modo comes fully equipped
with one of the world's great renderers for creating gorgeous images and
animations—or for baking out textures for game engines or other downstream
uses. The modo render engine is fast. It can render millions of polygons
at enormous frame sizes. And when it comes to quality, options like Physically-Based
Shading and HDRI support lend a degree of realism can let modo renderings pass
for actual photographs. The modo renderer is an over-achiever that offers that rare
blend of speed and quality, and is licensed for network rendering on up to
50 workstations.
Seriously Fast
The modo renderer is a fast ray-tracer with
instancing support that uses high dynamic range radiance units throughout.
It is highly scaleable on multi-core systems,
delivering nearly linear speedups as more processors are added.
Its innately fast performance is a combination of very tight code and a unique
front-end that decouples several of the key computations (e.g. micropolygon tessellation)
thus allowing for huge flexibility by balancing memory use, speed, and quality.
The modo renderer can render huge print resolution files (e.g. 20K x 20K) using up to 32 cores per workstation.
This efficient use of hardware has made modo a favorite tool of computer makers
and analysts who want to accurately benchmark multi-core performance.
Accurate Lighting Models
Global illumination and physically-based shading models are available,
providing for advanced optical phenomena such as anisotropic blurry reflections,
indirect caustics, and subsurface scattering. Realistic camera models with lens
distortion, motion blur, and depth of field are provided. modo now includes
Physical Sky and Physical Sun rendering for accurate sunlight at any location
as well as support for photometric lighting through the IES standard.
Transparency absorption automatically considers subsurface density for realistic
portrayal of tropical lagoons, skin or wax. Anisotropic highlights and support
for fresnel reflections deliver realistic metallic surfaces and correct reflections
and refractions at any angle to the camera.
Surface Realism
The modo renderer is capable of extremely fast micropoly tessellation of surfaces
at render time. This results in many millions of superfine polygons that can easily
deliver effects like textured ceilings in a room and heightened believability
across almost any object (as relatively few surfaces appear truly smooth to the human eye).
Time-Enabled
The modo renderer is specifically designed to produce steady, noise-free animations.
A global illumination walkthrough mode provides a clean, yet faster-per-frame approach
for architectural animations. Shadows and even blurry reflections remain stable from
frame to frame. Both camera and object motion blurring are supported.
Via the MDD format, the modo renderer can render out animated sequences from a
number of other 3D applications.
Network Rendering
modo can be used on up to 50 Mac or PC workstations for network rendering.
Each workstation can have up to 32 cores. Setup is extremely easy and is largely automatic;
Systems set up in “slave” mode will accept buckets (tiles) to be
rendered from a “master” machine.
The image to the left shows network rendering in progress in modo.
On the screen are buckets being rendered locally (gold color) and on the network (in blue).
Each bucket corresponds to a single “core” on a local or network machine.
The underlying network technology is Apple Bonjour.
Shader Tree
Driving the modo renderer is the Shader Tree, which is modo’s user interface
for describing the appearance of items and the environment, and a place to specify how
lights and cameras should participate in the production. The Shader Tree is based on
a straightforward stack of layers that combine to produce the final results and
is immediately familiar to anyone using Photoshop. The Shader Tree also provides
full control over what final render passes should be produced
(e.g. specular, alpha, many more).
Preview Renderer
Final rendered results in modo are rarely a surprise because in addition to the high-quality OpenGL views, you also have a preview renderer that gives you an interactive lit view
of your scene as it is updated. As you model or paint, the preview renderer refreshes
and gives you handy view of what a final rendering will look like.
Flexible Outputs
The modo renderer can produce a wide variety of individual render outputs,
or it can be used to bake over thirty results (like geometric normals,
diffuse shading, ambient occlusion) into image maps. A Constant Alpha option
lets you easily create mask elements for compositing work.
A wide range of output image formats are supported including layered PSD files,
layered OpenEXR or a series of PNG files for example.
Examples: (hundreds more in the Gallery area)
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| Snail
Jesper Willumsen |
Image |
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Iceberg
Michael Blackbourn |
QuickTime 4.5 MB |
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Bullets
Michael Blackbourn |
QuickTime 1.8 MB |
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Blinds
Michael Blackbourn |
QuickTime 2.4 MB |
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See more modo examples and other video tutorials at Luxology.tv. |