Products

Description

MODO 3D software combines modeling, painting, animation and rendering in a fused workflow for designers and artists working in the areas of industrial design, architectural visualization, package design, game development, film and broadcast, education and scientific studies.

 

Faster iterations

With powerful modeling and sculpting tools, and an advanced photorealistic viewport and preview renderer, MODO lets you iterate faster for better concept and production models, look development, and interactive design reviews.

Consistency guaranteed

With consistent workflows, modular tool assembly and an intuitive UI, MODO lets you apply the knowledge you gain in your first days of exploration to fulfilling the most complex, sophisticated tasks down the road.

Out-of-the-box value

MODO offers modeling, sculpting, painting, effects and animation tools in one cohesive, easy-to-use content creation package, with unlimited network rendering capabilities and MeshFusion Boolean tools included.

Seamless pipeline integration

MODO fits right into your pipeline, with Python and C++ APIs; a Python TD SDK; a fully customizable UI; and support for industry-standard formats like OpenSubdiv, OpenColorIO, OpenEXR, OpenVDB and Alembic.




New Features



What's new in MODO 10.0v1

The first installment of the MODO 10 Series, MODO 10.0v1, offers significantly enhanced workflows for creating real-time content for games, or for other immersive interactive experiences like virtual reality. With it, you can:

  • Author in MODO and be confident that your assets will look virtually the same in Unity or Unreal Engine
  • Easily get realistic detail into your real-time assets with a streamlined, repeatable texture baking workflow
  • Export to popular engines with simple, automated steps that minimize the need to recreate work
  • Enjoy a focused layout for creating real-time content including new vertex normal editing tools
  • And much, much more!


Enhanced control of normals

Now you can explicitly manipulate vertex normals to control shading smoothness on low-polygon assets, with a series of tools that let you select individual edges to be smoothed or unsmoothed, constructing a vertex normal map on the mesh. What’s more, in addition to generating tangent basis data suitable for use with normal maps in Unreal, we’ve added the ability to create data suitable for use in both Unity and Source.


Streamlined export to games engines

Now you can transfer assets between MODO and Unity or Unreal Editor 4 with shading information intact, eliminating the need to recreate shading work in the games engine editor. What’s more, exporting to games engines is now single-step operation, thanks to a new preset mechanism with ready-made presets for Unreal and Unity, and the ability to create custom presets to target additional engines. In addition meshes are now automatically triangulated on FBX export—matching MODO's internal triangulation for GL rendering and ensuring a visual match—and there’s now direct support for a range of common DDS image formats.


Real-time content creation workflows

MODO 10 offers workflows specifically targeted at artists creating content for real-time applications. The Games Tools layout is centered around the everyday tasks of vertex normal editing, texture baking and exporting to game engines, while still providing quick access to modeling tools. In addition, you can now navigate through your MODO scene as you would a video game level, with a new FPS (First Person Shooter) mode that uses the mouse to look around, and the keyboard to move—enabling you to evaluate your scene as a player would see it.


WYSIWYG look-development workflows

MODO 10 delivers a WYSIWYG look-development experience for games authoring that lets you work in the context of your final delivery platform. Now you can develop and view looks for game art that correspond to lighting and surface details in real-time game engines, with two new physically based material types which closely match the materials in Unreal Engine and Unity; several enhancements to the advanced photorealistic viewport, including support for viewing and exporting the Unity and Unreal-compatible PBR materials; and the ability to work with the Unreal Editor 4 and Unity 5 base shaders directly in MODO.


FBX enhancements

Delivering better compatibility for real-time engines, a new FBX 2015 plug-in offers support for the widely-used FBX 2014 format; the ability to export UV sets alphabetically; and automatic application of default (linear) color correction to vector maps in all loaded clips including FBX and other non-LXO formats. What’s more, animation from FBX files can now be imported and merged onto items in the scene, or applied to actors as actions, while instances and replicators can now be exported to FBX.


Efficient baking

MODO’s baking workflow is now more automated and streamlined. New Bake Items let you store bake-related parameters for reuse, so you can initiate a bake process with different input data, but using exactly the same bake settings as previously. What’s more, when preview and RayGL baking, you can now take settings from a Bake Item, so you can tweak settings and see the results before executing the final operation. To make baking even easier, a new Bake Wizard streamlines the setup of Bake Items and baking, and offers customizable output presets.


Enhanced UV and UDIM workflows

A new wizard makes creating UDIM image sets a breeze; UDIM textures can now also be baked like any other texture. In addition, you can now export UVs to the widely-supported XML-based SVG vector graphics format; the feature includes the ability to export a selected of range of UDIMs either spread out or in separate layers. Additionally, the Advanced GL viewport can now display multiple UDIM tiles, further improving parity with MODO’s renderer.


Everyday tools made better

MODO 10 continues to improve the tools you use everyday—from modeling, to texturing, to painting, to dynamics, to color selection. For example, the vertex map painting toolset now offers a choice of blend modes, as well as the ability to mask vertex colors by color channel and by polygon selection, and a new option to view each channel in isolation. What’s more, you can now keep your meshes closer in size to the original when using the Smooth Tool, thanks to a new Volume Preservation option.






Key new features in MODO 902

Camera matching

The new Camera Matcher provides an intuitive and visual method to quickly and easily match a camera’s position, rotation and focal length to a background image. Simply indicate axes on screen by drawing them on, and optionally specify a known measurement. You can also use the system to estimate lens distortion in the original camera, and apply that to the virtual camera, for an even more seamless match. In addition, you can easily set the camera’s resolution to match a projected image. And if your background photo contains EXIF lens information, MODO can apply those settings to your camera with a single click.

