Those profiles are available for the regular poly bevel tool as well, or
any tool that accepts profiles. Makes things so much easier for arch stuff.
-Tim
On 5/7/2014 1:10 PM, Sergio Mucino wrote:
I just discovered the other day that the Edge Bevel tool has some
craaaaazy preset profile shapes. My friends doing arch work would love
them. Modo also has some very nice precision tools.
Piping in Modo looks quite easy. I remember seeing a video somewhere
that showed some pretty nice features for it. I'll see if I can dig it
up.
Sergio Muciño.
Sent from my iPad.
On May 7, 2014, at 1:51 PM, Paul Griswold
<pgrisw...@fusiondigitalproductions.com
<mailto:pgrisw...@fusiondigitalproductions.com>> wrote:
NICE! I might buy Modo today just because of that video. I'm in
the process of working on a bunch of furniture models & I'm dealing
with seams, piping, etc.. I've been working in 3D Coat because it's
great for organic shapes, but I wasn't really happy with the seams &
piping (3D Coat's spline tools are clunky IMHO).
Thanks for posting that!
ᐧ
On Wed, May 7, 2014 at 12:12 PM, Steffen Dünner
<steffen.duen...@gmail.com <mailto:steffen.duen...@gmail.com>> wrote:
The schematic in Modo is becoming more and more powerful. But
"with great power comes great responsibility"!
What I mean is, that it's equally important to have tools to
cleanup and organize your node graphs as it is to add more
features / nodes. What I currently miss most is something like a
"group comment" in ICE or "backdrop" in Nuke. As well as sticky
notes and comments. Tools to easily align / sort multiple nodes
at once, tools to get rid of unused nodes etc.
But I have high hopes that the Modo dev team gets a hint from the
Nuke dev team to help them sort it out. ;)
Apart from that I'm already positively shocked by what the
schematic can already do. Sometimes it really feels like using
the SI Render Tree and ICE Tree in one single tree, where all
kinds of nodes can talk to each other. I just discovered that
procedural noise textures (and there are a lot of them in Modo)
can be used to "texture" deformers / falloffs. Or take a look
here: geometry lookups can directly control shader attributes:
https://drive.google.com/file/d/0BzBIO4PPUuInU1RmTEw5OWdYNGc/preview?pli=1
Something I wished for in Softimage for a long time.
Cheers
Steffen
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