Modo 14.2 – Licencia Anual
La Serie Modo 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.
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The Modo 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 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.
SKU | FOUNDRY-MODO-SA | ||||||||||||||||||||||||||||
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Código Producto | MODO-SA | ||||||||||||||||||||||||||||
EAN | 8435371401279 | ||||||||||||||||||||||||||||
es_estudiante | No | ||||||||||||||||||||||||||||
Más Información |
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 Wavelet, Bilateral, 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 A 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. |
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Características |
Características generales de Modo:
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Características generales de Modo:
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Modeling
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UV workflows
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Sculpting
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Shading |
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Rendering
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Baking
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Rigging
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Animation
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Effects
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Hair and Fur
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Camera and projection tools
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Presets
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Collaboration and customization
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Modo tutorials
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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 Wavelet, Bilateral, 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
A 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 10.13.x, 10.14.x and 10.15.x
- Windows 10 (64-bit only)
- Linux 64-bit operating system (RHEL/CentOS 7+)
- Linux changed from CentOS 7+ to Centos 7.6+
Minimum hardware requirements:
- Processor: Intel processor(s), Core i3 or higher
- Storage: At least 10 GB disk space available for full content installation
- RAM: At least 4 GB RAM
- Display: At least 1280 x 800 pixel resolution
- Graphics Card: At least 1GB of video memory / driver support for OpenGL 3.2
- Add: AMD AI Denoiser requires a minimum of 4 GB of video memory
Recommended hardware requirements:
- Processor: 2.5+ Ghz quad-core processor
- Storage: 250+ GB disk space available for caching and temporary files. SSD is preferable.
- RAM: 16 GB RAM with additional virtual memory*
- Display: 1920 x 1080 pixel resolution
- Graphics Card: At least 2+ GB of video memory / driver support for OpenGL 4.4 or higher
*Use of virtual memory improves stability and helps prevent data loss on large projects.
Recommended graphics driver versions:
- Nvidia: 435 or later*
- AMD: 8.982.8.1 or later*
*We recommend downloading latest driver version from the NVidia or AMD websites
Tested workstation hardware:
Apple:
- Macbook Pro (Retina, 15-inch, 2018)
- Macbook Pro (Retina, 15-inch, 2017)
- Macbook Pro (Retina, 15-inch, Mid-2015)
- iMac (Late-2012)*
- Mac Pro (Late-2013)
- Macbook Pro (Mid-2015)
HP:
- HP Z600*
- HP Z640*
- HP Z800
AMD prosumer graphics cards:
- Radeon™ Vega RX*
- Radeon™ R9 M370X
- Radeon™ Pro WX8200 *
- Radeon™ Pro WX7100 *
- Radeon™ Pro 560X
- Radeon™ Pro 560
AMD enterprise graphics cards:
- FirePro™ D700
NVIDIA prosumer graphics cards:
- GeForce 675MX*
- GeForce 1050 (laptop)
- GeForce GTX 1070 Ti (Linux)
- GeForce 1080
NVIDIA enterprise graphics cards:
- Quadro® K620
- Quadro® M620
- Quadro® M4000*
CPU:
- AMD Ryzen Threadripper*
- Intel i7-7700k
- Intel i7-8700
- Intel i9-9900k
- Xeon E3-1505M v6
- Xeon E5504
- Xeon 5620*
These are the configurations that Foundry has tested with Modo. Due to the constantly changing and wide variety of computer hardware available in the market, we are unable to officially certify hardware.
*This hardware was unavailable for QA testing for Modo 14.1 due to the office access limitations due to COVID-19
New features in Modo 14.1:
Advanced Viewport Ghost & Xray Support:
Whether you’re modeling or animating, coherent and customizable visualization of geometry is essential. Ghost and Xray viewport modes help you see what you need, when you need it, letting you stay in the creative flow. Now if you want to visualize your scenes with Ghost & XRay you can enjoy the quality that the Advanced Viewport provides too.
Advanced Viewport Vertex Map Texture Support:
Visualization of your Vertex Maps allows you to make fast decisions and edits without having to fiddle with parameters. Now you can visualize Weight Maps, UV Distortion, and Vertex Colors in the Advanced Viewport.
Advanced Viewport Improved Processing:
Complex scenes can be a challenge to visualize at high quality. In Modo 14.1 the Advanced Viewport has been optimized for faster Shader Tree and Shader Group processing for better performance when working in complex models and environments.