Projection Texture and Shader

MODO 902 offers two methods to streamline the texture projection workflow. The Projection Texture can be used to project an image into a given texture channel—such as diffuse color or stencil—and works both within nodal shading networks and in the shader tree. The Projection Shader reproduces the exact pixels of the projected image, overwriting any lighting or shading that exists within the 3D scene, so that you can use the lights and shadows from the original real-world environment.

Projection Ink

Projection Ink offers an intuitive and controllable method to bake projected textures onto UV-mapped geometry using the integrated brush-based toolset. With a camera and a backdrop image set up, you can paint textures from the image into the scene as if they were projected from the camera. If you have multiple cameras set up covering different angles, you can easily blend the projected images to form a seamless texture that stands up to scrutiny from multiple viewpoints.

Camera Plane modifier

With the new Camera Plane modifier, you can create an image-mapped plane from a selected image with a single click, and MODO will automatically adjust its size, position and rotation so that it always fills the screen perfectly as you change its depth. This makes it easy to set up a layered stack of foreground, midground and background images (potentially with 3D geometry between)—perfect for VFX set extensions or multi-plane animations. There’s also an option to automatically create foreground and background plates, so creating masks, watermarks and in-camera composites is a breeze.

Physical Sun settings from image metadata

MODO 902 offers a clever trick to help you seamlessly integrate your photography with digitally created elements: if your photo contains GPS location, compass direction and time of day information, you can use it to set the location, orientation and time of MODO’s internal Physical Sun model to match—so your photographed and virtual shadows will align with just a few button clicks.

Screen Overlay enhancements

New Screen Overlays include support for more non-standard camera configurations using Overscan, Offset, and so on; support for using the image size instead of the film back for the safe area; and guides to help you with the staging and composition of your shots including golden ratios and horizon lines.


Key new features in MODO 901

Advanced photorealistic viewport

Iterate faster in a high-fidelity context that closely reflects your final render, with MODO 901’s new hardware-accelerated photorealistic viewport. Powered by The Foundry’s Clear technology, the new advanced viewport lets you manipulate geometry and materials in a real-time setting that accurately displays lighting and shadows, BRDF materials, reflections, gloss, screen-space ambient occlusion, high-quality transparency, anti-aliasing, supersampling and a number of 2D post-processing effects.

MeshFusion

Now a fully integrated feature of MODO 901, MeshFusion takes away the challenge of complex and frustrating Boolean operations, making it easier to consistently produce high-quality models. You can interactively intersect, add and subtract subdivision surface (SDS) objects, control the blending between, and intuitively edit the assembly instructions. MeshFusion also comes with a library of preset primitives that you can use to construct your object; final output is a watertight mesh suitable for further editing in MODO or export to .STL.

Vector-based graphics support

Make use of resolution-independent vector-based artwork created in a program such as Adobe® Illustrator® or converted from a CAD file with new support for SVG (Scalable Vector Graphics) files, together with a new Curve Fill polygon type. You can use SVG artwork in your MODO scene as texture files, or as curves that can then be manipulated in 3D, or act as a framework for you to construct meshes. Edited vector compositions can also be exported back out as SVG files for use downstream in the design or manufacturing process. Progressive baking Texture baking in MODO 901 goes to the next level, with a new technique that takes advantage of MODO’s progressive renderer. Using a ray tracing methodology, you can preview your textures as you bake, and watch them refine progressively—allowing you to tweak settings and make surface changes without waiting for a final render. The result? Faster iterations and an overall better baking workflow. In addition, you can now directly bake normal maps with Mikk and other custom tangent spaces for compatibility with a wide number of games engines.

Accelerated performance

With a major focus on improving performance on large scenes, MODO 901 accelerates workflows across the board—including selecting, displaying and deleting many items, or changing their type—in some cases by orders of magnitude. In other specific examples, animating deforming subdivision surfaces is now significantly faster, thanks to the new support for the OpenSubdiv library, while the progressive renderer now employs several techniques to provide faster updates. What’s more, new sampling techniques improve rendering performance with many direct lights and light linking.

Enhanced modeling toolset

MODO 901 brings a number of enhancements to its renowned modeling toolset: the ability to work with models that are topologically but not spatially symmetrical lets you work on both sides of a posed model at once; the Slice tool now offers the option to automatically cap the resulting meshes; and you can now fill a four-sided region with a grid pattern of quads. Other enhancements include new Linear and Radial Align tools, a Twist option for the Curve Generator tool, improved edge loop selection options, slicing across multiple edges, and more.

Improved UV workflows

Enhanced multi-tile UV workflows in MODO 901 include the ability to pack UVs across multiple tiles at once, a new UDIM Indicator that displays various information about the current tile, and UDIM support within many tools and commands. Other new UV features include the ability to copy and paste UVs based on topology, straightening options for the UV Relax tool, and a UV Rectangle command to align strips that have a regular grid pattern.

Better multi-resolution sculpting

Multi-resolution sculpting in MODO 901 now supports layers, so you can have multiple sculpt layers at each mesh level; displacement values from all the layers are blended together into the final result. In addition, you can now transfer multi-resolution displacement vectors to an active mesh from a background mesh, helping you exchange data with third-party sculpting applications, create a new starting point from a high-resolution template, or prepare a mesh for animation.

Extended dynamics and effects

MODO 901 helps bring your worlds to life with new dynamic and procedural effects. A new procedural Shatter item lets you automatically shatter meshes based on collisions, while a procedural Rock item lets you add natural-looking landscape detail to your scene. For rigid-body simulations, the ability to set up and control glue constraints is now much easier, while all dynamic simulations can now be saved and loaded as separate external cache files.

