editing of specific actions. A Layer at the top of the layer stack can either override or be applied additively on top of preceding animation layers in accordance with our order of operations deformation system. Layers can be defined as active or muted. They can be soloed for isolation or locked to prevent accidental editing.

Specific elements can also be masked allowing for combining of multiple separate animations. Layers can be easily enabled, selected, duplicated, edited, baked and exported, all while maintaining granular control of authored animation data.

Automatic Data Type Conversion

Different data types can now be directly connected to each other without the need for additional conversion nodes. This greatly simplifies rigging and reduces the size of schematic networks.

Blend Falloff

Falloffs can now be combined using the new blend falloff item. Multiple falloffs can be combined and defined by blending type.

Pattern and IntRange Channel Types

New Pattern and IntRange channel value types have been added to allow you to define a pattern and a range of integers.

Schematic Improvements

Disable Link

You can disable links by selecting them and pressing the H key. You can re-enable them using the U key.

Node Alignment

You can now align and separate your nodes in various ways using the new node alignment commands.

Direct Modeling

Cylinder Primitive Update

The Cylinder primitive's default Segment count has been changed from 12 to 1. This reduces the amount of additional changes you need to make when using the primitive. For more information, see Cylinder.

Edge Bevel Depth Option

You can now control the radius of an Edge Bevel using the Depth option. You can make it inverted, and anywhere in between.

Edge Relax

The new Edge Relax tool allows you to relax edges perpendicular to the selection. It is useful for changing the radius of bevels after the fact, creating chamfers from bevels, and welding overlapping vertices. These alterations would otherwise require time-consuming point-by-point alterations.

Find Shortest Path Selection

This selection tool automatically finds the shortest selection path between two manually defined selected elements. It also works on UVs.

Ground Align

The Ground Align tool aligns any geometry in a selected layer to the Work Plane. You can drop items to the ground, or select a vertex, edge, or polygon, and rotate the item so that the selection is aligned to the ground. You can also drop items to the origin.

Linear Falloff - Align to Selection Bounding Box

Falloffs that are part of a tool preset now automatically align to the selection bounding box orientation.

Quick Align

The Quick Align tool allows you to quickly move and orient a selection based on other geometry in the scene.

Replicator - Base Scale Channel

For Replicator items, you can set the base scale of the original item. This allows you to set randomly scaled replicas to be either all bigger or all smaller than the original. 

File I/O

Unity Bridge

The Unity Bridge plugin uses a network connection to send, create, and update geometry, material, texture, and camera data dynamically from Modo to Unity and from Unity to Modo.

MeshFusion

Fusing by Selection Set

You can now use polygon selection sets to specify which parts of a mesh will interact with MeshFusion. You can use the following three selection sets:

• Fusion! - Designates which polygons of a MeshFusion Source Mesh will be included in MeshFusion's boolean operations.

• Fusion+ - Marks polygons to be used by MeshFusion.

• Fusion- - Marks polygons to be excluded from MeshFusion completely.

Zero Level of Subdivision Option

Generally, MeshFusion uses two levels of subdivision by default. This is required by certain topologies, such as triangles, n-gons, and vertices with three edges converging on them. If your source mesh was already quite dense to start with, this can cause problems.

You can now use a subdivision level of 0 for Fusion meshes.

Procedural Modeling

Arrays

Arrays are a multi-dimensional value type that can store multiple values of different types in a single value. They can take any value type supported by Modo, such as integer, float, and matrix. However, all values within the array should be of the same type.

A number of Array modifiers have been introduced that you can use to create and manipulate arrays.

Array Blend

Array Count

Array Element by Index

Array Element Type

Array Operator

Curves to Array

Filter Array

Locators to Array

Merge Arrays

Mesh Data Array

Offset Array

Particles to Array

Sort Array

String to Array

Create Polygons

The Create Polygons mesh operation generates new polygons and vertices on a procedural mesh layer, using arrays of position values. It allows you to create both surface-type (Face, Subdivision, Catmull-Clark) and linear-type polygons, such as curves and lines.

