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Modo 14.1v2 – 3D modeling, painting and rendering in one program.




MODO gives you the next generation of 3D modeling, animation, sculpture, effects and rendering in one powerful integrated package. MODO is an end-to-end solution that delivers raw horsepower, refined technology and robust workflows, and is the creative choice for artists and designers around the world – from home-based hobbyists to Hollywood studios.

  • MODO enables creative exploration with fast and intuitive tools for modeling and sculpting polygons that give you more time to explore and visualize new ideas
  • Offers unlimited value with highly integrated modeling, painting, sculpture, effects, animation and unlimited networking capabilities
  • Ensures consistency with a tool reuse philosophy, easy-to-learn workflows and a fully customizable user interface that is unmatched in other 3D software
  • Integrates seamlessly into existing pipelines with built-in Python scripting and versatile SDK
  • Get instant results for interactive design reviews using photo-realistic preview

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Version 1[ads1]4.1v2:
Advanced support for Viewport Ghost & Xray:
  • Whether you are modeling or animating, coherent and customizable visualization of geometry is important. Ghost and X-Ray view modes help you see what you need, when you need it, so you can stay in the creative flow. Now if you want to visualize your scenes with Ghost & X-Ray, you can also enjoy the quality that Advanced Viewport provides. For more information, see Viewport toggle buttons.
Advanced Viewport Vertex Map Texture Support:
  • Visualization of Vertex Maps allows you to make quick decisions and edits without having to fiddle with parameters. Now you can visualize weight charts, UV distortion and Vertex colors in Advanced Viewport. For more information, see Viewport toggle buttons.
Advanced viewport enhanced processing:
  • Complex scenes can be a challenge to visualize with high quality. In Modo 14.1, Advanced Viewport has been optimized for faster Shader Tree and Shader Group processing for better performance when working in complex models and environments.
Performance improvements:
  • Modo 14.1 always works to improve performance, and provides a handful of performance improvements to speed up your daily work. The UV Relax Mesh operation has become multi-threaded in adaptive mode and offers up to 5X speed increase when you relax UV. The Edge Remote operation has also been significantly improved for speed increases between 5 and 20 times.
Bevel Auto Weld:
  • Concerns about overlapping geometry when chamfering are a thing of the past with the new Bevel Auto Weld function in Modo 14.1. A new option for the Polygon Bevel tool, Auto Weld calculates the border of selected polygons and then stops the insertion points at a contact point. Whether direct or procedural modeling, Bevel Auto Weld is a very powerful tool many Modo modellers will appreciate. For more information, see Using Automatic Welding to Manage Overlap.
Edge Chamfer Extend Boundary:
  • Sometimes you want to push the line when Chamfering and the new Extended Boundary option in Edge Chamfer allow you to do just that. The output direction is calculated by the outer surface vectors and the edge vectors. This new enhancement is available for both process and direct modeling versions of the Edge Chamfer. For more information, see Expand the Boundary.
Polygon enhancement:
  • Making simple operations smarter adds speed and agility to the modeling process. Polygon Make can now create a new quad polygon when only two edges are selected. For more information, see Polygon Make.
Polygon Bevel Falloff Controls:
  • Falloffs are a powerful and flexible part of Modo’s workflow, and you can now use them to control Polygon Bevel. Use all your favorite falls with Polygon BevelShift and Inset.
Curve Sweep Point Mode:
  • Curve Sweep has a new mode, so that corners of a mask can be swept along a curve using Curve Sweep. Point mode provides exciting new versatility in Curve Sweep to turn corners into curves. For more information, see Point Mode.
Unpack and relax the web operation:
  • Unwrap and Relax is a powerful tool that does fast work with complex UV tasks, and is now available as a procedural network operation. For more information, see Procedure Packing and Relaxation.
UV Relax Mesh operation:
  • Be procedural with UVs using UV Relax mesh op. It can be used to delimit an existing UV map in much the same way that the smooth tool is used to soften and regulate the surface of a model. For more information, see Procedure UV Relax.
Denoising improvements:
  • Denoising is an important part of a modern rendering workflow, and mPath in Modo now offers two new options for denoising, as well as improvements to the current Nvidia OptiX denoising.
  • Intel Open Image Denoise – A new high-quality denoiser that uses AI to improve the image quality of the host CPU, without user parameters. For more information, see Intel Open Image Denoise.
  • AMD AI – A new high quality denoiser that uses AI to improve the image quality of the GPU. It is most effective on AMD hardware. For more information, see AMD AI.