More flexible rigging

Creating cleaner, more flexible rigs for characters and other assets is now easier in MODO 901. With new Command Regions, you can create clickable controls from any polygon selection; controls become visible as you mouse over the selected region, keeping your rig uncluttered. In addition, a new Tension texture lets you drive values based on surface deformation; this can be combined with the new ability to drive sculpt layer opacity through a modifier, for powerful rigging possibilities.

Easier pipeline integration

Aimed primarily at technical directors, MODO 901’s new TD SDK offers an easier and more intuitive interface to the existing Python API for writing plug-ins. MODO 901 also brings Qt support to Mac OS X and Windows—already available on Linux—so TDs can make cross-platform custom UIs. And, with support for OpenVDB voxel datasets, and a projection shader that enables digital matte painting workflows with NUKE, MODO 901 plays well with other applications in your pipeline.

Complexity management

MODO 901 delivers tools to help you manage today’s complex assets more easily. The new Deferred Mesh item lets you offload assets to disk, loading them only at render time; simple proxies or bounding-boxes represent the item in the scene with minimal memory impact. Other complexity management features include the ability to mass-convert scene image clips to Tiled EXRs, and better ways to expose only selected inputs in assemblies.

Improved painting and texturing

MODO 901 delivers faster, higher quality painting, with better blending, interpolation, stroke evaluation, subpixel sampling and brush orientation during drawing among the improvements leading to a superior overall experience. In addition, a new option in the Parametric Ink tool lets you use surface parameters to vary the opacity of the applied paint, while a new texture switch node and wireframe shader extend texturing possibilities.

Physically based materials and rendering

MODO 901 now offers a new choice of BRDF material—GTR (Generalized-Trowbridge-Reitz)—that better matches specular highlights on real materials, and offers control over blurry reflections. The material is fully compatible with the new advanced photorealistic viewport. In addition, MODO’s physically based Daylight model has been updated to provide a more realistic, physically accurate environment.

UI and viewport enhancements

In the sometimes overwhelming world of 3D, MODO 901 puts the tools you need at your fingertips with the ability to store and recall 3D viewport settings as presets and a switcher bar for easily selecting favorite layouts. In addition, you can now choose to display UV edge seams and boundary edges with different colors in the 3D viewport.


 


Features



  • Procedural particle engine with an easy to use pre-set workflow
  • Audio playback and a sound channel modifier, bringing animations to life
  • Schematic improvements, reducing scene graph complexity
  • Dedicated dynamics simulation layer, significantly improving performance
  • Simplified complexity of materials and layered shaders
  • Large scene performance improvements by as much as 175x
  • Preview render synchronisation improvements, over 50x faster in large scenes
  • New Python interpreter, making python execution many times faster
  • Unlimited network rendering
  • MODO will soon be available on Linux, bringing it to all three platforms.

 

Modeling

  • Edge Bevel- New 'Edge Shape - Square' mode makes adding holding edges for SubD cages a breeze.
  • Bridge Tool- Expanded functionality with new 'auto connection' and 'continuous bridge' options.
  • Contour Tool- Retopology booster generates section silhouettes based on slices of a surface.
  • Topology Pen- New 'Point' and 'Fill' modes make retopology work even faster.
  • Boolean commands- Boolean, Solid and Axis Drill have new controls and options.
  • Freeze command- New 'Tessellation' option toggle allows freezing a deformed mesh without affecting its current Sub-D state.
  • Work Plane Tool- Allows for interactive placement of the Work plane using a transform widget.
  • Pen Tool- Retopology enhancement, 'Select New' option allows for selection toggling while the tool is still active.
  • Vertex Tool- Now creates single point polygons instead of straight vertices.
  • Mirror Vertex Map- New command allows users to easily mirror a vertex map to any destination.
  • Split Vertex Normals- New options for adding creased and smoothed edges to an existing vertex normal map.
  • Clipboard Enhancement- Copy and Paste of Edges will now result in a string of two-point polygons.
  • Copy & Paste Behavior- New Preference option to control what is selected/deselected in a Copy/Paste procedure.
  • Merge and Unmerge- New Item List menu command to combine and break apart mesh pieces within a layer.

 

Sculpting

  • Convert to Multiresolution- New commands converts any type of image based sculpting to the superior MultiRes format.
  • Sculpting Masks- Users can now interactively paint sculpting masks defining areas that wont be affected.
  • Sculpting HUD- Viewport palette for visually controlling MultiRes levels as well as important Brush controls.
  • Paint tool Performance improvements now also work with the sculpting tools making sculpting much faster across the board.

 

Dynamics/Particles

  • Particles- Newly introduced procedural Particle system is fully integrated into the dynamics system allowing for interactions between particles and rigid bodies.
  • Fluid Solver- Combined with a Particle Simulation, Dynamic Fluids can be achieved by adding the new Fluid Solver.
  • Flocking- New Particle Flocking behavior that creates groupings of particles in motion.
  • Particle Modifiers- Modifiers can be added to Point Clouds and Particle simulations providing greater control.
  • Dynamics- Overhauled dynamics system is now more robust and many times faster.
  • Forces- New 'Wind' force and 'Curve' force options provide additional controls to Particle and Dynamic Simulations.