Curve to Bezier

The Curve to Bezier mesh operation is a specialized operation that allows you to convert an existing curve to a Bezier curve. The normals used to create the Bezier tangents usually come from an array generated using the Mesh Data Array, but you can use any valid vector array input.

Edge Bevel Depth Option

You can now control the radius of a procedural Edge Bevel using the Depth option. You can make it inverted, and anywhere in between.

Edge Relax Mesh Operation

The new Edge Relax mesh operation allows you to procedurally relax edges perpendicular to the selection. It is useful for changing the radius of bevels after the fact, creating chamfers from bevels, and welding overlapping verts. These alterations would otherwise require time-consuming point-by-point alterations.

Merge Meshes Particle Support

The Merge Meshes operation now supports particles as input.

Select by Pattern

The Select by Pattern selection operation creates a selection based on a pattern you define. The pattern selection specifies elements using a "True, False" pattern. Elements whose index is present in the pattern are selected. For example, the pattern "True, False" selects every other element, whereas the pattern "False, False, True" selects every third element.

Smooth Mesh Operation - Preserve Volume Option

The Preserve Volume option has been added to the procedural version of the Smooth tool. Previously this option was only available for the direct modeling version.

This option allows you to maintain some of the definition of the original object by preserving object volume.

Spike Mesh Operation

A procedural version of the Spikey tool has been added.

Switch Modifier

The Switch modifier allows you to connect multiple inputs to a single connection, and use an index channel to specify which of the inputs is written to the output. It works similarly to the String and Numeric Switch modifiers, but it can operate on any value type.

Note:  Before Modo 13.0 the Numeric Switch node was called Switch.

Rendering

AMD Denoiser

You can now use AMD's hardware-agnostic denoiser for denoising render outputs. This provides additional options to reduce render times. The options available are WaveletBilateral, and Median.

AMD Radeon™ ProRender

AMD’s GPU accelerated path-tracer, the Radeon Pro Render is now a part of Modo’s collection of powerful rendering options.

Material Presets

Material Presets are collapsed, complete materials that can be leveraged for cleaner display of materials in the Shader Tree. If a Material Preset in the browser has had any properties changed, these changes automatically populate to the reference in the Shader Tree. In a large team environment, this can be significantly important in maintaining consistent material use across many Modo scene files.

Material Presets can also be unlocked and expanded, allowing for traditional editing of the preset material within the Shader Tree.

NVIDIA® OptiX Denoiser Updates

You can now denoise any number of render outputs with the NVIDIA OptiX Denoiser. 

UI

Drag and Drop Scenes from the Preset Browser

Entire scenes can now be loaded from the preset browser. Furthermore, scenes can be loaded into an independent scene, added to an existing scene, loaded as a reference or as a proxy item.

Modo Layout Improvements

Render Passes Viewport

Groups viewport filtered on Render Passes has been added to the Passes viewport in the Modo layout along with buttons for adding and removing channels from the Pass.

Tool Properties Display

There is a new preference setting to choose how tool properties are displayed in the Modo layout. By default, a button below each toolbar opens a popover form. You can change this in the UI Preferences to display the tool properties in line below the toolbars. The Inline option is intended for larger screen sizes where there is sufficient room to display the properties without excessive scrolling.

UVing

Edge and Vertex Slide to Work in UV Context

Edge and Vertex Slide can now both be leveraged inside the UV window and are available as procedural UV modifiers.

Show Wireframe Option in UV Viewport

Wireframe display can now be toggled in the UV viewport, making visualization of dense meshes easier to read when features like UV distortion are enabled.

UV Cut Map

The new UV Cut Map tool allows you to define sets of selections that are color-coded and displayed on the model in the 3D viewport. The Unwrap tool can also be run automatically from the UV Cut Map form and the Unwrap tool itself can now leverage Cut Maps and selection-sets from within its tool properties.

UV Pack by Item

Packing can now be defined on an item-per-UDIM basis. This makes producing complex UV sets easier as well as offering a way to more easily manage unwrapping and editing multiple items at once. For more information, 

UV Split to Respect Connect To Options

The UV Split tool has been enhanced to include options to define the direction of a split edge. For more information.

