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The Foundry MODO 10.1v1 Build 117244 + Content [En]

The Foundry MODO 10.1v1 Build 117244 + Content [En] скачать торрент

Год выпуска:2016
Требования:ОС: Windows 7, Windows 8 или Windows 10 (64-bit только)
Процессор: Intel i3 или лучше
Размер на диске: 10GB для полной установки контента
Оперативная память: минимум 4GB
Видеокарта: The Advanced viewport mode требует NVIDIA or AMD с 512MB видеопамяти и поддержкой OpenGL 3.2 или новее.
Язык интерфейса:Английский
Лекарство:не требуется
Рейтинг на сайте:
является полным решением для исследования дизайна, создания контента для игр, анимации персонажей и производства высококачественных рекламных изображений. Созданный для художественных рабочих процессов MODO возвращает легкое создание цифрового контента и дизайна. Художники и дизайнеры могут свободно исследовать и сосредоточиться на творческих усилиях, которые максимизируют качество продукции за меньшее время.

Основные возможности:
Engineered for speed and creativity, and featuring award-winning MeshFusion Boolean tools, MODO’s flexible modeling toolset is ideal for both freeform organic models and precision final production meshes.
UV workflows
MODO's industry-leading UV tools are tightly integrated with modeling and sculpting functions, offering a powerful workflow for creating and editing both regular and multi-tiled UDIM UVs.
Bring your artistic expression to 3D modeling as you use MODO's intuitive, fully integrated brush-based sculpting tools to quickly rough out volumes and add multiple levels of fine detail.
Create detailed textures directly on your 3D model with MODO's extensive range of integrated paint tools that include pressure-sensitive brushes, image-based stencils, masking and curve snapping.
MODO’s production-proven physically-based renderer offers a rare blend of speed and quality to create stunning, photorealistic imagery that challenges the industry's best. Unlimited network rendering is included.
Review your textures as you bake, and watch them refine progressively; tweak settings and make surface changes without waiting for a final render; store bake-related parameters for reuse with different assets.
Featuring a nondestructive, nonlinear toolset and fully integrated modular workflow, MODO's flexible node-based rigging system lets you easily create, edit, manage and reuse complex character rigs.
Incorporating traditional animation techniques applied in innovative ways, MODO's animation framework is highly customizable to meet the most demanding of production challenges.
MODO's rule-based, directable particles work together with the fully integrated rigid and soft bodies and procedural shattering to let you create compelling dynamic simulations in less time.
Hair and fur
MODO lets you create and manipulate realistic hair, fur, grass, feathers and other fibre-based effects as actual geometry that can be sculpted, shaded and rendered directly in your scene.
Camera and projection tools
MODO’s advanced tools for virtual camera creation and digital matte painting are perfect for set extensions and product placement shots, while the spherical camera rig lets you work with 360° video.
With MODO's flexible and efficient preset system, you can save selected parts of processes or content for reuse elsewhere, or for sharing useful techniques or approved assets with other team members.
Collaboration and customization
With extensive file format support, asset-sharing workflows and complete customizability, MODO offers production teams the combination of effective collaboration and individual efficiency they require.
Нововведения в этой версии:
Modo 10.1 introduces a powerful, flexible, and robust new procedural modeling system that works side-by-side with Modo's best-in-class direct modeling toolset. With Modo 10.1, artists can 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.