 

Animation

  • Audio Support- Audio files can now be added to a scene for sync and exported with Quicktime video files.
  • Graph Editor- Completely reworked graph editor with many new functions and controls to enhance the animation workflow.
  • Dope Sheet- New enhancements to the Dope Sheet/Track View give users better control over the visible length of time.
  • Pose Tool- New Dynamic Pinning options allows users Dynamic Parenting-like functionality when posing and animating.
  • Add User Channel- New channel 'Type' options make Users Channels even more flexible.
  • Timeline Rollovers- When 'Show Rollovers' is enabled, highlighted elements will also display any associated keyframes.
  • Time Tool- Middle Mouse Button click automatically scrubs the timeline at the correct speed when animating.
  • Dynamic Parenting- New drag and drop interface for easier Dynamic Parenting.
  • Motion Path Editing- Bezier-style motion path editing directly in the 3D viewport.
  • Keying Hierarchy- Hierarchy controls allow users to designate which items in a hierarchy receive keyframes automatically.
  • Keying Tool- The Keying Tool provides a convenient interface for keyframing directly in the 3D viewports.
  • Channel Sets- Groups of channels from a variety of items can be gathered and displayed in the Channel Haul interface.
  • Key Sets- Provide a convenient and quick way to assign keyframes to multiple channels at once, even on unrelated items.
  • Channel Sound- Audio Channel Modifier allows users to use any waveforms amplitude as a channel controller.
  • New Modifiers- Waveform, Math Operators, additional Matrix controllers, Expression, Random and more.

 

Shading

  • Item Based Shading- Users can now easily apply Shaders outside of the Shader Tree making it possible to make single items invisible to the camera for instance without any Shader Tree layer shenanigans.
  • Texture Offset- New layer Effect type allows any texture map values to displace those of another layer.
  • Scattering Filter Distance- New Hair Shading option helps to reduce or eliminate noisy renders when using Fur.
  • Occlusion Texture Cache- New cache options for Occlusion can speed up renders and smooth out the resulting shading.
  • Fur Vertex Map controls- New Fur options allow vertex weight maps to be used to controls density and length.
  • Material Mode- The Shader Tree has a new 'Material' mode view that displays layers by Tag and/or Item selection.
  • Shading Library- Scenes can contain a Library of Materials, like Presets, that can be easily applied and modified.

 

Rendering

  • Render Preview- Greatly enhanced Preview viewport allows saving and loading of progressive renders, respects the Render items Antialiasing settings, allows Drag&Drop functionality, and provides a modal progress bar when rendering animations.
  • Render Curves- New option to 'Render Curves as Polygons' allowing users to use Displacement Maps. Radius Gradient option allows users to easily control the radius of the resulting curve along its length.
  • Improved Physical Daylight Illumination Model- The old method has been completely replaced by a much more realistic model.
  • Environment Fog- Fog can now be applied as part of the Environment material with a new 'Layered' fog option.
  • Environment Importance Sampling- New option for Global Illumination produces cleaner results using far less rays.
  • Animateable Render Camera- Current Render camera can be animated and assigned to individual Passes.
  • Render Proxies- Users can convert individual layers to render-time Proxies, external files that only load when rendering.

 

Interface

  • 701 Interface- New streamlined workspaces refine modo's already fluid workflow for even greater accessibility and speed.
  • Enhancement to viewport icons to maximize/minimize windows within a group and open the viewports Options panel.
  • Layout Switcher- New shortcut for layout switching increases productivity and screen real-estate by eliminating tabs.
  • Embedded gradient editors allow the easy modification of values for many items, such as curve width along its length, emission strength of particle along a curves length, tapering of Fur fibers and many more.
  • Drag to Toggle- Users can now simply drag over multiples of layers in the Items List to automatically toggle them all.
  • Colored Coded Layers- Coloring of layers in Lists viewports can be applied using the contextual menus.
  • Point-At Popovers- New Popover type of viewport points at the button that spawned the window.
  • Item List Keyboard Navigation- The keyboard arrow pad can now be used to navigate the Items list selections.
  • Viewport Display Options- New viewport controls to independently customize the display of active and inactive layers.

 

Miscellaneous

  • Python Support- New Python interpreter allows much faster and broader Python support.

 

MODO Animation

Animate with Expression and Control in MODO

Animating in MODO comes naturally as the modeling and animation tools work hand in hand. The same tools used in modeling are directly leveraged in the animation system. As you create in MODO, time is just another dimension for you to draw upon. Use MODO to create precise mechanical animations or fully articulated skinned characters.

Animate Anything

Animation is so deeply integrated into MODO that you can animate virtually any characteristic of your scene. Setting a keyframe is as simple as moving to the frame you want and using Add Key after you have adjusted, for example, the opacity of an object to make it become visible at just the right moment. To create a simple walk-thru animation, just navigate normally in a camera viewport, adding keys as you go. MODO will smoothly interpolate between each camera position when you play back the animation.

You are the Director

Ready access to the right tools provides you with exquisite control when you animate in MODO. You have familiar curve-based control over how MODO interpolates values between keyframes so that you can direct objects to smoothly glide a stop or to abruptly jump to a new position to emulate the jerky movement of the second hand on a clock. If you want the property of one item (for example, speed) to drive the property (say, rotation) of another, you visually connect their two channels in a connection editor. You have both the artistic and mathematically precise controls needed to animate with impact and accuracy.

Character Animation

Posing a character in MODO works exactly as you’d expect. Pull the hand of a character to a new position and the shoulder and arm adjust their positions too. Twist the torso and the upper body adjusts. When you get the pose you want, save it and use it at any point on the timeless or later modify it further. Visible motion paths let you see the arc of say, a tennis swing, right in your scene. Deformers, morphs and weight maps let you add expression to your models as they move. You can build up multiple actions for your actor at a given point in time and switch between them to compare.

