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MODO 203

Posted: Wed Mar 14, 2007 8:32 am
by Hervé
available for registered users... :wink: :D

Posted: Wed Mar 14, 2007 11:39 am
by -Adrian
:)

Posted: Wed Mar 14, 2007 2:31 pm
by Leonardo
ah?

Posted: Wed Mar 14, 2007 2:41 pm
by Maximus3D
Good news Hervé :) thanks. But is 203 better than 202 ? and did they ever fix that gridsnap problem ?

I heard they made it render slightly faster which is good.

/ Max

Posted: Wed Mar 14, 2007 5:36 pm
by Hervé
well I think the big plus are the new UV tools... I installed it, but have not had the time to fiddle around.. here are the new spec....

new + improved functionality
UV Editing is improved through the addition of a move and sew option that simplifies the alignment, scaling and joining of discontinuous UV’s. Added new UV Cut, Copy and Paste commands that are useful when you want to transfer UV values to different polygons over scenes or meshes. Added new Added UV Orient capability that makes all UV islands perfectly lined up in a horizontal or vertical direction. UV Relax operation has a new adaptive capability that is improved to reduce area and angle distortion. A new option for locking the boundaries on a UV Relax operation is present. > > > > The UV Unwrap tool works even better than previously, including the Seal Hole option being more robust. Symmetric modeling operations are improved in the areas of polygon beveling, loop slicing and sliding, and joining vertices. The WeightMap texture layer has been updated to function correctly. > > > A DXF plugin that reads and writes ASCII DXF files is supplied. The DXF plug-in supports import of various entities including polymesh, arcs, circles, lines, points, polylines etc. Layers in the incoming DXF files are created as layers in modo. On DXF file export from modo, triangles and quads are exported into a polymesh, with vertex connectivity maintained. > > > > file i/o improvements performance enhancements Improved rendering memory management is present in modo. Ray trace rendering speed is substantially improved (rendering is up to 1.4 times faster in certain circumstances and the average performance boost is approximately 1.1 times faster than modo 202). This benefits both production rendering and “baking” of ambient occlusion and other light maps. Irradiance Cache performance has been accelerated on high resolution rendering. > > >