Modo 10.1: Procedural Modelling and pFusion

A detailed look at Modo 10.1’s procedural modelling stack, mesh and selection operations, curve tools, game workflows and the early pFusion extension for MeshFusion.

Archive translation. This article originally appeared in Digital Production 06:2016. Features, plug-ins, links, licensing and availability reflect that period; verify current Modo capabilities before production use.

In brief: Modo 10.1 introduced procedural modelling through stack-based mesh, selection and subtool operations, extending the application’s established direct-modelling and MeshFusion workflows.

This article originally appeared in DP 06 : 2016.

The new installation system, together with new version numbers, led to comments from unsettled users in various forums. The Foundry emphasises that this new update policy is intended to pass on new developments to users more quickly. The releases Modo 10.0, 10.1, 10.2 are, like normal service packs, included in the licence price of the 10 series.

While version 10.0 was mainly aimed at improving the workflow for creating content for games and virtual reality, the highlight of version 10.1 is the integration of a procedural modelling system. Together with the standard modelling tools and MeshFusion, The Foundry promises a flexible modelling toolset that is “ideal for both freeform organic models and precision final production meshes”. We have taken a first look at the new modelling possibilities.

In three steps

The first version of the 10 series “10.0v1” was mainly dedicated to improvements in working with game engines. A separate “Game Tools” layout was integrated. There are import scripts and plug-ins for the Unreal engine and Unity. New features in Modo include “Game Navigation” (the camera view can be controlled like a first-person player with a click), a baking wizard for more effective texture baking, direct support for render shaders of game engines, support for the FBX 2014 format and sets of special, seamless game textures.

Following minor revisions, The Foundry has now released version 10.1 (currently v2). The main focus here is on modelling. Procedural modelling in conjunction with sophisticated mesh selection methods is now set to become the next pillar of Modo’s modelling tools. The next version 10.2 has been promised – we can only speculate as to when and with which features it will be released.

Quite parameterised

While in Modo modelling is traditionally done on meshes, i.e. in a certain sense “destructively”, with procedural modelling (there is a new “Procedural” tab next to the “Item List”) parameters of a model, but also commands that are stored in a “stack”, can be changed. This method opens up the possibility of completely modifying models retrospectively. This means that not only parameters such as the size or subdivision of objects can be changed at any time. Parametrically generated text, for example, now remains editable – even if it has been extruded, bevelled or the letters have been distributed along a curve. Procedural modelling and animation are essentially based on three areas: Mesh Operations, Subtools and Selection Operations. Mesh operations are mentioned at the top of the list of innovations in Modo 10.1: “At the heart of the procedural toolset are mesh operations.” Individual layers in the procedural stack affect the meshes to which they are assigned in different ways.

All procedural tools are listed in a preset browser. In addition to the option of creating curves and procedural solids and, for example, subdividing and bevelling them or applying effects such as “Smooth Shift”, there are also functions such as “Curve Fill”, “Curve Rebuild” (recreates an existing curve with a new number of points), “Material Tags” and “Freeze” (“rasterises” surfaces into polygons so that they can be further processed with other tools). “Lace Geometry” offers a simple way to extrude profiles on curves. “Content Preset” lists a range of shapes and profiles as a supplement to “Sweep Effector” or “Lace Geometry”. The effect of many parameters only unfolds in conjunction with the extensive selection tools and subtools (Path Generator, Path Segment Generator for assigning curves and arranging particles on them). Falloffs can also be used as a sub-tool to manipulate effects. During the procedural modelling process, Modo’s “usual” manipulation tools are not accessible. All functions must be assigned via the procedural preset browser – a “workaround” that can pay off for subsequent changes and animations.

Not just tubes and profiles

Modo now offers several tools to create tubes and profiles and to deform and animate them: “Curve Extrude”, “Sweep Effector” or “Lace Geometry” create extrusions of profiles on curves. This makes it easy to extrude a profile along a curve. The curve, but also the profile, can be manipulated and the profile can “wander” along the curve (the “Slide” option in the “Path Generator”).

Procedural options such as “Subdivide”, “Smooth Shift”, “Bevel” etc. allow complex manipulations of objects and selection areas that can be controlled with subtools.

A plug-in for the plug-in

An interesting development in modelling with MeshFusion could be “pFusion” (still an early beta version, for which the first updates came during this short test). If MeshFusion had not grown beyond the stage of a “simple plug-in” from Modo, there would now be a plug-in for the plug-in, so to speak (the development is being discussed in the Modo forum, where there is also the current download link). This tool is installed with one click and extends Modo with your own templates. It also comes with its own “pFusion Colour Scheme” (View/Viewport Colo Scheme/pFusion).

In principle, Modo’s MeshFusion is used with sweep objects consisting of two curves (B-spline profiles). The advantages are therefore similar to those of the “conventional” use of MeshFusion. However, with “pFusion” it is possible to hide the complete sweep objects that perform the actual “Boolean work”. This makes it appear as if you are working with modelling templates arranged at right angles. These templates cut the object to be processed from two directions (“side-sweep” and “cross-sweep”). The shape of these curved templates can be changed with pinpoint accuracy. Ralf Gliffe has been designing multimedia content as a freelancer for 2O years. He is not only fascinated by creative jobs, but also by software that allows him to expand his own possibilities. http://www.r-gliffe.de The profiles can be exchanged – “pFusion” already provides a set of different profiles that can be imported via the preset browser. To do this, the profile to be imported must first be selected in the preset browser, then it can be exchanged by left-clicking on “Profile Options” and selecting “Import Preset Profile”.

The resulting 3D object represents exactly the area of the intersecting sweep objects. “Holes” in a template cut holes in the model. The whole thing is somewhat reminiscent of ZBrush’s Shadobox. Initial tests with “pFusion” have already given rise to anticipation of a final version.

Conclusion

Modo offers sophisticated modelling, sculpting, painting, effects and animation tools. Network rendering, the workflow integration of Mary and VRay, as well as the cooperation with game engines emphasise the claim to be a complete solution.

The new procedural modelling options complement Modo’s already extensive toolset. At first glance, it may not always seem easy and quick to use, but it can save a lot of time when varying models. The animation options are worth mentioning. The still somewhat inconspicuous “pFusion” plug-in could give a further boost to Modo’s rather unique modelling capabilities with MeshFusion. We can look forward to the third version of Modo’s 10 series.