Reusable Rigs

MODO provides the tools for you to create reusable animation assemblies or rigs that can be used by others with simple on screen controls. These rigs can be as a simple as a wall clock with a user settable start time, or as complex as a dragon that will open its jaws to reveal its teeth differently in accordance with an onscreen slider labeled "Ferocity". In MODO you have all the ingredients to construct both mechanical and organic rigs that provide simplified control for the animator during production.

Animation by Matt Cox. Head model by Gelmi.

Precise Controls

A system of action centers, pivots and locators give you highly granular control over how elements in the scene will rotate and move in response to inputs. The motions can be further modulated by applying mathematical functions without keyframing, to impart a subtle trembling motion when the jaw of a character is opened very wide for example. A system of Constraints let you drive animated behavior based on geometric relationships in your scene like the distance or angle of one object to another. Deformers let you change the shape of objects right down to the vertex level for effects like squishing a tire, puffing up cheeks or rippling a landscape with a shock wave.

Render Your Animation

The MODO renderer is ready to render your animation as a series of frames or directly to a movie file. Importantly, the MODO renderer is time-aware and will render animations that are rock steady and free of flicker and noise crawl. You can utilize motion blur to produce smooth results for fast moving objects like spinning propellers or industrial robots. With built-in network rendering, MODO is there for you from start to finish.

 

MODO Dynamics

Physics-based Object Interactions

MODO includes built-in rigid and soft body dynamics for the creation of astonishingly realistic animations where objects collide and deform and come to rest according to the laws of physics.

Bullet Physics Engine

Dynamics calculations in MODO simplifies the setup and execution of complex physical simulations by combining robust collision detection with a variety of constraints, forces, and controls. Dynamics is based on version 2.8 of the popular Bullet Physics engine.

Setting Up a Simulation

To use Dynamics simply tag which items in your MODO scene are going to be dynamic – this makes them ready to respond to natural forces when you press Play on the timeline. For more control, items in MODO can be given “wake-up” conditions and an initial “impulse” behavior. A common wake-up event would be a collision, perhaps with an impulse behavior to jump up slightly and then respond to the force of gravity. Or you might choose to have some objects become dynamic only when they are triggered (e.g. reach a certain keyframe). You can create rigs in MODO to establish more elaborate trigger conditions that invoke dynamic forces such as when two objects reach a certain distance from one another.

A Range of Uses

Dynamics makes it easy to set up convincing animations where objects and particles collide and interact with one another. This goes far beyond tumbling a pair of dice, you can animate capes and swinging ropes just as well. recoil is also ideal for setting of stacks of objects at rest (like a mountain of hair dryers).

Simple collision dynamics used to good effect by Andy Probst (some post production here as well).

Integration of Dynamics simulation rendered in MODO with live action.

 

MODO Painting

Use MODO to paint on 3D surfaces or on 2D images, across multiple images and UV maps

There is something about painting directly on a 3D model that is incredibly satisfying. And more than just being fun, painting is a highly efficient way to create or modify the textures on your model because you can see exactly where you are painting all the time. With MODO, you have an integrated painting system that delivers what many believe is the most pleasing 3D painting experience available. In addition to painting on 3D objects, you can also paint in 2D, or paint on the backdrop item – or on image sequences. MODO delivers the right combination of performance, tools and feedback for the ideal 3D painting experience.

Performance

In MODO, painting is fully multi-threaded for maximum performance — even when using large brush sizes or painting with symmetry. Both image-based and procedural brushes work fluidly, and you have the option to blend (e.g. color dodge) in over a dozen ways while painting. As you paint in MODO, you can be painting across multiple images on multiple UV maps.

Ready Access to Tools

A specialized layout in MODO for 3D painting gives you quick access to the tools you need for a rich 3D painting experience. All painting is done with a combination of a tool (e.g. smudge) plus a brush (e.g. smooth brush), and the desired ink (e.g. parametric). A panel below the canvas provides you with an image browser (you can actually paint with images), a color picker and a brush preview. The brush preview even shows you how your stroke will fall off at the end of the stroke. You can paint with any pointing device, a pressure sensitive tablet being preferred by many MODO users. Want to change brush size? Just right click and drag out the size of your brush, and then keep painting.

Brushes and Inks

A wide variety of tools are provided, including airbrush, paintbrush, eraser, clone, line, fill, smudge, blur and lasso. Each tool has properties that include not just color but also opacity and blending modes. Several brush types are provided (stamp, roller, text, procedural) or you can supply your own and select the one you want from the brush browser. Finally, there are the inks... these let you do anything from painting an image onto your model (image ink) to using a parametric ink that modulates the color of your ink depending on the height of the displacement you’re painting over. If you like, MODO will apply the ink according to the slope or altitude of the surface you are painting on. This makes painting fresh snow on a mountain range or adding pitted surfaces on the leading edges of a wing an easy task. You can also take advantage of real-time mask painting for brush-based control over how two different images (pristine and battle-damaged for example) blend together.

Paint by Layer

Driving the MODO renderer is the Shader Tree, which is MODO’s user interface for describing the appearance of items and the environment, and how lights and cameras should interact with them. Any images you select in the Shader Tree can be painted on immediately in MODO.

With this direct access to MODO’s Shader Tree, you can leverage 3D painting to adjust complex surface appearances layer by layer. This isn’t just about brushing on new colors – you can paint bump maps in real-time or paint into channels to affect the specular highlights. MODO’s Shader Tree also allows you the freedom of painting non-destructively by utilizing the familiar functionality of layer and mask based painting found in popular 2D painting tools. In fact, you can import .PSD files into MODO and paint separately on each of the layers found in the file; you can also export UV maps to Photoshop for painting there if you prefer.

