The Foundry MODO 11.1v1 Build 453071 [En]
The Foundry MODO 11.1v1 Build 453071 [En]

Версия программы: 11.1v1
Язык интерфейса: Английский

Лечение: в комплекте
Тип лекарства: другое

Системные требования:
ОС: Windows 7, Windows 8 или Windows 10 (64-bit только)
Процессор: Intel i3 или лучше
Размер на диске: 10GB для полной установки с контентом
Оперативная память: минимум 4GB
Видеокарта: 1GB видеопамяти и с поддержкой OpenGL 3.2 или новее.

MODO является полным решением для исследования дизайна, создания контента для игр, анимации персонажей и производства качественных рекламных изображений. Созданный для художественных рабочих процессов, MODO позволяет достичь легкого создания цифрового контента и дизайна. Художники и дизайнеры могут свободно исследовать и сосредоточиться на творческих усилиях, которые максимизируют качество продукции за меньшее время.

Нововведения в 11 версии:
Game Export Improvements
The Game Asset Exporter has been redesigned to make it more useful and easier to manage.
Progressive Baking Accessibility
Progressive Baking is now available from the menu bar, by clicking Render > Open Progressive Baking.
Unreal Material Importer Workflow Improvements
Some improvements have been made to the material importer workflow for Unreal, you can now:
• Import materials to any folder in Unreal Engine's Content Browser.
• Import textures into the texture sub-path, which can be specified in Modo's Game Asset Exporter.
• Import and update only selected materials in the Content Browser.
• Import and update only the materials that are used by selected meshes in the Content Browser.
• Assign materials to imported meshes, instead of instances in the scene.
• Use both the Modo Material button and Unreal Engine 4's Import button to import materials.
Auto Retopo Improvements
The following new options have been added to the Automatic Retopology tool:
• Shortest EdgePoly Scaling option
• CurvaturePoly Scaling option
• Adaptive Poly Count mode
• New Mesh option
Auto-activating Ghosting and Edit Base Mesh Command
Accessing the base mesh in procedural modeling has been simplified. When any base mesh is selected, ghost mode is now automatically enabled. Secondly, the Edit Base Mesh command has been added in the mesh options. This command directly sets up the editable base mesh mode for the selected item.
Implicit Mesh Operation Selection
Items that are related to the same Mesh Operations list are now implicitly selected, so all their properties are visible at the same time.
MeshFusion Workflow Enhancements
The following improvements have been made to the MeshFusion workflow:
• In-place Compound Trim creation and editing - a new workflow has been added for automating the creation and editing of Compound Trims.
• Cut, Copy, Paste, and Split tools - new commands have been added for cutting, copying, pasting, and splitting elements of a Fusion Item.
• Optimization Control - you can now optimize MeshFusion performance by either caching Boolean operation, or by caching meshes.
Remove-Delete Keyboard Shortcuts
The keyboard shortcuts for deleting and removing components have been changed. The Delete and Backspace keys delete components, while Shift+Backspace removes polygons.
Sculpt Brush Preview
When a brush-based tool is activated, a circle is now drawn under the mouse when you hover over a surface, to make painting and sculpting easier.
Select by Previous Operation
This new mesh operation allows you to select previously created elements in the Mesh Operations list.
Out of the Box Experience
Grid Display
A new panel has been added to specify Work Plane and grid display. You can click Work Plane > Grid and Work Plane settings to open the panel.
Installation Streamlining
The following improvements have been made to the installation process:
• License dialog - the License dialog has been updated.
• Application name - Modo now installs using a proper Foundry naming convention.
• Start after install - the Windows installer now includes an option to start Modo after completing the installation process.
• Modo content - Modo now includes a core set of content. Basic sets of assemblies, aliases, brushes, colors, matcaps, basic and sculpting meshes, profiles, paint and sculpt tools, and image inks are provided. The Preset Browsers point to these core presets by default, where applicable, while still providing access to external content.
• Start-up messages - the various start-up messages have been consolidated into one dialog.
• New version warning - when a new Modo version is available, a notification is displayed, prompting you to download it. Clicking Yes in the dialog opens the foundry download page.