Mesh Operations

At the heart of the procedural toolset are mesh operations. These are single layers within the procedural stack that are evaluated to modify the input mesh in some way. The operation can be simple, such as setting a material tag, or can be complex, such as filling a closed curve with polygons. The mesh operations are layered on top of each other in the procedural stack, and the stack is evaluated from the bottom up, passing the modified mesh from one operation to the next. In addition to the new mesh operations, a subset of existing tools also have procedural equivalents.
Assign Selection Set
The procedural Assign Selection Set mesh operation stores a collection of mesh elements - vertices, edges, and polygons - in a selection set, so they can be re-used at a later stage in the procedural evaluation. This can be useful for operating on the same set of mesh elements across a series of operations, or to store a selection for later use.
Curve Fill
The procedural Curve Fill mesh operation fills closed curves with quads. External curves are filled, and internal curves can be used to cut holes in the closed shape. The operation provides two filling methods: grid and paving. The grid method creates quads aligned to a world axis, whereas the paving method fills a closed curve from the outside in, attempting to maintain a nice border around the edge of the filled shape. Settings are provided, allowing control over the fill density, polygon type, and UVs.
Curve Rebuild
This mesh operation rebuilds an existing curve, placing new vertices at fixed spacing along the curve. The vertex spacing can either be controlled using a fixed point count, or a spacing distance along the curve.
Material Tag
This mesh operation sets the material tag on all marked polygons on a procedural mesh. These tagged polygons can then be used in the Shader Tree to mask textures and shaders.
Merge Meshes
This operation merges multiple mesh items into a single procedural layer. An option to maintain the world transform, it transforms the merged mesh by its world transform.
Transform UV Map
This operation transforms a specified UV map on a procedural mesh item. You can manipulate the tiling, position, and rotation of the UV map.
This mesh operation rasterizes non-face type polygons into face polygons. This is useful for converting text polygons into regular polygons, which can then be used with other procedural tools.
Edges to Curves
The Edges to Curves operation converts edges into a series of curves of various types. The operation can either create multiple disconnected curves for each edge, or it can create one continuous curve from a series of connected edges. When combined with the Select by Border selection operation, the Edges to Curves operation can be used to easily convert a polygon island into a curve outline to be used with the Curve Fill mesh operation.
Lace Geometry
This operation extrudes a profile shape along a guide curve. The profile shape can either be provided by a custom mesh, a content preset, or a pre-defined shape, such as a circle, square, or rectangle. As the name suggests, this operation is useful for creating geometry, such as laces on a shoe.
Spline Primitives
The Spline Primitive tools allow simple spline shapes to be created, both procedurally and nonprocedurally. You can create a series of shapes, such as Circles, Stars, Squares, Rectangles, and so on.


Content Preset
The Content Preset sub-tool allows procedural tools to utilize content preset files to modulate the shape that they create.
Path Generator
The Path Generator sub-tool provides a curve path for other tools, such as the Sweep Effector, to sweep along.
Path Segment Generator
The Path Segment Generator generates particles along a curve from the Path Generator. This feeds into a Sweep Effector to perform operations, such as a Curve Extrude.
Pen Generator
The Pen Generator provides a polyline to tools, such as the Sweep Effector tool, allowing a linear sweep from point to point with sharp, well-defined angles at corners.

Selection Operations

Selection Operations exist within the procedural stack and are special items, which can be associated with a mesh operation in the selection graph. They are evaluated per element to determine if a specific element should be modified by a procedural operation.
The following selection operations are available:
• Select by Border - This selection operation selects all mesh elements of the specified type, around the border of a polygon island.
• Select by Falloff - This selection operation selects all mesh elements of the specified type, based on the weight of a falloff item. A threshold channel is provided, allowing you to specify the minimum weight that is required for the element to be selected. The associated falloff can be any of the standard falloff item types, and can also be textured for further control of the effect.
• Select by Index - This selection operation allows element selection to be specified by element index. The selection can be defined either by a list of indices separated by commas, a range of numbers separated by a hyphen, or a combination of the two. When creating a procedural operation, if you have an element selection using the traditional Modo selection tools, a Select By Index item is automatically created and populated with the indices of the selected elements. Commands are also provided to allow elements to be added and removed from the procedural selection, using the traditional Modo selection tools.
• Select by Range - This operation selects all elements within a particular range. You can define a start index, an end index, and a step amount. If the index of an element is within the specified range, then it is selected. The step control allows you to skip certain elements in the range. For example, if the step value is 2, every other element index within the range is selected. If the step value is 3, every third element within the range is selected.
• Select by Selection Set - This operation allows an existing selection set to be used to define a procedural selection. This selection set can either be defined procedurally using the Assign Selection Set mesh operation, or it can be defined on the base mesh, using the traditional selection set commands.
• Selection Operators - These are a special class of selection operations that allow more technicallyminded users to build complex selection rules using the Modo rigging toolset. On each selection operator, the information about the element is provided as an output channel, for example on the Polygon Selection Operator, information such as the position, normal, area, and index is provided as a channel, and a single input channel called Select allows the selection state to be driven by a rig. When the selection is evaluated, the rig is evaluated per element and is provided with the properties of that element. You can set up complex rigs using channel modifiers to determine the selection state, using the element properties we provide, to create unique and interesting selection rules that can be shared with other users.