Paint Vertex Weights and Particles

As of MODO 701, the Paint tools have been extended to let you paint and adjust the value of vertex weights. This lets you adjust how different parts of your mesh behave during animation or set parameters for downstream use in game engines. You can smooth, erase, or simply paint over vertices to increase or decrease weight values. As you paint, your shaded weight map can now be seen on top of a textured model with weight values as labels if desired. This lets you easily see how weight maps line up with geometry, textures and other features of your models. You can also directly paint particles across your surfaces which you can then use to drive the location many other rendering effects in MODO like blobs, volumes and replicators.

 

MODO Rendering

Rendering in MODO is not just for final output, it is your partner in the creative process, delivering interactive updates as you work.

MODO 701 is equipped with one of the world’s great renderers for creating gorgeous images and animations – and for baking out everything from HDRI files to textures for game engines. The Luxology renderer is provided as both a final render engine and as an optimized Preview Renderer that updates nearly instantly as you model, paint or change any item property within MODO. The renderer is an over-achiever that offers that rare blend of speed and quality, and is licensed for network rendering.

Seriously Fast

The MODO render engine is fast, with the ability to render our trillion polygon detail at enormous frame sizes. MODO can render print resolution files (e.g. 20K x 20K) using as many cores as you have on your workstation. Under the hood, the MODO renderer is a fast ray-tracer that uses high dynamic range radiance units throughout its calculations for maximum accuracy and quality. The renderer is highly scalable on multi-core systems, delivering nearly linear speedups as more processors are added. The renderer’s innately fast performance is a combination of very tight code and a unique front-end that decouples many key computations, thus allowing for a finely tuned balance between memory use, speed, and quality.

Preview Renderer

The MODO Progressive Refinement Renderer is a constantly rendered view of your scene which lets you immediately see the effect of every modeling, lighting or material change as you work. If nothing is happening in the scene, the Preview Renderer will progressively render to final quality. You can even pause the refinement, save the state and load it up to continue the refinement at a later time. This is a game-changing way to work, for you are essentially doing hundreds of test renderings as you model or change the light or material properties of your project. By the time you kick off a final render, you know exactly what it is going to look like. Maybe you will simply use the progressive refinement to get you to final image quality with less hassle. The Preview Renderer also gets you familiar with how every parameter in MODO affects your final rendering because you can see each individual change as it is made.

Overview of MODO Preview Renderer.

Production Ready

In addition to final color output, the renderer can produce a wide variety of individual render outputs and be used to bake over thirty results (like geometric normals, diffuse shading, ambient occlusion) into image maps. A Constant Alpha option lets you easily create mask elements for compositing work. To save your work, a wide range of output image formats are supported including layered PSD files, layered OpenEXR or a series of PNG files for example. Renderings you have created are conveniently stored as thumbnails in the Render View so you can easily access different iterations and even compare them to one another with a an adjustable A/B splitter. A complete Render Pass system lets you save and apply named collections of rendering settings (for example “draft” or “sunset”) as a standard part of the rendering operation. Field and stereoscopic rendering are also fully supported.

Accurate Lighting Models

Global illumination and physically-based shading models are available, providing for advanced optical phenomena such as anisotropic blurry reflections, caustics, dispersion, blurry refraction and subsurface scattering. MODO includes Physical Sky and Physical Sun rendering for accurate sunlight at any location as well as support for photometric lighting through the IES standard. Volumetric lighting for light shafts with Deep Shadows is supported. Light linking allows you get the right amount of light in every part of your scene and standard lighting rigs are included in the many Presets that come with MODO.

Surface and Subsurface Realism

The MODO renderer is capable of trillion polygon renderings with astonishing detail. Micropoly tessellation at render time delivers effects like skin, terra cotta pottery or highly fractured terrain with greatly heightened believability. MODO Replicators deliver additional depth and detail by letting you distribute almost limitless numbers of geometry (or billboard images) such as pebbles, trees, barnacles or thorns to your renderings.

Anisotropic highlights and support for Fresnel reflections deliver realistic metallic surfaces and correct reflections and refractions at any angle to the camera. You can texture the blurry reflection anisotropy direction for materials like carbon fiber. And beneath the surface, transparency absorption automatically considers subsurface density for realistic portrayal of coral reefs and tropical lagoons Or apply depth-controlled subsurface scattering to get realistic skin, or wax.

Special effects

Volumetric rendering in MODO lets you create smoke and clouds. A Skin shader delivers realistic human skin. The versatile Fur material lets you create everything from grass to supple animal Fur. Procedural shading is supported along with non-photorealistic effects like cel shading, half-tone shading and contour rendering. Blob volume items give you the ability to create a range of gooey, and viscuous shapes.

CAD Visualization

Special rendering support is provided for visualization of mechanical and architectural designs. Render Booleans let you reveal interior model detail for product cut-away shots. Or you can truncate the view through a camera up to a specified clipping distance, providing an interior cross section that can be animated to gradually reveal or hide objects. You can also smooth sharp edges in mechanical visualizations at render time to emphasize edge highlights or simulate worn looks. Motion blur and depth of field support enhances the presentation of product presentations for truly photorealistic results.

Camera Model

Realistic camera models with industry standard camera backs, adjustable field of view, lens distortion and focal length are provided. Stereoscopic rendering is fully supported with on screen controls that let you get the perfect parallax for every shot. A spherical projection type for camera items allows the creation of spherical environment maps, including export of MODO-created panoramic HDRI’s.