Introduction Screen
The new introduction screen allows you to quickly open and create projects, and access learning materials.
Motion Blur for Procedural Meshes
Procedural meshes now support motion blur. This allows procedural geometry that has been generated by mesh operations, to appear blurred as the polygonal elements move through the frame.
Preview Render Region Toolbar
A toolbar has been added to the Render tab to activate and set a render region in Preview, as well as change the render camera.
Safe Mode
To aid customer support in debugging issues, you can now run Modo without loading any kits, plugins, or custom configurations.
Tool HUD
The Tool HUD, a context-sensitive form containing recently used tools, is available in the 3D viewport for every layout. You can toggle its visibility by pressing Ctrl/Cmd+Tab.
VDBVoxel Improvements
The following improvements have been made to the VDBVoxel item:
• Transform options - the VDBVoxel item now has Transform options in the Properties panel.
• Velocity Scale - velocity data can now be loaded if a voxel is created from particles that have velocity information. Velocity Scale is used for scaling velocity data, by default it is set to 0, so as to match the results in previous Modo versions. The value of velocity impacts generated voxels and the generated mesh.
• Motion Blur - a scale value for motion blur, applicable to voxels created from particles that have velocity information.
Performance and Efficiency
Backdrop Item Visibility
A Show in Perspective checkbox has been added to the Backdrop item properties, which enables and disables the visibility of Backdrop items in the Perspective view.
Curve Particle Generator Improvements
The Curve Particle Generator's alignment has been improved and new End of Curve behaviors have been added.
Item Draw Cache
To speed up the display of items, several improvements to internal item drawing have been made, especially in the cases of locators and animation. The animation display is now cached for every frame for faster playback.
Faster Viewport Switching with Gradient
The speed of switching from the Default to the Advanced viewport has been improved.
Fur in the Advanced Viewport
With the fur material, fur can now be displayed as segmented lines in the Advanced viewport.
GL Drawing Performance
The speed of drawing instance items, replica surfaces, and replica bounding boxes has been improved.
Item List Improvements
The following improvements have been made to the Item List:
• Fast item hiding - you can now quickly hide and reveal items using the Alt+click and Shift+Alt+click keyboard shortcuts.
• Select button - the Select button at the top of the Item List now allows you to select items using a specific text pattern.
• Render camera icon - the render icon is displayed next to the render camera, and its name is bold.
You can now also set the render camera by right-clicking the camera in the Item List.
OpenSubdiv Drawing Package
The OSD drawing override now draws Pixar subdivision surfaces using OpenSubdiv 3.0 instead of native Catmull-Clark and Subdivision polygon mesh drawing. This improves the drawing speed for high subdivision levels.
Schematic Improvements
The following improvements have been made to the Schematic viewport:
• Node snapping - nodes are snapped into position when added to the Schematic.
• Instancing links - instances are highlighted in pink when you select their source item.
• Select Inputs - you can now select a node and all its incoming nodes by right-clicking the node, then in the context-menu, clicking Select Inputs.
Selection Sets
• Selection set groups - you can now organize items using a specific selection set into a selection set group.
• Selection set UI - selection sets have been made more accessible by adding a button to the modes toolbar, which opens the Selection Sets panel.
Spline and Bezier Deformer Improvements
Modo 11.0 adds an improved method for computing the setup of deformed transformation, to avoid twisting problems. The following properties have also been added to the Spline and Bezier Effector's properties:
• Draw Setup
• Align To Spline
• Anti-Twist Threshold
• Use Twist
• Use Scale
• Orbit Twist
Transform and Duplicate
You can now transform and duplicate components at the same time, holding Ctrl/Cmd+Shift when using the Transform tools.
Irradiance Caching Improvements
The following enhancements have been made to irradiance caching:
• Anisotropic irradiance values - cached irradiance values previously had circular regions of influence based on their distance to the closest nearby surface. This meant that IC values tended to be densely packed near inside edges such as between a wall and a ceiling. Now they can have elliptical regions of influence, allowing them to be spaced further apart in the direction parallel to an inside edge, potentially saving render time and memory.