Performance Improvements:
Always striving to improve performance, Modo 14.1 brings a handful of performance improvements to speed up your daily work.The UV Relax Mesh Operation has been multi-threaded in Adaptive mode offering up to 5X speed increase when relaxing UVs. The Edge Remove operation has also been significantly improved for speed increases between 5 and 20 times.
Bevel Auto Weld:
Worrying about overlapping geometry when beveling is a thing of the past with the new Bevel Auto Weld feature in Modo 14.1. A new option for polygon bevel, Auto Weld computes the border loop of selected polygons and then stops the inset vertices at a point of contact. Whether direct or procedural modeling Bevel Auto Weld is a really powerful tool many Modo modelers will appreciate.
Curve Sweep Point Mode: Curve Sweep has a new mode, allowing vertices of a mesh to be swept along a curve using Curve Sweep. Point mode brings exciting new versatility to Curve Sweep for making vertices into curves.
Polygon Bevel Falloff Controls: Falloffs are a powerful and flexible part of Modo’s workflow and you can now use them to control Polygon Bevel. Use all your favorite falloffs with Polygon Bevel Shift and Inset.
Edge Chamfer Extend Boundary: Sometimes you want to push past the boundary when Chamfering and the new Extended Boundary option in Edge Chamfer lets you do just that. The outgoing direction is computed by the outer face normal and edge vectors. This new enhancement is available both for procedural and direct modeling versions of Edge Chamfer.
Polygon Make Enhancement: Making simple operations smarter adds speed and agility to the modeling process. Polygon Make can now create a new quad polygon when only two edges are selected.
UV Relax Mesh Operation:
Get procedural with UVs using the UV Relax meshop. It can be used to refine an existing UV map in much the same way as the smooth tool is used to soften and regularize a model's surface.
Unwrap and Relax Mesh Operation: Unwrap and Relax is a powerful uber tool that makes quick work of complex UV tasks and is now available as a procedural Mesh Operation.
mPath Embree CPU path tracing: mPath takes full advantage of the latest multi core CPU systems hitting the market with the addition of Intel's Embree high performance ray tracing library. Embree enables faster ray tracing calculation for CPU platforms, including MAC.
mPath Optix 7 Update: GPU Ray Tracing on qualified NVIDIA hardware has been upgraded to use OptiX 7. mPath is now significantly faster to render your ray traced scenes with NVIDIA OptiX 7. This update to mPath also adds support for ray tracing two-point polygons in OptiX—useful for rendering hair and fur.
Automatic EIS: Simplicity can remove barriers and allow focus on the artwork at hand. Environment Importance Sampling (EIS) is now automated when rendering with mPath, based on whether any image maps are affecting the environment. Just another parameter not to worry about.
Denoising Improvements: Denoising is an important part of a modern rendering workflow and mPath in Modo now offers two new options for denoising as well as improvements to the current Nvidia OptiX denoising.
Intel's Open Image Denoise is a new high-quality denoiser that uses AI to improve image quality on the host CPU, with no user parameters.
AMD AI is a new high-quality denoiser that uses AI to improve image quality on the GPU. It is most efficient on AMD hardware.
When looking for quick updates, Per Iteration Denoising can speed up your workflow by denoising the image between mPath iterations. It is currently available when using the Intel or OptiX denoisers.
PBR Loader / Set Effects: PBR Loader allows you to rapidly load PBR textures created in other applications like Substance Designer into the shader tree. Quickly load in all related images, and then set their effect based on the effect in the name of the file.
Gaps by Pixel Enhancements: The UV Pack and UV Fit mesh ops now have new attributes to set the gaps size by pixel for 14.1.
IK/FK Switching: Switching between IK and FK can be cumbersome. The new IK/FK Switching with Planar IK lets you quickly match IK to FK and FK back to IK. When animating you can easily visualize your state with fading IK lines and a custom IK Goal for IK or FK.
Disable IK & Update Rest Pose: Sometimes you need to adjust your joints after Inverse Kinematics has been applied. Disable IK enables you to do just that by tweaking joint placement even after IK is set up. Both Full Body and Planar IK can now be disabled in Setup mode and commands have been added to update the Rest Pose of both types of IK chains.
USD Importer: The UsdModo plugin enables you to import assets authored with Pixar’s Universal Scene Description into Modo. Types of Geometry, Curves, Lights, Cameras, Material, and Animation are supported.
New features in Modo 13:
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.