|This article needs additional citations for verification. (June 2010)|
||This article may contain an excessive amount of intricate detail that may only interest a specific audience. (February 2012)|
|Stable release||701 / March 25, 2013|
|Operating system||Windows , Linux , Mac OS X|
|Type||3D computer graphics|
modo is a polygon and subdivision surface modeling, sculpting, 3D painting, animation and rendering package developed by Luxology, LLC, which is now merged with and known as [The Foundry]. The program incorporates features such as n-gons and edge weighting, and runs on Microsoft Windows, Linux and Mac OS X platforms.
- 1 History
- 2 Workflow
- 3 3D painting
- 4 Renderer
- 5 Select features
- 6 Books
- 7 See also
- 8 References
- 9 External links
modo was created by the same core group of software engineers that previously created the pioneering 3D application LightWave 3D, originally developed on the Amiga platform and bundled with the Amiga-based Video Toaster workstations that were popular in television studios in the late 1980s and early 1990s. They are based in Mountain View, California.
In 2001, senior management at NewTek (makers of LightWave) and their key LightWave engineers disagreed regarding the notion for a complete rewrite of LightWave's work-flow and technology. 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 some of the LightWave programming team members.
After more than three years of development work, modo was demonstrated at Siggraph 2004 and released in September of the 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, Industrial Light & Magic, Zoic Studios, 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 promised physically-based shading, true lens distortion, anisotropic reflection blurring and built-in polygon instancing. modo 201 was released on May 24, 2006.
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 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.
In March 2007, Luxology released modo 203 as a free update. 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.
modo 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 was a free upgrade for existing users. modo 303 was skipped in favor of the development of modo 401.
modo 401 shipped on June 18, 2009. This release has many animation and rendering enhancements and is newly available on 64-bit Windows. On October 6, 2009, modo 401 SP2 was released followed by modo 401 SP3 on January 26, 2010 and SP5 on July 14th of the same year.
modo 501 shipped on December 15, 2010. This version was the first to run on 64-bit Mac OS X. It contains support for Pixar Subdivision Surfaces, faster rendering and a visual connection editor for creating re-usable animation rigs.
modo 601 shipped on Feb 29, 2012. This release offers additional character animation tools, dynamics, a general purpose system of deformers, support for retopology modeling and numerous rendering enhancements.
modo 701 shipped on Mar 25, 2013. This is the current version and offers audio support, a Python API for writing plugins, additional animation tools and layout, more tightly integrated dynamics, and a procedural particle system along with other rendering enhancements such as render proxy and environment importance sampling.
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 to create new tools 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.
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.
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 runs on up to 32 cores and offers the option of network rendering.
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 caustics, dispersion, stereoscopic rendering, fresnel effects, subsurface scattering, blurry refractions (e.g. frosted glass), volumetric lighting (smokey bar effect), and Pixar-patented Deep Shadows.
|This section may need to be rewritten entirely to comply with Wikipedia's quality standards, as Long list of features resembling marketing blurb. (May 2009)|
- 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
- Scripting (Perl, Python, Lua)
- Customizable User Interface
- Extensive file input and output including X3D file export
Key modeling features
- Mesh Instancing
- Mesh Paint Tool
- Retopology modelling
- N-Gon SDS
- 1-Click Macro Recording
- High-Speed OpenGL Navigation
- Extensive Falloff System Including Path and Lasso
- Complete Input Remapping of Mouse and Keyboard
- Smooth UV Interpolation on SDS Meshes
- Soft and lazy selections
- Tool Pipe – tool customization
Key Sculpting Features
- Multi-Res sculpting based on Pixar Subdivision surfaces
- Mesh-based sculpting
- Image-based sculpting
- Emboss tool
- Image ink (sculpt with image)
- Brushes and brush editor/browser
- Spline-based strokes are supported
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
- Particle painting
Key Animation features
- Animate virtually any item's properties (geometry, camera, lights)
- Graph editor with animation curve manipulation
- Layerable deformers
- Time system can be frames, seconds, SMPTE or film code
- Morph target animation
- Reads MDD files from other animation systems
- Track View
- Full-body Inverse kinematics
- Channel linking
- Channel modifiers
- Dynamic parenting
- Skeleton creation and mesh binding
Key rendering features
- Global Illumination
- Physical Sun and Sky
- Advanced Procedural Textures
- Micropolygon tessellation
- Skin and Hair shaders
- Displacement Rendering
- Interactive Render 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
- IES (photometric) light support
- Walkthrough mode provides steady GI solution over range of frames
- Network Rendering
- Numerous render outputs
- Render Passes
modo once included imageSynth, a Plug-in for creating seamless textures in Adobe Photoshop CS1 or later. This bundle ended with the release of modo 301. Luxology has announced that the imageSynth plugin for Photoshop has been retired.
- 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)
- 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
- Real World modo: The Authorized Guide: In the Trenches with modo by Wes McDermott (Paperback) (September 2009)
- Cohen, Peter (June 10, 2005). "Luxology modo ready for Intel switch". Macworld.com. Retrieved February 22, 2012.
- Cohen, Peter (October 8, 2007). "Luxology licenses Pixar graphics tech". Macworld.com. Retrieved February 22, 2012.
- Sheridan Perry, Todd (August 11, 2008). "Luxology's Modo 302". Animation Magazine. Retrieved February 22, 2012.