• Store Direct Light option - this option is now enabled by default. It includes illumination from direct light sources in addition to indirect illumination in the secondary irradiance cache values, saving time whenever a first bounce indirect ray hits a surface that already has cached secondary values.
Maximum Radiance
The Maximum Radiance render setting has been changed into a unitless floating point number and it acts as a multiplier for the most highly exposed render output in the scene.
Mesh Light Improvements
The following enhancements have been made to mesh lights:
• Caustics - mesh lights and cylinder lights can now generate caustics like other direct light types.
Direct caustics need to be enabled in the Render Global Illumination settings, and caustics only show in final renders, where photon tracing is calculated.
• Use Prototype Transform - this new option allows you to position a mesh light item's light by positioning the prototype mesh item. This option is enabled by default, but scenes created in previous versions still load with this option disabled.
Occlusion Baking Improvements
Occlusion rays fired from the base of the source surface no longer hit the back side of polygons by default. In order for occlusion rays to hit the back side of surfaces, their materials need to be doublesided.
Render Output Masking
Render outputs now support group masks and layer masks in the Shader Tree.
Simplification of Render Settings
The render Properties tabs have been updated to use form proficiency levels to hide many of the more advanced controls by default and allow focus on the most relevant options. In addition, the render settings preset loader and camera picker are available on all three tabs.

Нововведения в 11.1 версии:
Alembic I/O Improvements
Alembic Streaming Improvements
Modo can now stream in geometry using Alembic Streaming Deformers and Alembic Streaming Meshes.
The Alembic Load Options dialog now has a Polymesh streaming options menu, which allows you to import geometry items and deformers into the current scene, enabling you to layout and render very large animated Alembic files exported from Modo and other Digital Content Creation software packages. In addition, particles, simulated meshes, curves, multiple UV sets, components of a mesh, and materials are also imported into Modo.
Alembic Export Improvements
There have been multiple improvements made to the Alembic exporting functionality, which complements the Alembic streaming improvements, to enable better workflows. Performance when exporting scenes with many key frames, deep item hierarchies, and replicators has been significantly improved.
The Alembic I/O option Include Unique Suffix In Item Names has been added to improve how item names are handled by skipping unique suffixes enabling you to preserve your naming conventions through the cycles of importing, modifying, and exporting Alembic files. The Force Letters and Digits Only Item Names option has been added to assist you in filtering exported item names to digits and characters, allowing better compatibility with Katana and Nuke.
Advanced 3D Viewport Enhancements
Advanced 3D Viewport
Performance improvements have been made to the Advanced viewport to speed up the frame rate. The Display OpenGL Preferences now includes an AVP Allow Material Texture storage option. When enabled, it controls how the 3D Viewport stores its data internally in the textures or uniform buffers.
In addition, the following 3D Viewport properties have been added to improve performance:
• Shadows CSM - Sets the number of shadow buffer projections the Cascade Shadow Map system is allowed to use for the light source, allowing you to view casting curved shadows on curved surfaces.
• Shadows Size - Sets the texture resolution used when depth projecting the shadows. The following options are available: Low, Mid, and High. By default, this option is set to High.
• Shadows Filter - Sets whether the shadows are filtered. By default, this option is On.
• Material - Overrides the Shader Tree materials being used in the scene. This setting provides faster rendering performance results in the Advanced Viewport when rendering a number of different types of materials. These options are also useful when working with a Unity Material or Unreal Material.
Auto-Save Cancel Option
Auto-Save is now preceded by a 10 second countdown with an option to cancel. The Cancel button and countdown appear in a small box on your current 3D Viewport. Pressing Cancel skips the current Auto-Save and launches at the next regularly scheduled Auto-Save interval.
Auto-Save Incremental
You can now set a number of incremental Auto-Saves in the Preferences > Auto-Save options. Consecutive auto-saves are now numbered and do not overwrite previous auto-save files. These file versions are prefixed with the version number and new auto-saves shuffle all the older numbered files down. For example, the most recent auto-save of MyFile.lxo is renamed 1_MyFile.lxo, the second most recent, 2_MyFile.lxo, and so on.