Supported operating systems

Mac OS X 10.12.x and 10.13.x, 10.14.x

Windows 7, Windows 8 and Windows 10 (64-bit only)

Linux 64-bit operating system (RHEL/CentOS 7+)

Offline GPU Rendering with AMD’s Radeon™ ProRender

AMD’s GPU accelerated path-tracer, the Radeon™ ProRender, is now part of Modo’s collection of powerful rendering options and the beginning of increased rendering flexibility and improved APIs in Modo. In its first iteration for Modo 13.0, this hardware-agnostic, offline rendering solution gives artists the option of leveraging hardware that was once limited to real-time viewports.

AMD’s powerful denoising technology has also been added in 13.0. This provides users with additional options to reduce render times by accessing one of two options available: Bilateral and Median. Much like the Radeon™ ProRender, AMD’s denoiser is not vendor-specific and further expands the rendering options available to all users on Windows and OSX.

MeshFusion adds Kit Fusing

Modo’s direct modeling toolset remains the most intuitive experience for 3D artists with new features including Relax Edge and Find Shortest Path Selection to enhance and accelerate creation workflows.

Building on our award-winning MeshFusion toolset, Modo 13.0 introduces Kit Fusing, allowing artists the ability to define only a portion of a mesh to be used for creating boolean operations. This powerful enhancement makes it easier to leverage complex meshes and allows for holes to create the impression of complex negative forms like fan grills with mechanical components that are visible inside a surface.

Elevated Animation Workflows with Layering Systems

The world’s leading riggers and character artists use Modo for games, film, and TV. Using their feedback and driving Modo in production environments, we’ve been able to engineer solutions that target animation workflows. Modo’s 12 Series included huge advancements to the schematic viewport, providing a cleaner and easier-to-manage artistic experience with features such as Notes to enhance collaborative pipelines. Modo 13 adds non-destructive editing of specific actions through the new Animation Layers feature, where each layer can be controlled to override or apply additively in a top-down format.

Masking with the new Animation Layer system allows for individual aspects of an animation to be isolated and uniquely defined.

Arrays Elevate Modo’s Procedural Modeling Capabilities

Modo is unique in how it enables users to create customized workflows tailored to the needs of an artist or project. Arrays are a new addition to Modo’s rigging system that allows for advanced storage, manipulation, and output of data in a variety of forms, further enabling what technical artists can engineer in Modo. Arrays help you construct complex relationships that can be leveraged across Modo’s many systems including, rigging, procedural modeling, particles, and more to create the specific tools and behaviors you need to realize your creative vision, whether it’s a custom modeling tool or an advanced motion graphics system.

Modo Bridge adds Unity Support

Modo Bridge for Unity adds similar functionality that was present in the Unreal Bridge, now through a shared interface to streamline interaction with real-time scene creation. Users can transfer Meshes, Instances, Textures, Materials, and Cameras between Modo and Unity with bilateral communication, allowing artists to move items back and forth between either application.

UV Enhancements

The UV toolset in Modo 13.0 has been further simplified to dramatically reduce the time required to generate clean UV maps. The new UV Cut Map allows artists to define sets of selections that are color-coded and displayed on the model in the 3D viewport. Enhancements to the UV Split, Wireframe Display, Packing, and the Edge and Vertex Slide bolster the Modo UV arsenal, allowing more control of the unwrapping and utilization of complex UV maps.

 

Elevated Animation Workflows with Layering Systems:

The world’s leading riggers and character artists use Modo for games, film, and TV. Using their feedback and driving Modo in production environments, we’ve been able to engineer solutions that target animation workflows. Modo’s 12 Series included huge advancements to the schematic viewport, providing a cleaner and easier-to-manage artistic experience with features such as Notes to enhance collaborative pipelines. Modo 13 adds non-destructive editing of specific actions through the new Animation Layers feature, where each layer can be controlled to override or apply additively in a top-down format.

