Users also get a more conventional, non-geometry-based texture-projection system: triplanar projection. Texturing: support for triplanar texture projection Once positioned correctly, floating decals can be baked to the surface of the target mesh for rendering using the Surface Probe, a new item in Modo’s shader tree. The Planar Decal system applies standard decal textures, although rather than being projected directly onto the model, the texture is applied to a mesh plane that is itself projected onto the model’s surface.Īccording to Foundry, this makes it possible to manipulate the decals “as if they were a 3D object … without having to worry about how the decal is impacting your model or any additional materials”. Modo generates a material containing a normal map with a seam texture that is applied to a strip of polygons that sits on the surface of the target mesh, running along the line of the intersection. The most unusual is the Seam Decal system, which uses a workflow akin to Boolean modelling, with two pieces of intersecting geometry used to create the decal. Modo 16.1 introduces interesting new workflows for applying decals to models to represent surface detail. Texturing: new geometry-based workflows for applying decals to models In separate news, Foundry has announced major changes to the development of Modo, including an expanded dev team, a broader market focus, and a switch to a single major release of the software per year. Other changes include support for triplanar texture projection, a new Particle Clone operator for object scattering, and updates to Modo’s modelling tools, Advanced Viewport and mPath renderer. The release – the second of two in the Modo 16 Series, and originally due to ship last year – adds interesting new geometry-based workflows for applying decals to the surface of a model. Posted by Jim Thacker Foundry ships Modo 16.1įoundry has released Modo 16.1, the latest version of its 3D modelling and rendering software.
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