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'''Modo''' (stylized as '''MODO''', and originally '''modo''')<ref>{{cite web | url=http://www.macworld.com/article/45268/2005/06/modo.html | title=Luxology modo ready for Intel switch | work=[[Macworld]] | publisher=[[International Data Group|IDG]] | date=10 June 2005 | accessdate=22 February 2012 | last=Cohen | first=Peter |archive-url=https://archive.ph/gpISN |archive-date=2013-01-28}}</ref> is a [[polygon]] and [[subdivision surface]] modeling, [[digital sculpting|sculpting]], 3D painting, [[animation]] and rendering package developed by [[Luxology, LLC]], which is now merged with and known as [[The Foundry Visionmongers|Foundry]]. The program incorporates features such as [[n-gons]] and
==History==
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==Workflow==
Modo's workflow differs substantially from many other mainstream 3D applications. While [[Maya (software)|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 to create new tools using the Tool Pipe and customizable action centers and falloffs.<ref>{{Cite web | url=https://aristeksystems.com/blog/3d-modeling-soft-2021/#modo| title=3D Modeling Software | accessdate=2022-04-27}}</ref>
===Action centers===
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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. Examples of the paint tools in Modo are [[airbrush]], clone, smudge, and blur. These tools are paired with your choice of "brush" (such as soft or hard edge, procedural). Lastly, you add an ink, an example of which is image ink, where you paint an existing image onto a 3D model. Pressure-sensitive tablets are supported. The results of painting are stored in a bitmap and that map can be driving 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.
==Renderer==
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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 progressive preview renderer which renders to final quality if left alone. 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. The preview renderer in Modo 401 offers progressive rendering, meaning the image resolves to near final image quality if you let it keep running.
Modo material assignment is done via a shader tree that is layer-based rather than node-based.
Modo's renderer is a physically based ray-tracer. It includes features like [[caustic (optics)|caustics]], [[Dispersion (optics)|dispersion]], stereoscopic rendering, fresnel effects, [[subsurface scattering]], blurry refractions (e.g. frosted glass), [[volumetric lighting]] (smokey bar effect), and Pixar-patented Deep Shadows.
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