Masking with the new Animation Layer system allows for individual aspects of an animation to be isolated and uniquely defined.

Enhanced User Interface:

By opening up Modo 13.0 to further third-party integration, we’re allowing our community to distribute resources through Modo’s Help User Interface, expanding on the collaboration between our talented artist base.

Other enhancements to the User Interface include the ability for an artist to drag and drop entire scenes from the preset browser, loaded as a reference or as a proxy item, allowing increased flexibility when reusing assets.

Arrays Elevate Modo’s Procedural Modeling Capabilities:

Modo is unique in how it enables users to create customized workflows tailored to the needs of an artist or project. Arrays are a new addition to Modo’s rigging system that allows for advanced storage, manipulation, and output of data in a variety of forms, further enabling what artists can engineer in Modo. Arrays help you construct complex relationships that can be leveraged across Modo’s many systems including, rigging, procedural modeling, particles, and more to create the specific tools and behaviors you need to realize your creative vision, whether it’s a custom modeling tool or an advanced motion graphics system.

Modo Bridge adds Unity Support:

Modo Bridge for Unity adds the same functionality that was present in the Unreal Bridge, now through a shared interface to streamline interaction with real-time scene creation. Users can transfer Meshes, Instances, Textures, Materials, and Cameras between Modo and Unity with bilateral communication, allowing artists to move items back and forth between either application.

UV:

The UV toolset in Modo 13.0 has been further simplified to dramatically reduce the time required to generate clean UV maps. The new UV Cut Map allows artists to define sets of selections that are color-coded and displayed on the model in the 3D viewport. Enhancements to the UV Split, Wireframe Display, Packing, and the Edge and Vertex Slide bolster the Modo UV arsenal, allowing more control of the unwrapping and utilization of complex UV maps. Elevated Animation Workflows with Layering Systems

The world’s leading riggers and character artists use Modo for games, film, and TV. Using their feedback and driving Modo in production environments, we’ve been able to engineer solutions that target animation workflows. Modo’s 12 Series included huge advancements to the schematic viewport, providing a cleaner and easier-to-manage artistic experience with features such as Notes to enhance collaborative pipelines. Modo 13 adds non-destructive editing of specific actions through the new Animation Layers feature, where each layer can be controlled to override or apply additively in a top-down format.

Masking with the new Animation Layer system allows for individual aspects of an animation to be isolated and uniquely defined.

Enhanced User Interface:

By opening up Modo 13.0 to further third-party integration, we’re allowing our community to distribute resources through Modo’s Help User Interface, expanding on the collaboration between our talented artist base.

By opening up Modo 13.0 to further third-party integration, we’re allowing our community to distribute resources through Modo’s Help User Interface, expanding on the collaboration between our talented artist base.

Arrays Elevate Modo’s Procedural Modeling Capabilities:

Modo is unique in how it enables users to create customized workflows tailored to the needs of an artist or project. Arrays are a new addition to Modo’s rigging system that allows for advanced storage, manipulation, and output of data in a variety of forms, further enabling what artists can engineer in Modo. Arrays help you construct complex relationships that can be leveraged across Modo’s many systems including, rigging, procedural modeling, particles, and more to create the specific tools and behaviors you need to realize your creative vision, whether it’s a custom modeling tool or an advanced motion graphics system.

Modo Bridge adds Unity Support:

Modo Bridge for Unity adds the same functionality that was present in the Unreal Bridge, now through a shared interface to streamline interaction with real-time scene creation. Users can transfer Meshes, Instances, Textures, Materials, and Cameras between Modo and Unity with bilateral communication, allowing artists to move items back and forth between either application.

UV:

The UV toolset in Modo 13.0 has been further simplified to dramatically reduce the time required to generate clean UV maps. The new UV Cut Map allows artists to define sets of selections that are color-coded and displayed on the model in the 3D viewport. Enhancements to the UV Split, Wireframe Display, Packing, and the Edge and Vertex Slide bolster the Modo UV arsenal, allowing more control of the unwrapping and utilization of complex UV maps.

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