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MODO 10.1 Print E-mail

MODO 10.1, the second installment in a series of three (10.0, 10.1, 10.2) for a single price, introduces a powerful, flexible and robust new procedural modeling system that works side by side with MODO’s best-in-class direct modeling toolset. The nondestructive workflow lets you iterate more freely; create more variations in less time; and accommodate change requirements without having to start from scratch.

Key new features in MODO 10.1:


 

  • Nondestructive procedural stack
    With MODO’s procedural modeling system, you can model nondestructively. Each successive mesh operation— such as Bevel, Extrude, Merge, Reduce and Thicken—is added as a layer to a procedural stack, which you can modify, reorder, disable or delete at any time. You can view the state of the mesh at any point in the stack, with future operations shown as ghosted. You can also freeze the stack up till any chosen point for improved performance.
  • Selection operations
    Selection operations let you control which mesh elements are affected by subsequent operations in the procedural stack. By default, elements you select are automatically added to a Select By Index operation; you can add or remove elements from the selection at any time. In addition, you can define other operations to select elements procedurally. Selection operations allow selections to be rigged, animated and dynamically updated as the input mesh changes.
  • Procedural variations
    Procedural modeling in MODO allows you to easily create an almost infinite number of variations. For example, you could construct a procedural road, and then easily change the number of lights, the width of the road, or even the path that the road follows. You can even use textures as inputs to modeling operations; simply by changing the texture, an entirely different effect can be achieved, while all of the subsequent operations continue to be applied.
  • Animation and falloffs
    MODO’s procedural system lets you easily animate almost any parameter within the stack. Falloffs can be used to modulate the behaviour of tools within the stack; the placement of the falloffs can even be animated for interesting effects. What’s more, it’s now possible to modulate the effect of a direct or procedural tool or deformer using a textured falloff; textures can be connected to the falloff directly in the schematic or in the mesh operation stack.
  • Procedural text
    MODO’s procedural system makes it easy to create a style for a piece of 3D text—adding thickness and bevels, for example—and then simply change the input string or the font to create new variations as required. Text can also be rigged in the schematic view, allowing the source text to be driven and dynamically changed. What’s more, the Text tool can now directly output Bézier curves that can be used to drive a new Curve Fill operation, providing an all-quad mesh.
  • Curve enhancements
    MODO now offers B-Splines as an alternative to Bézier curves; There’s also a new procedural Curve Fill operation that lets you fill a closed curve with quads; a Curve Particle Generator that lets you easily create and adjust duplicated geometry along curves; a Curve Rebuild operation that resamples a curve into an evenly spaced set of points; a Lacing Geometry operation that extrudes a profile shape along a guided curve; and an Edges to Curves operation.
  • MeshFusion enhancements
    The advanced MeshFusion Boolean modeling toolset now offers better control of mesh topology and density for individual strips. In addition, you can now intuitively create, edit and analyze simple Fusion models in the schematic with extended support for drag-and-drop editing, while enhanced placement options let you easily place and fuse multiple copies of preset meshes. Procedurally modelled meshes can be used as inputs to MeshFusion.
  • UV Transform, UV Constraint & Push Influence
    Making a 2D shape accurately conform to a 3D mesh—for example, when attaching a decorative stripe to a shoe—is now a quick and easy process, thanks to a new UV Transform operation. In addition, a new UV Constraint makes it easy to constrain both the position and the rotation of objects to an arbitrary position on a 3D surface. Meanwhile, a new Push Influence deformer pushes geometry along its surface normal.

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