Time-Enabled

The MODO renderer is specifically engineered to exhibit temporal fidelity across multiple frames. The renderer was designed from the ground up to support animation, and so shadows, caustics and even blurry reflections remain stable from frame to frame. A global illumination walkthrough mode provides a clean, yet faster-per-frame approach for architectural animations. Both camera and object motion blurring are supported. Via the MDD format, the MODO renderer can render animated sequences that you can import from other 3D applications.

Shader Tree

Driving the MODO renderer is the Shader Tree, which is MODO’s user interface for describing the appearance of items and the environment, and lets you direct how lights and cameras should participate in the production. The Shader Tree is based on a straightforward stack of layers that combine to produce the final results and is immediately familiar to anyone using Photoshop.

Network Rendering

MODO includes UNLIMITED network rendering on OSX, Windows and Linux; it is multi-threaded to use all available cores on each of your systems. The included MODO_CL (MODO command line) allows MODO to be integrated with any commercial network rendering controller.

 

MODO Sculpting

Sculpting tools are available whenever you need them in MODO. Simply use them right alongside all the other modeling tools in MODO.

In MODO, sculpting and traditional modeling are brought together in one application. When you need sculpting tools, they are always right at hand. Together, the combination of modeling and sculpting tools in a single application delivers a uniquely powerful 3D modeling experience.

Mesh-based Sculpting

Mesh-based sculpting tools modify existing points on a mesh with a brush and are often the fastest way to move, smooth, inflate or flatten geometry. They are ideal for use as an extension to traditional modeling tools, for quickly roughing out a base shape or for creating highly detailed features like folds and creases. Pixar Subdivision surfaces support a multi-res sculpting workflow where you add details at different levels (gross or fine) of your model. MatCap materials provide you with a uniformly lit shaded surface as you sculpt.

Image-Based Sculpting

Image Based sculpting let you utilize image maps to impart patterns or fine details like skin textures or scales. The images can either be grayscale displacement, where shades of gray push vertices in or out a specific distance based on their shade or a 32bit vector image that allows not only in and out movement, but side to side as well (allowing for cavities and undercuts). Image-based sculpting provides excellent high frequency detail while maintaining low polygon counts.

Integrated Toolset

Sculpting is no isolated experience in MODO; it is simply part of a larger toolset that you can use at any time. You have access to traditional modeling tools as you sculpt, just as you have tools to paint. The sculpting tools in MODO use the exact same system of tool falloffs, brushes and inks as the rest of MODO. With the Preview Renderer, you get a lit view of your work right as you are sculpting. When sculpting in MODO, all the data is simply native to MODO. The ability to add or remove base geometry without having to import or export a mesh increases your productivity. Likewise, there is no need to bake out a displacement map. You can also use pose space sculpting in MODO – meaning you can sculpt as you are setting up your characters for animation.

Fur Sculpting

The sculpting tools in MODO are not only for creating geometry, they are also used to control the Fur material. You style Fur interactively, using the Sculpt tools on curves, which act as hair “guides”. Using the sculpting tools you can flatten the grass in a meadow or arrange the hair on the head of a model.

Particle Sculpting

In MODO 701, the patent pending Particle to mesh tool allows you to intuitively manipulate particle simulations in 3D space using the same familiar sculpting tools. You can push particles together (or apart) using brush-based tools like Move and Pinch. You can also use the sculpting tools on static particle clouds. When sculpting particle particle clouds, Dissolve and Size tools make use of Particle Maps so you can, for example, use a Particle Size map to adjust the scale of replicated items interactively.

 


Videos

MODO Workflows - Automotive Concept Modeling from The Foundry on Vimeo.

MODO Workflows - Packaging Design and Visualization from The Foundry on Vimeo.

Data Transfer & Interoperation in MODO for Games from The Foundry on Vimeo.

Modeling in MODO for Games from The Foundry on Vimeo.

Environment Dressing in MODO for Games from The Foundry on Vimeo.

Shading & Rendering in MODO for Games from The Foundry on Vimeo.

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Specifications & Licensing

System Requirements

 

General Requirements:

  • 2 GB RAM minimum
  • 2 GB available hard disk space for full content installation
  • Mouse or pointing device, including pressure sensitive tablets or 3Dconnexion 3D mouse
  • OpenGL 2.0 accelerated graphics, at least 1280 x 800 resolution
  • Internet connection required for product activation and to access online videos

Windows

  • Windows XP, Vista, Windows 7 and 8 (only 64-bit supported)
  • Intel Xeon/Core 2 Duo, Quad/Core i7 or AMD Opteron/ Phenom processor(s). Must support SSE2 instruction set.

MAC OSX

  • Mac® OS X 10.6.8 or later (only 64-bit supported)
  • Intel processor(s), Core2Duo processor or higher.
  • Note: MODO 701 does support full screen on Mountain Lion or higher

 

Linux

  • Red Hat Enterprise Linux 5.4 or later (only 64-bit supported)
  • Intel processor(s), Core2Duo processor or higher

 


Supported File Formats

Load Scene:

  • Luxology scene LXO
  • Luxology scene LXO
  • Solidworks model sldprt, sldasm†
  • LightWave object LWO2, LWOB
  • Autodesk DXF
  • Autodesk FBX
  • Autodesk 3ds
  • Videscape GEO
  • Adobe Illustrator EPS, AI
  • Adobe Photoshop PSD
  • Wavefront OBJ
  • COLLADA DAE*
  • Rhino 3DM*

Save As:

