modo (software)
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| modo | |
|---|---|
| Developer: | Luxology, LLC |
| Latest release: | 301 / September 10, 2007 |
| OS: | Mac OS X , Windows |
| Genre: | 3D computer graphics |
| License: | Proprietary |
| Website: | www.luxology.com/modo/ |
modo is an advanced polygon, subdivision surface, modeling, sculpting, 3D painting, animation and rendering package developed by Luxology, LLC. The program incorporates advanced features such as n-gons, 3D painting and edge weighting, and runs on Mac OS X and Microsoft Windows platforms.
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modo was created by the same core group of software engineers who formerly created Lightwave 3D. They are based in San Mateo, California.
In 2001, a rift developed between senior management at NewTek (makers of LightWave) and their key Lightwave engineers. Newtek's Vice President of 3D Development Brad Peebler eventually left Newtek to form Luxology, and was joined by Allen Hastings and Stuart Ferguson (the lead developers of Lightwave), along with most of the Lightwave programming team.
After more than three years of development work, modo was demonstrated at Siggraph 2004, and finally released in September that same year. In April 2005, the high-end visual effects studio Digital Domain integrated modo into their production pipeline. Other studios to adopt modo include Pixar, id Software, Eden FX, Studio ArtFX, The Embassy Visual Effects, Naked Sky Entertainment and Spinoff Studios.
At Siggraph 2005, modo 201 was pre-announced. This promised many new features including the ability to paint in 3D (ala ZBrush, BodyPaint 3d), multi-layer texture blending, as seen in LightWave, and, most significantly, a rendering solution which promises amongst other things, physical-based shading rendering, true-lens distortion, anisotropic reflection blurring and built-in polygon instancing.
On May 24, 2006, Luxology released its highly anticipated modo painting and rendering modules in the form of modo 201. Users got the ability to paint directly onto 3D models, and to get photo-realistic rendering.
modo 201 was the winner of the Apple Design Awards for Best Use of Mac OS X Graphics for 2006. In October 2006, modo also won "Best 3D/Animation Software" from MacUser UK magazine. In January 2007, modo won the Game Developer Frontline Award for "Best Art Tool".
modo 202 was released on August 1, 2006. It offers faster rendering speed and several new tools including the ability to add thickness to geometry. A 30 day full-function trial version of the software was made available.
modo was recently used in the production of the feature film Stealth, Ant Bully, and the video game RoboHordes.
In March 2007, Luxology released modo 203 as a free update to its user base. It included new UV editing tools, faster rendering and a new DXF translator.
The release of modo 301 on September 10, 2007 added animation and sculpting to its toolset. The animation tools include being able to animate cameras, lights, morphs and geometry as well as being able to import .mdd files. Sculpting in modo is done through mesh based and image based sculpting or a layered combination of both.
modo's workflow differs substantially from many other mainstream 3D applications. While Maya and 3ds Max stress using the right tool for the job, modo artists typically use a much smaller number of basic tools and combine them in novel ways using the Tool Pipe and customizable action centers and falloffs.
modo allows an artist to choose the "pivot point" of a tool or action in realtime simply by clicking somewhere. Thus, modo avoids making the artist invoke a separate "adjust pivot point" mode. In addition, the artist can tell modo to derive a tool's axis orientation from the selected or clicked on element, bypassing the needs for a separate "adjust tool axis" mode.
Any tool can be modified with customizable falloff, which modifies its influence and strength according to geometric shapes. Radial falloff will make the current tool affect elements in the center of a resizable sphere most strongly, while elements at the edges will be barely affected at all. Linear falloff will make the tool affect elements based on a gradient that lies along a user-chosen line, etc.
For example, imagine a situation where a flat 8x8 plane must be transformed into a mountain. In Maya, the artist would use the specialized bulge or soft modification tool to raise the center polygons more than the surrounding ones. A modo artist would instead use the basic move tool combined with a radial falloff to ensure that the polygons were raised at differing rates. In this way, modo emphasizes re-usability, meaning that the smaller selection of tools and actions can be combined in ways that mimic a much larger toolset without its complication or memory footprint.
modo allows an artist to paint directly onto 3D models and even paint instances of existing meshes onto the surface of an object. The paint system allows use to use a combination of tools, brushes and inks to achieve many different paint effects and styles. The paint tools in modo are things like airbrush, clone, smudge, blur. These tools are paired with your choice of "brush" (such as soft or hard edge, procedural). Lastly, you add an ink - the most interesting of which is image ink - meaning you are painting an existing image onto your 3D model. Pressure sensitive tablets are supported. The results of painting are stored in a bitmap and that map can be driving not just color but anything in modo's Shader Tree. Thus you can paint into a map that is acting as a bump map and see the bumps in real-time in the viewport.
