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San Mateo
1978 posts
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Good tidings my fellow modonaughts.
First the important stuff. My family is healthy once more. The runny noses have dried up and I am able to serve you full time. ;)
Now the modo stuff!
Since last we spoke the developers have been on a craze of coding knocking down bugs like lightning. We had some internal milestones for an additional beta release that I thought were over aggressive but they have managed to meet them! This means that we are still on track for a Q1 release. It really does look like March. I've said before I don't want to jerk you around with constantly shifting dates but I know some of you are getting impatient for some info so I will say that much.
There has been some talk online about wishing we would stop adding features. Don't worry! It only seems like we are adding features. We have been feature complete for a while now and have been focusing on bug fixes and optimization almost exclusively. What we are showing in terms of "new features" are simply things that were added after we made the feature list. Things that users indicated were very important.
So let's get it on to the eye candy. Today I have a couple of technical images that I thought were cool. The first shows off a testers first shot at excercising the modo 3D paint tools. I think he did a great job! The image uses displacement maps and color maps combined to create a nice weathered look. Well done.

Next is a image that isn't so impressive to look at but the statistics in the render view are pretty interesing. Have a look! The artist was playing with some ideas on rendering vegatation from a over head distant perspective.

Yes that is over a billion polys generated and rendered in lass than 3 minutes. Whoa.
I just think this image looks sweet.

And this one is pretty too! (this is scanned model data FYI)

Man! I give and I give until it hurts and then I give some more!
Videos baby. This week I was able to finish the "little things" series that we started last week. I think these are "big ticket little things".
Check it.
Loop Slice Offset
Loopy Accident Planar Handles
Select Through
Transform Tool
Transform Tool for Items
UI Images
UV Border Highlight
Item Groups
Take that! ;)
Happy weekend everyone.
BP
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1/27/2006 - 1:30 PM
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California
3687 posts
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wow!!! love the wall!
and you came with alot of videos :D
"SelectThrough" is my favorite, something i always wanted in Modo.
"UI Images" also something i wanted!very cool feature.
"UVBorderColor" about time, XSI had this, its very useful! :D
i can see the beta testers are doing their job!
Sadly, no normal map baking video? :(
The human race is going through a shift in consciousness, from 3D to 5D. Reattach to your higher self and wake up! 10/10/10-11/11/11-12/21/12
Message edited by Son Kim on 1/27/2006 - 1:49 PM
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1/27/2006 - 1:31 PM
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east coast
68 posts
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Great image! Love the videos.
I was hoping for a better release date, are we getting the plugin or is that still not until march?
Thanks
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1/27/2006 - 1:39 PM
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Farmington NM
260 posts
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sweet
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1/27/2006 - 1:40 PM
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Utah Valley University, Orem, Utah, USA
756 posts
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Sorry, but what is 'scanned model data?' That head is fanstastic!
Also, any word on the release of Image Synth? I can't tell anything from Allegorithmic's site.
Bob
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1/27/2006 - 1:44 PM
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105 posts
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Modo WIN !
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1/27/2006 - 1:47 PM
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Seattle, WA
459 posts
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Quote from Bob deWitt : Sorry, but what is 'scanned model data?' That head is fanstastic!
Also, any word on the release of Image Synth? I can't tell anything from Allegorithmic's site.
Bob
scanned model data means the model was generating by scanning an actual sculpture using a 3d scanner...
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1/27/2006 - 1:47 PM
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Calgary, Canada
1088 posts
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looks great!
Sound is bad on the item group video
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1/27/2006 - 1:49 PM
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Houston, TX
187 posts
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Yay thanks! Thanks for a "Sorta kinda might be in March" statement. My boss is drooling for us to render stills in Modo. Next, it will be holding him off until animation comes out... :O
www.brainwavz.com
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1/27/2006 - 1:49 PM
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81 posts
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happy :)
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1/27/2006 - 1:52 PM
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146 posts
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Brad.
Glad to hear you and the Ladies are doing better.
Finished my coffee and donuts and my 'daily' surfin routine: Email, MSNBC, Google News, BBC News, Slashdot, KVR, CgTalk, Lux Forums, Cubase.Net
And was juuust heading to lunch when I thought I'd check one las' time before I goto Lunch.
And...look'e here. -BAM- Friday update!!
Those pics looks very impressive. The render really seems like its coming along. Like I've said before, you guys have some pretty smart people locked up in those coder cubicle cages.
Havent watched the vids yet, but...
Gives me something to do while I eat my lunch at my desk.
keep'em comin Brad.
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1/27/2006 - 1:52 PM
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Oklahoma City, Oklahoma
179 posts
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I must say Brad, this stuff is fantastic. Good on all you guys at Lux.
With that said, is there any chance that an open beta might be in the works? March is a REALLY long time to wait (I know it's not ACTUALLY but it sure seems like it). As a modo fanatic, I have to express my desire to start working with this new version asap, and quite frankly, I'd happily wade through bugs if I knew we'd get some service patches to fix bugs up for free.
Seriously, you've got a great product here, I can't wait to get going with the new version.
Eclipse
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1/27/2006 - 1:56 PM
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Brighton, UK.
1669 posts
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Its good practice acknowledge the source of scan data etc. ...this looks very much like jotero's fantastic scan data that appeared on the M~R forum a short while ago.
http://www.jotero.com/
The lighting of the scan data model looks very nice... roll on March.
-neil
edit:
- almost forgot to ask about image synth... How long does it take to write a manual? ;-):-):-) ... I'm just keen to get my hand on great tools.
- how about some scripting demo's? *cough* camera animation *cough*
http://www.thethirdguild.com : pro modo scripts
Message edited by Neil Hayes on 1/27/2006 - 2:06 PM
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1/27/2006 - 2:00 PM
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UK
4040 posts
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Happy, happy, joy, joy. Happy, happy, joy, joy.
Modonize your workflow ... http://www.modonize.com : The Modo community FAQ and knowledge base Oh, and a handy place to find my scripts ...
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1/27/2006 - 2:03 PM
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Leipzig, Germany
1124 posts
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As usual great stuff all the way. It's nice to see even more of those tiny mini-requests being implemented (many of which only have come up through comparisons with other programs while 201 was already in the works) that at other companies would have taken yet another cycle before being put in. Thanks a lot.
Mylenium
[Pour Mylene, ange sur terre]
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1/27/2006 - 2:04 PM
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Dublin
6265 posts
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Nice! Very impressive poly count on the vegatation image. :)
Great job Lux team.
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1/27/2006 - 2:05 PM
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106 posts
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Brad, I really want to know how good the Subsurface scattering is, as Allen said he need to give the SSS code a few days of TLC before it's ready for prime time. And he will post some examples then.
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1/27/2006 - 2:08 PM
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81 posts
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Quote from BradPeebler :