Preset Browser
The Add Item button of the Procedural panel allows you to add items to your scene through the Preset Browser, instead of a dropdown menu. The Preset Browser also gives you searching capability, and different viewing options for the familiar item types.
Curve Particle Generator
The Curve Particle Generator allows you to generate particles along a curve. Additional controls allow you to control which way the particles are pointing, how many particles to generate, the particle size parameter, and to slide the particles along the curve.
Freeze Mesh Operations
Modo provides an option to freeze the stack up until a certain point. Everything above the selected mesh operation is maintained, but the selection operation and all items below it are baked into the mesh, becoming uneditable. A second option provides a Duplicate and Freeze method, which duplicates the stack and freezes the mesh up to a particular layer. This is useful if you want to freeze the stack, but maintain a copy as a backup.
Particle Modifier Enhancements
The Particle Generator has a new option to have the particles it creates center around its location, rather than having particles start at its location and expand only in the positive axis direction. The Particle Look At Modifier has also been given a new additional option, which allows you to specify an explicit X,Y,Z direction for the particles to point towards.
UV Constraint
The UV Constraint modifier allows item position and rotation to be constrained to a position on the surface of a mesh, defined by its UV coordinate. You can specify a position on a target UV map, as well as an optional UDIM, and the modifier outputs a position matrix and a rotation matrix for a corresponding surface position in world space.
Push Influence
The new Push Influence deformer pushes geometry along its surface normal, providing the effect of inflating the mesh. The push amount can be modulated by distance, as well as using a falloff to modulate the push amount per vertex.
Texture Falloff
A Texture Falloff allows you to use a texture to attenuate the effect of a tool, for example, a bevel.
Texturable Falloffs
Falloff items now expose a texture input in the Schematic viewport and Mesh Operations stack, allowing textures to be connected directly to the falloff, rather than requiring you to use the complex FX tree section of the Shader Tree.
B-Spline Curves
A new B-Spline polygon type has been introduced that provides a much nicer interpolation between points, and is simpler to manipulate than Bezier curves. A weight option is provided on each point to control the weighting of the B-Spline knot.


Improvements have been made to the systems that create Strips, the geometry that connects the surfaces of a Fusion Model.
Strip Density
Along with the new density properties, the UI has been enhanced to improve how all strip properties are edited. This includes improved stepper controls (offering easier control with complex models that respond slowly to edits). Variable density along the strip has been enhanced to automatically adapt to curvature and corner requirements.
Strip Corners
New Strip Corner properties have been added to strip items, individually controlling rounding and densities. Internal systems have been created to smoothly reconcile disparate strip densities meeting at any given corner. A new UI has also been added to set these properties, including conveniences for propagating settings and compensating for density changes to maintain rounding.

MeshFusion Schematic

Schematic Editing
Inactive input channels have been added to Fusion operation nodes, matching each node's normal input channels. Right-click context menus for links and the operation nodes have been added to support activating/deactivating links (including conveniences like toggling, activating/deactivating all, deactivating all except the clicked link).
Schematic Drag&Drop
Scripted methods have been added supporting 3D viewport drag and drop Schematic Fusion editing.

Улучшения и исправленные баги:
Feature Enhancements
• The Qbic Browser has been enhanced to better support its use with Schematic Fusion models, and offers broader, better-organized placement options.
• Mesh Preset placement has been improved and expanded, including options to add multiple copies of the preset mesh as either individual meshes or combined into a single mesh (each method has advantages for subsequent Fusion modeling/editing goals). More thorough support has been added for placement based on selected target mesh elements (vertices, edges, and polygons). Schematic fusing support has also been added.