modo's renderer is among the fastest of any 3D software, and it scales linearly with the addition of processors or processor cores; an 8-core machine will render a given image approximately eight times as fast as a single-core machine. Due to the simplicity of modo's shading tree and material editor, photorealistic settings can be applied literally in seconds; turning on blurry reflections and global illumination will produce an image that would take hours of tweaking with Maya's mental ray renderer.
| This article or section contains information about scheduled or expected future software. The content may change as the software release approaches and more information becomes available. |
As of the latest version (v301), modo lacks dynamics, hair, fur, cloth, fluid effects, and true character animation tools. These omissions are mostly due to modo's short history rather than any philosophical leanings on the part of the development team. modo 301, which shipped on Sept 10, 2007 includes support for sculpting and animation (though not joint chains or inverse kinematics). modo will however, import MDD files, so it is possible to animate in Maya (for example) and import it into modo, thus allowing the user to render character animation from another program. modo 301 also includes support for network rendering.
- N-gon modeling and rendering (subdivided polygons with >4 points)
- Tool Pipe for creating customized tools
- Edges and Edge Weighting
- User specified navigation controls for zoom, pan
- Macros
- Scripting (PERL, Python, LUA)
- Customizable User Interface
- Extensive file input and output including X3D file export
- Mesh Instancing
- Mesh Paint Tool
- Solid Sketch
- Edge Slide
- Polygon Reduction Tool
- Reference Layers
- Sketch Bevel
- Loop Slice
- Morph Tool
- N-Gon SDS
- 1-Click Macro Recording
- LUA, and/or PERL Scripting Engines
- Bridge Tool
- High-Speed Open GL Navigation
- Extensive Falloff System Including Path and Lasso
- Complete Input Remapping of Mouse and Keyboard
- Smooth UV Interpolation on SDS Meshes
- Integrated Learning System
- Tool Pipe – Enabling new levels of control on falloff and tool customization
- Mesh-based sculpting
- Image-based sculpting
- Push tool
- Smooth tool
- Carve tool
- Flatten tool
- Fold tool
- Inflate tool
- Smudge tool
- Move tool
- Tangent Pinch tool
- Spin tool
- Emboss tool
- Image ink (sculpt with image)
- Brushes and brush editor/browser
- Advanced Procedural Textures
- Control micropolygon tessellation via any one or combination of multiple texture layers
- Real-Time Bump Map Painting
- Procedural Painting
- Parametric ink leverages 3D data to modulate attributes
- Control painting tools with modeling falloffs
- Jitter Nozzle
- Image Based Brushes and Inks
- Shader tree
- Animate virtually any item's properties (geometry, camera, lights)
- Graph editor with animation curve manipulation
- Auto key option
- Time system can be frames, seconds, SMPTE or film code
- Morph target animation
- Reads MDD files from other animation systems
- Global Illumination
- Advanced Procedural Textures
- Control micropolygon tessellation via any one or combination of multiple texture layers
- Control painting tools with modeling falloffs
- Displacement Rendering
- Interactive Renderer Preview
- Orthographic Rendering
- IEEE Floating Point Accuracy
- Transparency (can vary with Absorption Distance)
- Subsurface Scattering
- Anisotropic Blurred Reflections
- Instance Rendering
- Render Baking to Color and Normal Maps
- True Lens Distortion
- Physically Based Shading Model
- Fresnel effects
- Motion Blur
- Depth of Field
- Fully threaded (up to 16 threads)
- IES (photometric) light support
- Walkthrough mode provides steady GI solution over range of frames
- Network Rendering on up to 50 systems (no limit on number of cores)
- Numerous render outputs
modo once included imageSynth, a plugin for creating seamless textures Adobe Photoshop CS1 or later. This bundle ended with the advent of modo 301. imageSynth is now sold as a separate plug-in for people who do not have modo.
- The Official Luxology modo Guide by Dan Ablan ISBN 1-59863-068-7 (October 2006)
- Le Mans C9 Experience by Andy Brown (video-based modo tutorials) (January 2007)
- Sports Shoe Tutorials by Andy Brown (video-based modo tutorials) (March 2007)
- Wrist Watch Tutorials by Andy Brown (video-based modo tutorials) (April 2007)
- modo 301 Signature Courseware DVD by Dan Ablan (October 2007)
- Seahorse (sculpting) Tutorial by Andy Brown (video-based modo tutorials) (August 2007)
- http://www.luxology.tv announced. It is a searchable database of downloadable videos on 3D topics (August 2007)
- The Alley Tutorial by Andy Brown (game asset creation) (October 2007)
- modo in Focus Tutorials by Andy Brown (November 2007) Introductory videos and 30 day trial version