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'''''''''''innocentumair represents modo theory'''''Italic text''''''''''
'''''== '''modo (software)''' =='''''
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modo
Screenshot of modo 302
Developed by Luxology, LLC
Latest release 302 / April 3, 2008
OS Mac OS X , Windows
Type 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.Contents
1 History
2 Workflow
2.1 Action Centers
2.2 Falloffs
3 3D painting
4 Renderer
5 Select features
5.1 Key modeling features
5.2 Key Sculpting Features
5.3 Key painting & texturing features
5.4 Key Animation features
5.5 Key rendering features
6 Books and learning materials
7 External links
8 Reference
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History
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 regarding the notion for a complete rewrite NewTek's Lightwave work-flow and technology [1]. 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 (à la 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. modo 201 was released on May 24, 2006 living up to Luxology's feature promises and also enhancing many of the features found in the previous version.
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 offered 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 films Stealth, Ant Bully, and Wall*E.
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 301 is done through mesh based and image based sculpting (vector displacement maps) or a layered combination of both.
The current version of modo, version 302, was released on April 3 2008 with some tool updates, more rendering and animation features and a physical sky and sun model. modo 302 is a free upgrade for existing users.
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Workflow
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.
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Action Centers
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.
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Falloffs
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.
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3D painting
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 users 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.
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Renderer
modo's renderer is multi-threaded and scales nearly linearly with the addition of processors or processor cores. That is, an 8-core machine will render a given image approximately eight times as fast as a single-core machine with the same per-core speed. modo also offers the option of network rendering on up to 50 workstations with any number of cores; this is a feature of the standard version of modo, rather than an add-on module.
In addition to the standard renderer, which can take a long time to run with a complex scene on even a fast machine, modo has a preview renderer. Compared to the standard renderer, it sacrifices accuracy in favor of speed, while still giving a more accurate view of the scene than the typical hardware shading options offered by most 3D programs of modo's caliber. modo's user interface allows you to configure a work space that includes a preview render panel, which renders continuously in the background, restarting the render every time you change the model. This gives a more accurate preview of your work in progress as compared to the typical hardware shading options. In practice, this means you can do fewer full test renders along the way toward completion of a project.
modo materials assignment is done via a shader tree that is layer-based, rather than node-based.
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Select features This section may need to be rewritten entirely to comply with Wikipedia's quality standards, as Long list of features resembling marketing blurb You can help. The discussion page may contain suggestions.
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
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Key modeling features
Mesh Instancing
Mesh Paint Tool
Solid Sketch
Edge Slide
Polygon Reduction Tool
Reference Layers
Sketch Bevel
Loop Slice
Flex tool (for mesh posing)
Morph Tool
N-Gon SDS
1-Click Macro Recording
LUA, and/or Perl; Scripting Engines
Bridge Tool
High-Speed OpenGL 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
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Key Sculpting Features
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
Spline-based strokes are supported
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Key painting & texturing features
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
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Key Animation features
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
Track View
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Key rendering features
Global Illumination
Physical Sun and Sky
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
Bloom
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.
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Books and learning materials
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 a searchable database of free 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
http://forums.luxology.com Luxology's own user forum (free registration)
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External links
Luxology website
Luxology training video website
Community Driven Support and Resources
Vertex Monkey modo resources
Spanish support and tutorials for modo
MARS - Japanese modo website
HELIXMIND - Italian Luxology Modo Community
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Reference
^ Modo – What Lightwave Should Have Become
1. Modo – What Lightwave Should Have Become
Categories: 3D graphics software | Global illumination software | Apple Design Award winners
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