Main Bug Fixes
This is a list of the most important bug fixes. For a full list, see The Foundry Community site.
• Bezier tool: Changes behavior to create straight segments with clicks.
• The default turn speed of the Game Input Mode was 2.0 instead of 1.0.
• The absolute input mode was enabled when using the Game Input Mode, which caused issues on systems set up to use tablet input.
• The Generator Particle Modifier had no Center option.
• The up vector was incorrect when the Look At Particle Modifier was set to Planar. The Target channel had no Direction option, so there was no way to set an explicit vector to define the direction.
• Unreal and IBL Roughness did not work correctly. No reflection type was initialized for Unreal and Unity materials.
• Double-clicking an Assembly preset didn't add it to the current group in the Schematic.
• Unity and Unreal materials generated incorrect Image Based Lighting (IBL) textures due to the diffuse roughness not being 0.0.
• Unreal Material: There was no GLSL clearcoat shader. Clearcoat caused black edges. The shading model didn't have an option to switch between standard shading and clearcoat shading for the Advanced viewport. Clearcoat was applied twice for Unreal material, which caused energy issues.
• Improvements have been made to Unreal Screen-Space Reflections.
• BUG ID 14371 - Render outputs were not working correctly with Item masks and Instances.
• BUG ID 36261 - Foreground and background alphas were not working properly with Parametric Ink.
• BUG ID 36430 - Color Picker: HSV numeric values greater than 360 became 300 instead of 359.999.
• BUG ID 37130 - Shader Tree: Layer and Group masks could cause halos and fringing around them.
• BUG ID 37272 - Some materials were not evaluated in fur layers when using multiple fur layers.
• BUG ID 37643 - Vertex Illumination Baking didn't work with offset geometry.
• BUG ID 38235 - Items imported through FBX didn't respect the viewport visibility settings.
• BUG ID 38624 - Brush Blending Mode didn't function correctly with RGBA images.
• BUG ID 41160 - Preview: there was no option to save to layered images when rendering an animation.
• BUG ID 41732 - Changing fur spacing caused the fur width to change.
• BUG ID 41913 - Fur rendered differently than it displayed in GL.
• BUG ID 42480 - The gamma applied to images using image ink changed after saving and reloading the scene.
• BUG ID 43236 - Windows only: Modo didn't have support for multiple processor groups, so it couldn't fully utilize systems with more than 64 processors.
• BUG ID 43399 - Fur was tapering to absolute length, not parametric length.
• BUG ID 44062 - When painting, the first click when painting on an image map was delayed.
• BUG ID 44077 - In Full Resolution mode, clicking in Preview did not select materials in the Shader Tree.
• BUG ID 46509 - Image maps created at the root level could not be duplicated.
• BUG ID 46707 - Implicit UV textures on area lights were not supported.
• BUG ID 47572 - Bezier Deformer: deformation popping occurred on animated meshes.
• BUG ID 47829 - Topology layout: Active mesh has been set to Shaded mode to improve the visibility with color correction and transparency. The default rig lights have been made brighter to match the original Topology layout (MODO 601).
• BUG ID 47857 - Preview: Layered EXR could be saved with incorrect channel names.
• BUG ID 48117 - Use Clip UDIM was not working for UDIM 1001.
• BUG ID 48448 - Item List: Layer visibility icons didn't update if a layer's parent group was made invisible.
• BUG ID 48639 - Rendering animations to some formats didn't save the alpha channel.
• BUG ID 48734 - Fur: Vector maps and Weight maps couldn't be used together.
• BUG ID 48765 - Preview: Right-clicking did not show the light contributions.
• BUG ID 48979 - RayGL synchronous update mode was grainy.
• BUG ID 49038 - Area lights blocked indirect environment light with Environment Important Sampling (EIS) enabled, and Preview and Final render did not match.
• BUG ID 49435 - Renders using EIS sometimes produced NaNs.
• BUG ID 49594 - Images saved from Preview did not have an alpha channel if Render All Outputs was disabled.
• BUG ID 49603 - The Spline Effector's visibility state didn't work.
• BUG ID 49673 - Deferred Meshes: Items that support instancable interfaces now include automatic instancing. Render memory use was high when using instances of deferred meshes.
• BUG ID 49897 - Double-sided meshes were not displaying correctly in the Default viewport.
• BUG ID 49916 - Auto-added Alpha render outputs (used for border expansion) were saved when baking render outputs using bake items.
• BUG ID 49960 - Camera Matcher: The origin position derived from the line length control landed off camera.
• BUG ID 50376 - OBJ I/O: The Importer failed to load files that other applications could load, due to it containing non-standard OBJ elements.
• BUG ID 50395 - Bake Wizard: Bake items couldn't save each UDIM clip after baking, only all at the end.
• BUG ID 50509 - Game Export: The texture sub-path wasn't changing in the FBX Export > PBR XML preset settings.
• BUG ID 50608 - Particle Modifiers: Tries to maintain particle IDs from source items when multiple sources are connected.
• BUG ID 50620 - Volumes driven by OpenVDB could not be scaled.
• BUG ID 50634 - Editing the material of an invisible item made it show in Preview.
• BUG ID 50696 - De-selecting certain image map layers in the Shader Tree wasn't updating in GL.
• BUG ID 50786 - Mac OS X only: The Render window remained in focus and on top of other windows even when switching to another application.
• BUG ID 50958 - Vertex Maps: Subdivision Weight Map values could not be cleared from vertices in Catmull-Clark polygons.
• BUG ID 50972 - Game Export: Relative paths were being used when disabled.
• BUG ID 50991 - Bump and Displacement were not affected by nodal shading.
• BUG ID 50995 - FBX I/O: The UV Distortion map was exported.
• BUG ID 51001 - Vertex Illumination Baking ignored GI and gave incorrect values.
• BUG ID 51022 - Edge Slice: the multi-slice option was creating holes in the mesh in some circumstances.
• BUG ID 51070 - The Bake Wizard did not have a viewport group, and couldn't be added to layouts.
• BUG ID 51205 - Motion Vector didn't support cylindrical and spherical cameras.
• BUG ID 51207 - Baking to Render Outputs with an animated environment was not updating after frame 1.
• BUG ID 51325 - Game Export: the script ignored the Export PBR setting if there was an Unreal or Unity Material in a group.
• BUG ID 51344 - A memory leak occurred when assigning image clips to shaders.
• BUG ID 51389 - Vertex Illumination Baking: baking errors occurred on rigged/skinned meshes.
• BUG ID 51426 - Reflections did not work in orthographic views.
• BUG ID 51485 - Bake Wizard: The cage value was not set on the bake item.
• BUG ID 51502 - Unreal Material: The default specular has been changed from 100% to 50%.
• BUG ID 51524 - Windows only: In Preview, not all processors were used if there were more than 64.
• BUG ID 51543 - The Advanced viewport often displayed environment reflections and lighting incorrectly.
• BUG ID 51549 - In the Occlusion Processing Texture, convexity and concavity could not be represented differently, due to the lack of a Curvature option.
• BUG ID 51557 - Unreal Material: Roughness was incorrect in the Advanced viewport compared to Unreal Engine and Preview.
• BUG ID 51558 - The Screen-Space Reflections in the Advanced viewport did not default to off.
• BUG ID 51598 - Replica Mirror: The BG meshes Effector option was not working.
• BUG ID 51649 - Render Pass groups were disabled when first loading a scene.
• BUG ID 51676 - Subdividing certain shapes created polygons with flipped normals.
• BUG ID 51679 - MeshFusion: Fusions caused jagged meshes when strip widths were reduced.
• BUG ID 51843 - The Apply to Item instances channel has been added to the shader group to control the behavior with instances, which is necessary, because without it the behavior is ambiguous. The new channel defaults to enabled.
• BUG ID 51901 - Mesh Paint: Normals were flipped in some cases, when painting geometry in Item mode.
• BUG ID 52092 - Linear Falloff: Several fields were missing from the Properties panel.
• BUG ID 56826 - The default value of the Texture Offset Amplitude was 1 instead of 0.
• BUG ID 57134 - Network Rendering: The Render window didn't show the last frame rendered, if rendered on a slave.