  • When looking for quick updates, Per Iteration Denoising can speed up your workflow by rejecting the image between mPath iterations. It is currently available when using Intel or OptiX denominators.
MPath Embree CPU Tracking:
  • MPath takes full advantage of the latest multi-core CPU systems hitting the market with the addition of Intel’s Embree high performance ray tracing library. Embree enables faster calculation of beam tracking for CPU platforms including MAC. For more information, see Ray Tracing Engine.
  • MPath Optix 7 update:
  • GPU Ray Tracing on qualified NVIDIA hardware has been upgraded to use OptiX 7. mPath is now significantly faster for rendering ray-traced scenes with NVIDIA OptiX 7.
  • This update to mPath also provides support for beam tracking of two-point polygons in OptiX, useful for hair and fur reproduction. For more information, see Ray Tracing Engine.
MPath Automatic EIS:
  • Simplicity can remove barriers and allow focus on the artwork. Environmental Importance Sampling (EIS) is now automated when rendered with mPath, based on whether any image maps affect the environment. For more information, see Playback with mPath.
PBR loads / set effects:
  • PBR Loader allows you to quickly load PBR textures created in other applications such as Substance Designer into the shadow tree. Quickly load all related images, then set their effect based on the effect in the file name. For more information, see PBR Textures.
Gaps by Pixel Enhancements:
  • UV Pack and UV Fit mesh-ops now have new attributes for setting the hole size by pixel to 14.1. For more information on the Set Hole Size by Pixel for UV Package option, see Package UV Properties – Set Hole Per Pixel. For UV Fit, see Fit UVs / UV Fit Properties – Gaps per Pixel.
IK / FK Change:
  • It can be cumbersome to switch between IK and FK. The new IK / FK connection with Planar IK allows you to quickly match IK with FK and FK back to IK. When you animate, you can easily visualize your condition with fading IK lines and a custom IK target for IK or FK. For more information, see the IK / FK switch.
Disable IK & Update Rest Pose:
  • Sometimes you need to adjust the joints after using inverse kinematics. Disable IK allows you to do just that by customizing common location even after IK is configured. Both Full Body and Planar IK can now be disabled in setup mode, and commands have been added to update Rest Pose for both types of IK chains. For more information, see Full Body IK Utility Options or Planar IK Utility Options.
USD importer:
  • The UsdModo plugin allows you to import assets authored by Pixars Universal Scene Description into Modo. Types of geometry, curves, lights, cameras, materials and animation are supported. For more information, see USD I / O.
Various:
  • Licensing – Modo now includes a Japanese translation for the licensing interface.
  • Rendering – The Intel Embree libraries have been updated from version 3.9.0 to 3.11.0
  • Rendering – Intel denoiser now uses the surface normal buffer correctly.
  • SDK – A UVBoundingBox () function has been added to the SDK.
Bug fixes:
  • Cancel a rendering with NVIDIA OptiX as the beam tracking engine caused the Modo to crash.
  • Completing an animation does not release memory as expected.
  • Rendering a scene to .png produced a darker image in 14.1 compared to previous versions of Modo.
  • Render: Slaughter on the back did not work as expected.
  • Rendering: Setting the indirect bounce to 1 caused the AMD AI denoise to fail.
  • Modo Intro offline image was not consistent across all operating systems.
  • USD: The scaling of a particular network was not consistent between macOS and Windows.
  • Rendering: By selecting the mPath renderer with an environmental image and preview running, Modo crashed.
  • Opening a preview with Viewport Properties open caused Modo to crash.
  • Rendering: Changing texture attributes while previewing caused Modo to crash.
  • Rendering: Selecting the mPath renderer caused Modo to crash under certain conditions.
  • macOS only: Modo occasionally reported startup errors with PowerTranslators installed.
  • UVing: Selecting Show Outside Labels inside the UV Editor caused Modo to crash.
  • Rig: 3Bar IK chains occasionally turned the second and third joints during evaluation.
  • Rigging: FK to IK matching on 3bar IK chains did not work as expected.
  • Rigging: 3Bar IK chain solution was too inflexible, which sometimes caused reversed positions during evaluation.
  • Rigging: Matching of IK and FK using the 2D IK solver ignored IK chain vectors.
  • Licensing: Design Collective licenses did not work as expected with Modo 14.1 builds.
  • Licensing: Permanent node-locked license message was not in line with previous versions of Modo.
  • Rendering fur in a specific project showed a Can’t create Embree scene error.
  • Rigging: FK to IK matching on certain 3bar IK chains did not work as expected.
  • UVing: UVs with non-standard names did not always return the correct delimitation box.
  • OS X 10.11 or later
  • At least 4 GB of RAM
  • At least 1 GB video memory / driver support for OpenGL 3.2
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