In addition, Auto-Save saves the current Preview rendered state, allowing you to pick up a progressive render from its last saved point when you open an auto-saved scene, rather than having to start the render again.
Direct Modeling
Topology Pen Improvements
The Topology Pen tool has a number of new options to improve the re-topology workflow. We have added a new Mode called Smoothing, several new Falloff options, new Smoothing options, and the following Miscellaneous options: Copy Discontinuous UVs and Keep Vertices.
Smooth Tool Improvements
The Smooth tool has new options to improve smoothing positions along boundary edges and corner vertices. Lock Boundary, Lock Corner, Lock Sharp Edges, and Sharp Angle options have been added. It is now available as a Procedural Mesh Operation.
Sculpt Smoothing Improvements
The Smooth mode of mesh sculpting is improved to maintain border edges and corner vertices of border polygons. The Lock Corner option locks the vertex positions at corner vertex where the valence is two or more.
Loop Slice Improvements
The Loop Slice tool now has a new option Select New Polygons. When enabled, this provides better visibility to see the selected polygons. A guide color is displayed for the slicing edges of the selected polygons.
Falloff Weight Tool
A new Falloff Weight Tool has been added, which creates a weight map and has similar functionality as the Soft Selection Falloff tool. Using the weight map generated by the Falloff Weight Tool is very useful for modeling, texturing, dynamics, rigging, and more.
Convert Falloff Cache
We have added a new Convert Falloff Cache tool, which allows you to convert internal falloff weights generated in Element Falloff and Soft Selection Falloff into a regular weight map. The internal cache stores falloff weight values for the last operation with Element Falloff or Soft Selection Falloff. This tool is enabled only when one of these tools is used on the active meshes.
File I/O
Setting, Loading, and Saving Scene Thumbnails
The Scene Item properties have two new options, Set Thumbnail and Load Thumbnail, enabling you to take a snapshot of your current scene from the 3D Viewport, Preview Viewport, and the Render Display and embed a thumbnail image into the LXO file.
Create Scene Templates and Load from the Preset Browser
You can now create a template scene by renaming any *.lxo scene file using the extension *.lxt and load these scenes from the Preset Browser.
General Workflow Improvements
User Channels
The Modo now allows you drag and drop channels onto mesh items in your scene to turn them into User channels.
GL Viewport Workflow Improvements
Disable GL Textures and GL Color Overrides
The Shader Item now includes aGL Display option to toggle on and off the display of textures in the Camera View to improve readability and performance when working on complex scenes. In addition, the Material item now has a new GL Override option. When enabled, [[[Undefined variable Modo_ Variables.Product]]] uses the defined GL Color values to change the color of specified polygons displayed in the Camera View without affecting the rendering in the Preview Viewport. This is useful when working on complex models containing a number of parts, which you want to apply different colors to.
3D Viewport Matcaps, UV Textures, and Environments
The 3D Viewport now has a Viewport Textures menu, allowing you to quickly select Environments, Matcaps, and UV Textures to display in the 3D Viewport. The UV Textures are used for UV Diagnostics. These changes do not affect the scene; they only change the viewport itself. This allows you to quickly view your scene with a Viewport Texture without having to add them to the Shader Tree.
Procedural Modeling
New Mesh Op - UV Create Operator
The UV Create tool works by projecting the polygons from a 3D space into the 2D (UV) space. The basic operation is the same as the standard UV Create Toolbox tool. In this release, you have the ability to create UVs using the procedural modeling process.
Square Option for Radial Sweep
The Radial Sweep tool now has a new Helix Generator Square option allowing you to align segments along a square. The Radial Sweep tool is also available as a procedural mesh operation.
Smooth Mesh Operator Improvements
A new procedural Smooth operator has been added to improve smoothing positions along boundary edges and corner vertices.
Maximum Progressive Render Time
A new Max Render Time option has been added to the Progressive Rendering options to limit the rendering time when saving a frame to a disk. This option is used by the Preview Viewport with the default option settings enabled and with the Render Animation option enabled.
