The Foundry has released a new version of its flagship 3D application, which incorporates a significant number of features, including nodal shading for complex shader building, a completely rewritten referencing workflow for large scene management, new animation tools, etc. Read on for more.
Modo 801 highlights:
- Node based texturing with built-in presets
- New referencing system for efficient collaborative workflows and asset reuse, allows overriding referenced scene items and managing complex scene creation with segmented portions that can be executed simultaneously
- Enhanced dynamics for large scene handling and destruction
- Improved scattering tools for scene layout and environment
creation - New baking and modeling tools specific for games artists
- Animation improvements including Time Markers, Onion
Skinning, Spacing Charts, and In-between tools - New Wrap, Lattice and Bezier Deformers that extend Modo’s
Order of Operations (OoO) deformation tools - OpencolorIO integration and improved data exchange with the
The Foundry’s COLLECTIVES
A trial version is expected to be available soon. More on The Foundry’s website.
Amazing!
I’m really excited about it’s new animation friendly toolset/approach as powerful nodal updates for more procedural workflow! Its becoming such a great, novel software that offers a breath of fresh air and really screams “next generation”!
I feel that there were some expectations on 801 after SI incident and I think The Foundry delivered! This update addresses every market segment from design, animation, gamedev, vfx, motion graphics and more!
Needless to say these updates do more to that software then last 5 years of 3dsmax. Max still does not have a working reference system and lets be honest by trying to work with keyframes (dragging, duplicating) you will mostly hang the software. So in these areas it is already starting to outclass our beloved software. Then again give it 5 years and ADSK will acquire it on grounds that max=design and modo=dcc (no monopoly just as max/si/maya)
Well done The Foundry! I’m really excited to try it all out and see what the future brings for modo 🙂
I watched the Lux/Foundry presentation last night, loved the new features, a bit of everything for everyone.
At times during the presentation Brad was really ‘hyped’, watch it, mid way he was almost rapping the features, had the moves too. lol
I’ve had a look on Modo in the last couple of days and I’m surprised that this update is addressing some of my concerns. I really enjoy seeing some progress in Modo and it’s quite astonishing that they are still creative and in some cases way ahead with their features.
I’m still not quite convinced that it’s useable in bigger scale projects (thousands of objects etc) but I’d be happy if someone could say a little bit more about that. Anyways, will keep an eye on Modo 🙂
Say what you will, but Brad is a great presenter. He’s so passionate and know his stuff, I love seeing his presentations.
Funny part when there’s a problem with the video feed and he imitates the animation of the character jumping.
As for Modo, I’m really intrigued at this new animation tool. I would love to see some great animators trying it out and telling us what they like it about it, if it’s good, etc, since I’m not an animator.
Software is amazing, it will surely revive my interest in 3d after years of 3ds max stagnation.
Only thing I see is that by making modo a software for everything they dont focus so much on modeling tools and there is still a lot to be done. There is such a great gap between brilliant natural workflow in zbrush and traditional polymodeling
also like the post even sneak peek of VU or ‘view’ whatever they called it which will be on ios as well as max and pc and is based on technology from Nuke and Modo coming together for fast re-lighting, texture changing and coloring of renders etc…that looked great also as well as the 801 new freatures
Wow, they’re putting in some pretty innovative stuff. They’re adding features I don’t think I’ve seen in any other packages, which is very inspiring to see. The keyframe stepped playback mode was really cool. As was the ability to tweak looping keys. Simple to add, I assume, but extremely helpful for animators.
Well I guess the ball is in your court now autodesk, you can either show how great a tool Max can be with a bit of attention and effort(not that it isn’t now), or you can deny the existence of the ball all together like you’ve done so far, which I really don’t suggest doing, personally I’d like to think that they’ve finally understood this and would respond to this, I hope for the sake of Max we’ll see some head turning features in the coming year…
So glad to see node based shading in there now… I’ve used modo off and on over the years and the shader tree was always a bit of a stumbling block. I hope (like max classic vs slate) that the shader tree and node system are unified.
max is dead.. punk not dead..