Содержимое доп контента:
Если в системе не было контента для Modo, то следует устанавливать все три номерных сборника контента в любую единую папку.
Если в системе установлен контент от 901 версии, то достаточно установить ContentGames 10.0 и ContentProcedural 10.1 сборники.

Сборки, Кисти, Краски, Окружение, Изображения, Шейдеры, Материалы, Сетки объектов, Профили, Инструменты
Анимация и такелаж, Архитектура, Персонажи, Динамика, Меха и шерсть, Разработка игр, Сложные объекты,
Частицы, Пресеты, Рендер, Лепка, Текстурирование и затенения, Объемные структуры, Виртуальная реальность

Скачать программу The Foundry MODO 10.1v1 Build 117244 + Content [En] (2016) через торрент

Загрузил: 17 июня 2016 01:38 Статус: Проверено
Размер: 5.37 GB [Как скачать?]
Раздают: 105 Качают: 68 Скачали: 144
The Foundry MODO 10.1v1 Build 117244 + Content (19 файлов)
medecine (3 файла)
1 RLM FLT (3 файла)
replace files (2 файла)
exe rlm.foundry.exe (1.41 MB)
file xf_foundry.lic (5.46 kB)
exe FLT7.0v2-win-x86-release-32.exe (4.25 MB)
txt readme.txt (1.29 kB)
2 RLM Genarts (3 файла)
replace files (4 файла)
file foundry.lic (5.46 kB)
file foundry.opt (19 b)
file foundry.set (485 b)
exe rlm.exe (1.41 MB)
txt Readme.txt (882 b)
exe genarts-rlm-server-install- (1.01 MB)
3 Keygen Amon^Ra (4 файла)
file CADLoader601.lic (370 b)
exe XF-Modo-2016-KG.exe (142.50 kB)
file modo109580.lic (220 b)
txt readme.txt (157 b)
exe MODO_10.1_Content1_win.exe (1.63 GB)
exe MODO_10.1_Content2_win.exe (1.67 GB)
exe MODO_10.1_Content3_win.exe (1.67 GB)
exe MODO_10.1_ContentProcedural_win.exe (19.65 MB)
exe MODO_10.1v1_win.exe (380.78 MB)
Начало раздачи:17 июня 2016 в 01:38
The Foundry MODO 10.1v1 Build 117244 + Content [En]The Foundry MODO 10.1v1 Build 117244 + Content [En]The Foundry MODO 10.1v1 Build 117244 + Content [En]
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