Scripting the Preview Viewport
The Preview Viewport can now be scripted (run) from a command line using Modo CL. There are now a number of new commands available to render a preview to an image, image sequence, and movie.
Preview Convergence based on Primary Render Output
A new Convergence option has been added to the Preview Viewport. When enabled, Preview checks that the image has converged to the minimum requirement (meaning the quality is good enough) before rendering the next frame. Setting this value produces faster results.
Preview Full Resolution Zoom
Zoom functionality in the Preview Viewport has been improved. You can now zoom in for a closer look without affecting the camera's position with a middle scroll wheel mouse. The view now snaps to 25%, 50%, 200%, 400% while scrolling your mouse button.
Unreal Bridge Plug-in
Server and Client Plug-in
Modo now has the ability to communicate with the Unreal Engine in real-time. To improve the workflow for Game Engine users, you can use a network protocol to share data between Modo and Unreal using the new Modo Bridge plug-in. The connection between Modo and Unreal can be on the same machine, across multiple machines on the LAN, or even possibly remotely. An entire scene or selected elements from a scene can be pushed bi-directionally and updated between the Client and Server. Mesh geometry, normals, UVs, textures, materials, as well as scene hierarchy, lights, and cameras can be synchronized between both applications.
UV Tools
UV Coverage Indicator
A new UV Coverage value is displayed at the bottom right corner of the UV Editor, which shows the amount of uniform UV space of the total region that is covered by geometry. This option is useful to game workflows, when trying to maximize the amount of texture space being used for the target surface. When you use a UV editing tools, the coverage is updated at the end of the editing process.
UV Box Transform
A new UV Box Transform tool has been added, which allows you to quickly move around groups of polygons in UV space. This tool, while active, draws a rectangular bounding box around the component selection in UV space, to which you can apply transform actions.
Distortion Compensation
A new Distortion Compensation option has been added to reduce the distortion automatically to produce cleaner UV maps. This is useful when working with primitives that do not have equal radius values. The aspect ratio and related area size of UV polygons conforms to the 3D polygons. This option as been added to the following primitives: Cube, Cylinder, Capsule, Sphere, Torus, and Ellipsoid.
Split Command
A new Split tool has been added allowing you to split UVs along the selected geometry (along selected edges, around polygon selection boundaries, or on vertices). It doesn't offset the UVs, but once split, you can move the polygons independently.
Split and Sew
The Split and Sew tool is now more interactive. The tool now acts as a brush, with a radius. "Painting" over vertices in UV space can split them apart, with the brush radius controlling how far they are offset from their starting position. Holding a modifier key sews the edges together instead of splitting them.
UV Tear Off Qualifier Key
Qualifier keys have been added to enable the Tear Off option to separate and move your selection of polygons to a new position on your UV map. Holding down the Ctrl/Cmd + Shift keys, while dragging, temporarily enables Tear Off mode.
UVs to SVG Real World Scale and Units
The Export UVs to SVG feature has been enhanced to give you better control over the real-world size of your SVG output. This can be helpful both for creating templates to create UV-based textures in external applications, and for applications like packaging or shoe creation, where a pattern with accurate real-world dimensions must be created from a mesh's UVs.
UV Relax Improvements
The Boundary option has been added to the UV Relax tool, which includes a number of options used to relax boundary UV vertex positions, replacing the Lock Boundary and Straighten options used in our previous release.
UV Overlapping Selection
A new Select Overlapping Polygons tool has been added to assist you in detecting errors with UV mapped polygons. This tool provides three options to assist you in locating these errors - Cross Intersection, Self Intersection, and Flipped.
Texel Density
A new Texel Density tool has been added to improve the Games workflow. This tool enables you to quickly scale the size of UV islands or individual polygons such that they span roughly the same number of texture pixels per meter of real size. This is useful when you are dealing with texture density mismatches, in some cases you may either have differently sized UVs or textures, resulting in visibly over-detailed or under-detailed areas relative to the rest of the asset or scene. Making the texel density more uniform can help maintain a standardized level of texture detail across an asset or environment.
