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Old 12th August 2008, 17:32   #1 (permalink)
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Modo Siggraph 2008

Hi all. Some people who attended the Modo event at Siggraph are confirming that Luxology previewed hair/fur/grass, and volumetric lighting. Also Lux was demoing a render scene with at least 12 billion polygons !!! Hopefully this high-poly handling will benefit sculpting and real-time viewports as well...

It's not everything I hoped to see, but all were on my list. So i am pleased with this news so far. Hopefully more things to be announced later this week... I'm hoping for more rendering improvements such as blurry refractions, photon mapping, chromatic dispersion, more procedural shaders, NPR shaders, and hopefully a full SDK.

It's also interesting that Solidworks was a sponsor of the modo event. The only thing i can imagine is that they've been working to expose modo as an external render engine. I would love to use Modo as external render engine for other applications such as Rhino. My fingers are crossed!!!

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Old 12th August 2008, 17:45   #2 (permalink)
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Rendering 12 billions of polygons is not the same than displaying 12 billions of polygons
XSI can already do that with Gigacore

On my side, I'm waiting more bones for easy pose (and not the kind of topology selection) and more FX stuff (lights, particles, etc.)
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Old 12th August 2008, 18:02   #3 (permalink)
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Quote:
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Rendering 12 billions of polygons is not the same than displaying 12 billions of polygons
I am allowed to dream, right? Anyway, it's possible they made optimizations to the poly handling of the viewports as Luxology is really pushing into ArchViz and CAD territory now... BTW, I just got my dual-quad system from Boxx this past weekend. And i can easily mesh-sculpt with 1.5M polys (6M OGL polys) in modo with very little delay. It's enough for me at the moment...

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Old 12th August 2008, 18:23   #4 (permalink)
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there are reports coming in that modo was rendering over 1.1 TRILLION polygons I hope that really is true... Also check out this report someone just posted on Lux forums:

"Real time full resolution updating within a second or two in a very large preview window ( at least 1024x720 and the scale drop down had larger settings). All lights, textures, motion, backgrounds, effects updating realtime. Brad was doing texture and lighting changes by drag and dropping presets off a large multitab preset picker at bottom of screen and dropping them on parts of nodel or just clicking as in light setups.

Volumetrics the Modo way: in other words not just volumetric lighting but all tools and materials etc. active in new tool. Drop a procedural onto a volumetric light, use the scultping tools etc.

The clone tool from Hell - CTFH ( well Brad had a cooler name ) Thats what is doing the image at the top of this thread. Kind of a uber instance array/scatter tool that follow a surface or array with a ton of the usual fits in with all the other tools settings that come back to the Nexus thing again. Works within/along with the other tools.

Not a hair system - a Fur material. It just doesnt do hair it is a new material setting that does any highly detailed "fur" like objects' set it to hair, set it to shag carpet, set it to grass ( combine this with the CTFH and do a 1 to 1 scale model of Nebraska in real time ) again with all the tools - Fluffy the cat does look fluffy enough - whip out the sculpt tools and drag him out to persian kitty fur lengths - use a gradiant to tie-die his inner hippy Kitty. Use it for towels Use it for fungus

Clear Coat material settings Dont work the materials pipeline to get the color jus right then mess it up trying to get the reflections to work in same layer as the colors - just drop that clear coat on and Bingo.

Technology licensing and tech devolpment from nexus to and from with Solid Works and Bentley. Big deal you say? Think again. Example: If they work on getting Modo/solid works engine scaled up to do real time full color , down to the millimeter CAD acurate previews and renders and motion guess who gets to use it in the little old modeller program? Think of the Materials piplines they could come up with.

And while 401 was seen on a computer or to ( yes once in a error report ) They didnt announce it so me thinks this aint near the full feature list


No announcements on CA -
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Old 12th August 2008, 21:47   #5 (permalink)
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I just finished watching all the preview videos and there's some good stuff. Better topology tools, drag and drop render browser, improved real-time render preview. The "fur" shader looks interesting too. Sort of like Anything Grows on steroids. Looks like I'll be upgrading when 401 arrives... also it's been confirmed that Dassault has a modified version of the Modo render engine inside of Solidworks! What's up with that? Can i get one for Rhino, pleeeeeeeeeeeeeeeeease???!!!