  • Luxology scene LXO
  • LightWave Object LWO
  • Web3D X3D
  • Autodesk DXF
  • Autodesk FBX
  • Autodesk FBX 2006.11
  • HPGL Plotter file PLT
  • Layered PSD
  • Videoscape GEO
  • Wavefront OBJ
  • COLLADA DAE*
  • Rhino 3DM*

Load Image:

  • Flexible Precision image FLX
  • Targa TGA
  • Windows BMP
  • Compuserve GIF
  • Radiance High Dynamic Range HDR
  • Adobe Photoshop PSD
  • EUlumDat LDT
  • Radiance High Dynamic Range HDR
  • JPEG 2000
  • JPEG
  • Portable Network Graphic PNG
  • SGI (SGI RGB RGBA BW)
  • Tagged image file format TIF
  • ies IES
  • OpenEXR EXR

Save Image:

  • Flexible Precision image FLX
  • Targa TGA
  • Windows BMP
  • Compuserve GIF
  • Radiance High Dynamic Range HDR
  • JPEG 2000 JP2
  • JPEG 2000 16 bit JP2
  • JPEG 2000 16 bit lossless JP2
  • Portable Network Graphic PNG
  • Portable Network Graphic 16-bit PNG
  • Adobe Photoshop PSD
  • SGI RGB
  • Tagged image file format TIF
  • 16-bit TIF
  • 16-bit uncompressed TIF
  • OpenEXR EXR

Note:

Save Animation to Quicktime .MOV (not available in 64-bit)
.MDD files can be read into modo (to render animations created in other 3D applications)
*Separate download required
†Solidworks import is for 32-bit version of modo only

 


Licensing

Modo is available as either a Standalone or Network Licnese.

At a new location and need modo? As long as you have access to the Internet you can download modo and your license and be up and running. Just delete it from that system when you are done.

Network Licenses require a dedicated License server

No hardware lock (aka “dongle”)

Your modo license lets you run on either a Mac or a Windows computer.

Each purchase of modo entitles you to run operate the software on the machine of your choice, be it Macintosh or Windows platform; in fact, you can switch back and forth between systems as needed.

Rendering

You can run modo in rendering (“slave”) mode on up to 50 machines on a network to efficiently render animation sequences or extremely high-resolution graphic images. (that is 800 cores if you have 16 cores per system)

Delivery

Upon purchasing, you must Register with Luxology on their website

Registration - Web

  1. Create an account (or log in if you already have one).
  2. Fill out the registration form.
  3. Obtain your software and license from your account in the Registered Products section.

Once you have registered your modo software, you can download modo and use it wherever you are and whenever you may need to re-install it. This means you can download modo if you want to use it at another location or if, for example, you purchased a new computer. There is no dongle (hardware key) needed for modo and we license modo to you—not to your computer.

Additional Info

Upgrades / Support

Upgrades

  • Upgrade from previous to current versions of Modo
  • Upgrade from Standalone to Network License

Support

 RFX is available for all your support needs.

No annual maintenance fees for modo. Luxology provides free online support for all modo users.  Support via email is also available.

 


Related Products

Enhance your modo pipeline with the following products:

  • Luxology modo Kits
  • NextLimit Maxwell Render
  • Digimation Archive (3d Model library)
  • Autodesk Maya
  • Autodesk 3ds Max
  • Adobe Photoshop
  • Solidworks
  • Rhinoceros
  • Lightwave 3D

In addition, modo also supports the follwing functionality:

Supported File Formats

Load Scene:

  • Luxology scene LXO
  • Luxology scene LXO
  • Solidworks model sldprt, sldasm†
  • LightWave object LWO2, LWOB
  • Autodesk DXF
  • Autodesk FBX
  • Autodesk 3ds
  • Videscape GEO
  • Adobe Illustrator EPS, AI
  • Adobe Photoshop PSD
  • Wavefront OBJ
  • COLLADA DAE*
  • Rhino 3DM*

Save As:

  • Luxology scene LXO
  • LightWave Object LWO
  • Web3D X3D
  • Autodesk DXF
  • Autodesk FBX
  • Autodesk FBX 2006.11
  • HPGL Plotter file PLT
  • Layered PSD
  • Videoscape GEO
  • Wavefront OBJ
  • COLLADA DAE*
  • Rhino 3DM*

Load Image:

  • Flexible Precision image FLX
  • Targa TGA
  • Windows BMP
  • Compuserve GIF
  • Radiance High Dynamic Range HDR
  • Adobe Photoshop PSD
  • EUlumDat LDT
  • Radiance High Dynamic Range HDR
  • JPEG 2000
  • JPEG
  • Portable Network Graphic PNG
  • SGI (SGI RGB RGBA BW)
  • Tagged image file format TIF
  • ies IES
  • OpenEXR EXR

Save Image:

  • Flexible Precision image FLX
  • Targa TGA
  • Windows BMP
  • Compuserve GIF
  • Radiance High Dynamic Range HDR
  • JPEG 2000 JP2
  • JPEG 2000 16 bit JP2
  • JPEG 2000 16 bit lossless JP2
  • Portable Network Graphic PNG
  • Portable Network Graphic 16-bit PNG
  • Adobe Photoshop PSD
  • SGI RGB
  • Tagged image file format TIF
  • 16-bit TIF
  • 16-bit uncompressed TIF
  • OpenEXR EXR

Note:

Save Animation to Quicktime .MOV (not available in 64-bit)
.MDD files can be read into modo (to render animations created in other 3D applications)
*Separate download required
†Solidworks import is for 32-bit version of modo only

 


Training / Resources

Go to Community - Web for Blogs, Forums, podcasts, Training, assets and more