Requisiti di sistema generali per modo
- - Minimo 1GB RAM
- - Minimo 100MB di spazio disponibile su disco (per tutti i contenuti e i materiali di formazione integrati sono necessari 3GB)
- - Mouse o dispositivo di puntamento (sono supportate tavolette grafiche)
- - Monitor con risoluzione 1024 x 768 o superiore
- - Scheda video con supporto OpenGL
- - Connessione internet necessaria per l'attivazione del prodotto
Requisiti Macintosh®
- - Mac® OS X 10.4 o successivo
- - Processore Macintosh G5 o Intel
Requisiti Windows
- - Win XP / Vista (32 e 64 bit)
- - Processore Pentium 4 o superiore
Key Modeling and Sculpting Features
- - Hybrid polygon/SubD/Ngon modeler
- - Flexible coordinate systems
- - 3D primitives and text
- - Symmetric modeling
- - Pen tool supports structured drawing with snapping
- - Curve creation tools
- - Model over background image
- - Snapping
- - A scene can reference multiple files on disk and then be updated as they change
- - Sculpt or use traditional modeling tools at will (sculpting is not a mode)
- - Modifier keys affect (e.g. reverse) the behavior of sculpting tools so you do not need to drop a sculpting tool to get opposite effect (Push vs. Pull for example).
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- - Mesh-based sculpting for roughing out forms
- - Image-based sculpting for adding fine surface detail
- - Unique vector displacement brush lets you create a brush from - 3D geometry and sculpt with it (e.g. an ear)
- - There are fourteen 3D sculpting tools:
- - Push
- - Smooth
- - Tangent Pinch
- - Spin
- - Move
- - Carve
- - Flatten
- - Center pinch
- - Fold
- - Inflate
- - Smudge
- - Emboss
- - Attenuate
- - Mask
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Developer Features
- - Toolpipe for customizing tools
- - Key remapping support
- - Script in Perl, LUA, Python
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- - File I/O SDK
- - Headless modo for command line operation
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Key Rendering Features
- - Fast ray-tracer with physically-based shading options
- - Built-in preview renderer updates as you work
- - Fast and threaded for up to 32 cores
- - Time-enabled for rock solid motion blurs, stable reflections in animations
- - Fast global illumination
- - Physically-based daylight
- - Render high resolution images to disk that vastly exceed available memory
- - Network rendering on up to 50 workstations
- - Extensive lighting model (point, dome, area etc.)
- - Flexible render outputs
- - Steady GI solution for walk-through animations
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- - Create IES (photometric) lights from standard IES files with control over light strength, contours, width/height
- - HDRI lighting
- - Bake maps
- - Displacement rendering with billions of micro-tessellated polygons at render time
- - Orthographic rendering
- - Transparency can vary with absorption distance
- - Subsurface Scattering with "backscatter" control
- - Anisotropic Blurred Reflections
- - Weight maps supported
- - Blooms supported
- - Instance Rendering
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Key UV Editing Features
- - Streamlined user interface for interactive UV editing
- - UV projection to variety of shapes (e.g. cubic).
- - Project from view option
- - Unwrap tool with seal holes (e.g. eyes) option
- - Relax tool
- - Peeler tool
- - Fit UV’s option
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- - Pinning
- - Numerous UV alignment and expansion options
- - Use same tools as rest of modo to move, scale etc.
- - Move and sew
- - Cut / copy / paste functionality
- - Show UV overlaps option
- - Show poly fill option
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User Interface and Workflow
- - Fast startup speed
- - Preview renderer updates as you work
- - High quality OpenGL display (numerous shading modes)
- - Orientation videos (modo in Focus) included
- - Renderings begin instantly
- - Undo/Redo enabled
- - 3D navigation method can emulate other 3D programs (or be adjusted freely)
- - Task-specific layouts provided for common operations (like painting)
- - Help system invokes explanations of commands (often with video examples)
- - Familiar industry paradigms used for common operations
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- - Commonality of commands across modo (paint tools use same system of Falloffs as modeling tools do)
- - Cut / copy / paste functionality
- - Intelligent object selection (including grow and shrink)
- - Completely configurable viewports (size, function, visibility options and location)
- - User configurable filmbacks
- - Cursors indicate selection type
- - Extensive system of Falloffs (spatial tool influence)
- - Extensive system of Action Centers (center, axis for tool operation)
- - High-quality OpenGL display (numerous shading modes)
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Key Animation Features
- - Virtually any property can be animated
- - Graph editor
- - Dope sheet (aka Trackview)
- - Seconds, Frames, SMPTE and film code formats all supported
- - modo is able to harvest animation data from other 3D applications in order to render it. modo reads .MDD files for this purpose.
- - Ability to capture animation seen in OpenGL viewport or Preview Renderer as a movie
- - Cut, copy, paste keys
- - Animate while seeing real-time playback
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- - Ripple keyframe editing
- - Vertex map deformers
- - Morphs (aka blendshapes) can be placed on a timeline and used to drive an animation such as changing the expression on a character’s face over time. Multiple morphs can drive the shape of the item at any given time.
- - Camera and light targetting
- - Animation channel controls can be suppressed in the user interface
- - You can render an animation to a sequence of still images or to a movie file
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Key Painting + Texturing Features
- - Airbrush, Erasers, and numerous other brushes
- - Real-Time Bump Map Painting
- - Layer-based Shader Tree offers Photoshop-like control
- - Paint layout includes a canvas, gallery-style row of images along the bottom, a color picker and brush preview pane
- - Paint on any image in the Shader Tree
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- - Paint across multiple images and onto multiple UV maps
- - Advanced procedural textures provided that require no UVs (e.g. cellular, noise)
- - Roller brush facilitates continuous painting (e.g. in direction of cursor movement)
- Image ink lets you paint with existing images
- Image maps can be used to drive over 25 effects (e.g. displacement, bump, specular)
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