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Old 12th August 2008, 22:10   #6 (permalink)
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Just finished watching the technology previews too. Looks like good stuff and builds nicely on the exisiting toolset.

I notice a lot of talk about CA tools not being shown but for me looks good. I mean I've hardly touched the surface of modo as it is (still working through oodles of tutorials)

Anyway, looks like I'l be upgrading to the next version when it comes around
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Old 12th August 2008, 22:19   #7 (permalink)
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Just finished watching the technology previews too. Looks like good stuff and builds nicely on the exisiting toolset.

I notice a lot of talk about CA tools not being shown but for me looks good. I mean I've hardly touched the surface of modo as it is (still working through oodles of tutorials)

Anyway, looks like I'l be upgrading to the next version when it comes around
CA is not so important to me yet, either. I'm happy this next release will focus on render goodies...
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Old 12th August 2008, 22:25   #8 (permalink)
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Yep, render goodies are goodie

More procedural shader stuff would be cool too. I spent many happy hours with Cararra shaders. modo seems a little limited in comparison - but perhaps I just don't know enough yet.
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Old 12th August 2008, 22:33   #9 (permalink)
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No, your observation is correct. Modo's procedural shaders need a serious kick in the ass. Look at what Julian, Eric, and Mark were able to do on their spare time for Carrara. Luxology should take note. Modo can't even make a procedural brick pattern at this point. this fact is exactly why I hold SDK near the top of my feature requests...

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Old 12th August 2008, 23:32   #10 (permalink)
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I'm glad to see it wasn't just me

Looks like I was spoiled by Eric's plugins and the Cararra shader tree. I wonder If Eric would take on creating modo shader plugins if the SDK was open enough?
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Old 13th August 2008, 00:14   #11 (permalink)
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Yeah, those Carrara plugins are great. I once discussed it with Eric, but he wasn't too interested at the time. I think we should all start a petition…

Actually there are rumors that Imagesynth 2 will be released soon. It's built by Allegorithmic (the same people who make MapZone). I would not be surprised at all if IS2 has some of this functionality and can plug in directly to Modo's shader stack. I'm guessing of course! Wishful thinking...

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Old 13th August 2008, 17:04   #12 (permalink)
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Did I miss 1 of April?
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Old 13th August 2008, 20:00   #13 (permalink)
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???
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Old 13th August 2008, 20:06   #14 (permalink)
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Sorry, my bad.
The date of the first post is 12 August, not 1st April.

The most funny joke was about 1.1T polys.
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Old 13th August 2008, 21:10   #15 (permalink)
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...The most funny joke was about 1.1T polys...
I know it seems like a joke, as Modo was notorious for bad handling of high-poly scenes. But it's true! It was confirmed by Bob of Luxology that they rendered 1.1T polygons with GI in less than 6 minutes an a dual-quad.

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Old 13th August 2008, 22:16   #16 (permalink)
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I believe you, shorty.
But every time like that I'm thinking they are using some other quads. Miraculous ones. Beyond the reach of mere mortals.
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Old 14th August 2008, 08:34   #17 (permalink)
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Quote:
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... Modo can't even make a procedural brick pattern at this point. this fact is exactly why I hold SDK near the top of my feature requests...

jonah
Euuuh ! JB could you explain ? I thought there was already a SDK for Modo ... moreover there are 2 famous languages interpreters connected deep inside Modo engine : Perl and Python, the first one being well know from the Sysadmins and Unices fans, and the last one being more and more popular inside 3D softwares (and among unices communities as well).
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Old 14th August 2008, 09:42   #18 (permalink)
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This SDK is for import/export only. Using this SDK it's not possible to make plug-ins, add 3rd party renderers into the environment et al.
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Last edited by Wася; 14th August 2008 at 16:05.
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Old 14th August 2008, 14:41   #19 (permalink)
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I better understand what you mean, now Thx
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Old 14th August 2008, 17:23   #20 (permalink)
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I think they first put out the I/O SDK to help push into archviz & product sector with the Sketchup and Rhino translators. But making a full SDK means they have to "lock down" the program. And i suppose we'll not see a real SDK for a while, as Modo seems to be very far from the mature app which Luxology wants it to become... Too bad though, i am sure a lot of 3rd party programmers are eager to exploit this new market...

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