New Default UV viewport Settings
The default viewport display settings to view UDIM Tiles on an UV map have been updated. The UV viewport now shows a 0 to 1 space by default, instead of -1 to 1. The UDIM tile number display is enabled by default, but it is only shown if more than the 0 to 1 space is shown.
Vertex Normal & Baking Improvements
Use Polygon Area Smoothing Option
A new Use Polygon Area option has been added to the Material item, which enables you to smooth vertex normals to correct shading problems. Modo calculates the weight contribution of vertex normals and averages that value by the polygon area. Use this option to improve smoothing and shading for a mesh that has large polygon faces connected to small polygon faces. For example, when there is a fine beveled face beside a big face.
Vertex Illumination Baking Type and Output Options
The Vertex Illumination Baking tool has been renamed Vertex Shader Baking. In this release, new Bake Type and Output Channel options have been added to this tool. Use these options to control what Modo bakes and where it stores the result of the bake.
Object Space Normal Maps
To improve the Games workflow, we have added Object Normal maps to encode the texture direction in absolute terms in object space. This is typically used in games workflows for static, nondeforming objects (environment, props, and so on) to quickly render in the game engines.
Baking Aids
Items now have a contextual menu for baking certain mesh features. A number of baking tools are available in the Mesh Operations list from the Bake contextual menu. From this menu, you can bake occlusion, illumination, normals, displacements, texture effects, vertex shadings, vertex curvatures, and bake to an Alembic file. The bake commands start a process of generating UVs, packing them, doing a bake (through a bake item) and then save the resulting bake to an image that can be added to the Shader Tree automatically.

Процедура лечения:
Если лечили прошлые версии, то программа у вас будет сразу активирована
В противном случае потребуется выполнить манипуляции, описанные ниже:
1 Keygen - лечит только программу Modo
1. Установить программу (контент опционально)
2. Если установлен RLM сервер от прочих творений фирмы, то остановите его в службах, чтобы не мешался
3. Запустить кейген и создать файл лицензии (или используйте комплектный)
4. Запустить программу, в окне Licensing выбрать пункт "Install Legacy License"
5. Выбрать пункт "Install Downloaded License from Disk" и подставить файл лицензии
6. Если останавливали службу RLM сервера, то можно его вновь запустить
7. Перезапустить программу (чтобы записались данные регистрации)
8. Теперь, если всё сделали правильно, в свойствах о программе должно светиться имя заданное в кейгене

2 RLM - лечит сразу все продукты разработчика
1. Установите программу Foundry (контент опционально)
2. Установите FLT7 сервер (если уже установлен,настроен и исправно работает, то переходите к 9 пункту)
3. Остановите Foundry License Server в службах или в утилите Foundry License Utility (RLM Server -> Stop Server)
4. Копируем патченный rlm.foundry.exe в "C:\Program Files\The Foundry\LicensingTools7.1\bin\RLM" с заменой исходного)
5. Отредактируйте xf_foundry.lic заменив HOST_NAME, MAC_ADDRESS и PORT значениями любым из следующих способов:
- утилита rlmutil.exe с параметром rlmhostid ("C:\Program Files\The Foundry\LicensingTools7.1\bin\RLM")
- через CMD команда ipconfig/all (поля - имя компьютера и физический адрес (записывать без дефисов))
- запустить от админа Foundry License Utility меню Diagnostics -> Run Diagnostics (поля hostname и System ID)
- значение PORT задать по умолчанию 4101 (5053, хотя можно и ничего не писать)
Пример: HOST win-5o9oa5csm8s 001bdc060b7a 4101
6. Переместите отредактированный файл xf_foundry.lic в папку "C:\ProgramData\The Foundry\RLM"
7. Запустите RLM Server в службах или в утилите Foundry License Utility (RLM Server -> Start Server)
8. Проверьте в Foundry License Utility меню Diagnostics -> Run Diagnostics наличие лицензий (чтобы не было красных строк)
9. Запустите ваш продукт Foundry и пользуйтесь в свое удовольствие!

The Foundry MODO 11.1v1 Build 453071 [En]The Foundry MODO 11.1v1 Build 453071 [En]The Foundry MODO 11.1v1 Build 453071 [En]

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