Tag Archives: 3D Models

Foundry intros new procedural modeling system with Modo 10.1

With the launch of Modo 10.1, The Foundry has introduced a new workflow that is designed to make creating 3D content faster and easier thanks to a new procedural modeling system within 10.1 that works side by side with Modo’s direct modeling toolset.

The new toolset enables artists to iterate more freely, with the ability to manipulate modeling operations at any time in a flexible layer stack; create infinite variations using procedural operations that can be driven by textures, falloffs or dynamically changing inputs; and easily accommodate change requirements with the ability to edit selections and swap out input meshes after the fact. New curve tools, constraints, deformers and enhancements to the MeshFusion toolset complete the Modo 10.1 modeling updates.

Modo 10.1 is shipping now and is the second installment of three in the Modo 10 Series. Customers purchasing the Modo 10 Series will receive all three installments as they become available, including Modo 10.0, which offers enhanced workflows for creating realtime content for games, or other immersive interactive experiences like virtual reality.

Here are some details of Modo 10.1’s features:
Nondestructive procedural stack: Modo’s procedural modeling system allows users to model nondestructively. Each successive mesh operation — such as Bevel, Extrude, Merge, Reduce and Thicken — is added as a layer to a procedural stack, which can be modified, reordered, disabled or deleted at any time. Users can view the state of the mesh at any point in the stack, with future operations shown as ghosted. There is also the ability to freeze the stack up to any chosen point for improved performance.

Selection operations: Selection operations lets users control which mesh elements are affected by subsequent operations in the procedural stack. By default, elements selected are automatically added to a Select By Index operation. Elements can be added or removed from the selection at any time. In addition, users 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 for creation of 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. Textures can be used as inputs to modeling operations — 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 allows users to easily animate almost any parameter within the stack. Falloffs can be used to modulate the behavior of tools within the stack; the placement of the falloffs can even be animated for interesting effects. It’s also 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 easier to create a style for a piece of 3D text — adding thickness and bevels, for example — and then 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. In addition, 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 users 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. Users 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 modeled meshes can be used as inputs to MeshFusion.

UV Transform, UV Constraint and Push Influence: Making a 2D shape accurately conform to a 3D mesh — for example, when attaching a decorative stripe to a shoe— is now faster and easier, 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. Also, a new Push Influence deformer pushes geometry along its surface normal.