Yes that is over a billion polys generated and rendered in lass than 3 minutes. Whoa.
Ummm... how can there be more polys than vertices?
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1/27/2006 - 2:11 PM
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Belgium
453 posts
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Thank you Brad!
5 ko/s downloading speed for the videos... the server used to be a lot faster :(
Jacques.
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1/27/2006 - 2:12 PM
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Edge of the World
246 posts
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Love the Planar Handles feature. Glad to see they made it into modo.
I'm impressed with the memory usage in the ONE BILLION (Austin Powers voice) polygon image. That amount of polygons and still within a total of 100MB? That's impressive! Well Done Mr. Hastings! :)
I love the clean look on the bust scan.
Select through looks like a great addition to tool flexibility.
Excellent update! Thanks Lux! (^__^)
----------------------------------------------------------------------- Matte Painter @ Weta Digital
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1/27/2006 - 2:13 PM
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Seattle, WA
459 posts
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Quote from Gregoriou : Ummm... how can there be more polys than vertices?
easy... its a tripled object (more polys are generated by tripling something...)
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1/27/2006 - 2:18 PM
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Edge of the World
246 posts
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Okay.. simple test.... make a cube... 8 vertices, 6 quad polygons... now triple the quads into triangle polygons... how many does that make? 12... yes.. more polys than verts... High(er) valency vertices is the secret Gregoriou.
Quote from Gregoriou : Ummm... how can there be more polys than vertices?
----------------------------------------------------------------------- Matte Painter @ Weta Digital
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1/27/2006 - 2:20 PM
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Derby
1954 posts
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Looking good as always, Select through looking amazing, the amount of times that I've wanted that feature.
-Matt
http://www.matt-cox.co.uk
Message edited by Matt Cox on 1/27/2006 - 2:22 PM
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1/27/2006 - 2:22 PM
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146 posts
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Quote from Gregoriou : Ummm... how can there be more polys than vertices?
If I had to guess, because of the micro-polygon displacement. It generates polys at rendertime based on the MPD settings.
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1/27/2006 - 2:23 PM
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Germany
126 posts
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Great stuff! And we have at least another full month of friday love celebrations! Yay! ;)
A little nothing I noticed in the 'Transform Tool for Items' movie: The lights and the camera seemed to be missing a manipulator dedicated to adjusting their respective targets. Does modo differentiate between 'free' and 'targeted' lights/cameras or is this indeed missing?
-M.Lang-
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1/27/2006 - 2:24 PM
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