| modo delivers the next evolution of 3D modeling, painting and rendering in a single integrated and accelerated package for the Mac and PC. And now, modo is a true end-to-end solution that includes true 3D sculpting tools, animation and network rendering! More than just features, modo is a truly elegant integration of technology, raw horsepower and refined workflow. Model modo has the fastest, most advanced polygonal and subdivision surface 3D modeler anywhere. Ideal for precision modeling of mechanical and architectural designs, and for freeform organic modeling. Integrated sculpting tools working alongside traditional tools take modeling to a new level. Paint modo’s paint tools provide one of the most natural painting experiences in 3D. Multi-threaded performance, a refined user interface, world-class tools and the ability to paint directly on any image in the Shader Tree make painting in modo a breeze. Render modo’s world-class renderer cranks out stunning images and rock steady animations-with physically-based lighting for natural realism. It’s incredibly fast and fully multi-threaded. Render across a network of Macs and PCs at ultra-high resolution. Animate modo is ideal for creating walkthroughs, product assembly animations or motion graphics of all kinds. You can vary the properties of any item in modo so that it moves or changes its appearance over time. Or import animations from other 3D software and render them out in modo. Sculpt Sculpting is built right into modo. This means you can use sculpting tools right alongside traditional modeling tools-all in a true 3D environment. This changes modeling forever. Advanced Ergonomics modo is far more than a collection of tools and features-it is an artist-friendly environment that delivers a superior creative experience. A preview renderer updates in real-time as you make changes to your scene and modo’s selection tools have to be seen to be believed. We care about this stuff. Who Uses modo? Architects, industrial designers, re-touchers, package designers and game developers are among the thousands who use modo world-wide every day. It is a winning combination of functionality and refined workflow for an active community of modo users. Features
- User Interface and Workflow
- Fast startup speed
- Preview renderer updates as you work
- High quality OpenGL display (numerous shading modes)
- Orientation videos (modo in Focus) included
- Renderings begin instantly
- Undo/Redo enabled
- 3D navigation method can emulate other 3D programs (or be adjusted freely)
- Task-specific layouts provided for common operations (like painting)
- Help system invokes explanations of commands (often with video examples)
- Familiar industry paradigms used for common operations
- Commonality of commands across modo (paint tools use same system of Falloffs as modeling tools do)
- Cut / copy / paste functionality
- Intelligent object selection (including grow and shrink)
- Completely configurable viewports (size, function, visibility options and location)
- User configurable filmbacks
- Cursors indicate selection type
- Extensive system of Falloffs (spatial tool influence)
- Extensive system of Action Centers (center, axis for tool operation)
- High-quality OpenGL display (numerous shading modes)
- Key Animation Features
- Virtually any property can be animated
- Graph editor
- Dope sheet (aka Trackview)
- Seconds, Frames, SMPTE and film code formats all supported
- modo is able to harvest animation data from other 3D applications in order to render it. modo reads .MDD files for this purpose.
- Ability to capture animation seen in OpenGL viewport or Preview Renderer as a movie
- Cut, copy, paste keys
- Animate while seeing real-time playback
- Ripple keyframe editing
- Vertex map deformers
- 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.
- Camera and light targetting
- Animation channel controls can be suppressed in the user interface
- You can render an animation to a sequence of still images or to a movie file
- Key Painting + Texturing Features
- Airbrush, Erasers, and numerous other brushes
- Real-Time Bump Map Painting
- Layer-based Shader Tree offers Photoshop-like control
- Paint layout includes a canvas, gallery-style row of images along the bottom, a color picker and brush preview pane
- Paint on any image in the Shader Tree
- Paint across multiple images and onto multiple UV maps
- Advanced procedural textures provided that require no UVs (e.g. cellular, noise)
- Roller brush facilitates continuous painting (e.g. in direction of cursor movement)
- Image ink lets you paint with existing images
- Image maps can be used to drive over 25 effects (e.g. displacement, bump, specular)
- Key Modeling and Sculpting Features
- Hybrid polygon/SubD/Ngon modeler
- Flexible coordinate systems
- 3D primitives and text
- Symmetric modeling
- Pen tool supports structured drawing with snapping
- Curve creation tools
- Model over background image
- Snapping
- A scene can reference multiple files on disk and then be updated as they change
- Sculpt or use traditional modeling tools at will (sculpting is not a mode)
- 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).
- Mesh-based sculpting for roughing out forms
- Image-based sculpting for adding fine surface detail
- Unique vector displacement brush lets you create a brush from 3D geometry and sculpt with it (e.g. an ear)
- There are fourteen 3D sculpting tools:
- Push
- Smooth
- Tangent Pinch
- Spin
- Move
- Carve
- Flatten
- Center pinch
- Fold
- Inflate
- Smudge
- Emboss
- Attenuate
- Mask
- Developer Features
- Toolpipe for customizing tools
- Key remapping support
- Script in Perl, LUA, Python
- File I/O SDK
- Headless modo for command line operation
- Key Rendering Features
- Fast ray-tracer with physically-based shading options
- Built-in preview renderer updates as you work
- Fast and threaded for up to 32 cores
- Time-enabled for rock solid motion blurs, stable reflections in animations
- Fast global illumination
- Physically-based daylight
- Render high resolution images to disk that vastly exceed available memory
- Network rendering on up to 50 workstations
- Extensive lighting model (point, dome, area etc.)
- Flexible render outputs
- Steady GI solution for walk-through animations
- Create IES (photometric) lights from standard IES files with control over light strength, contours, width/height
- HDRI lighting
- Bake maps
- Displacement rendering with billions of micro-tessellated polygons at render time
- Orthographic rendering
- Transparency can vary with absorption distance
- Subsurface Scattering with "backscatter" control
- Anisotropic Blurred Reflections
- Weight maps supported
- Blooms supported
- Instance Rendering
- Key UV Editing Features
- Streamlined user interface for interactive UV editing
- UV projection to variety of shapes (e.g. cubic).
- Project from view option
- Unwrap tool with seal holes (e.g. eyes) option
- Relax tool
- Peeler tool
- Fit UV’s option
- Pinning
- Numerous UV alignment and expansion options
- Use same tools as rest of modo to move, scale etc.
- Move and sew
- Cut / copy / paste functionality
- Show UV overlaps option
- Show poly fill option
System Requirements
- Minimum 1GB RAM
- Minimum 100MB available hard disk space (3GB required for all content and integrated training materials)
- Mouse or pointing device (pressure sensitive tablets supported)
- Monitor resolution of 1024 x 768 or greater
- Graphics card with OpenGL support
- DVD-ROM drive (for support materials)
- Internet connection required for product activation
- Macintosh® Requirements
- Mac® OS X 10.4 or later
- Macintosh® G3, G4, G5 or Intel processor
- Windows Requirements
- Microsoft® Vista, Windows 2000 or Windows XP (Vista compatible device drivers required for use with Vista)
- Intel® Pentium® 4 or AMD AthlonTM processor (SSE instruction support is required)
- Intel Xeon / Dual Core and AMD Opteron also supported
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