SMO COLOR BAR: Menus

When you have to deal with multiple items in a scene, Color tagging might help a lot.

3 solution reminds to you:

  • Color Bar – Cycle:
  • Color Bar – By Type:
  • Color Bar – By Color:

SMO_COLOR_BAR_Cycle

CB – Cycle is the easiest way is to cycle along a set of predefined presets via the Cycle button. The only limitation in this function is that it works on one item at a time.


SMO_COLOR_BAR_ByType

CB – By type is probably the best balance between available function and UI space.


CB – By Color:

SMO_COLOR_BAR_ByColor

SMO_COLOR_BAR_FloatType

The « By Color » Bar deliver all the different Drawing Mode through Drop-Down menu (like the one on the left). This is a long  horizontal bar than can fit the top viewport or a schematic workflow.

 

 

COLOR_NONE_WFOn both Right and Left side you can have access to Floating Individual menus that are Vertical and Horizontal and that are limited to a specific drawing Mode, that allow customized Drawing presets for Item List, Wireframe , Fill and all 3.


COLOR_DRAW_OFF

This button let you Delete the custom Drawings of items that have a specific viewport display.

 

 

SMO COLOR BAR: Cycle function

When you have to deal with multiple items in a scene, Color tagging might help a lot.

The easiest way is to cycle along a set of predefined presets via the Cycle button. The only limitation in this function is that it works on one item at a time.

COLOR_CYCLE_ITThe Cycle IT button is rolling the Item Color preset on the current selected item in the item list only.COLOR_CYCLE_DRAW_W The Cycle W button is rolling the Item Color preset on the current selected item in the item list as well as in the viewport.COLOR_CYCLE_DRAW_FThe Cycle F button is rolling the Item Color preset on the current selected item in the item list as well as in the viewport.COLOR_CYCLE_DRAW_WFThe Cycle W & F button is rolling the Item Color preset in the item list as well as in the viewport in with a custom wireframe and fill color.

 

SMO PHOTO STRAIGHTEN – WIP

Hi everyone,

What do you think of this new tool (assembly) that lets you Straighten a Source Photograph using curves as guide ?

SMO_Photo_Straighten

As it use curve, you can do this on shape that had really strong curvature.

Much better than Perspective Warp in Photoshop, as the line are well….Curves

SMO_Photo_Straighten4

With a Ratio Preservation or Evenly Spaced.

Best regards, Franck.

DyneRR Update 1.72

DyneRR Update 1.72

  • Fixed the Aspect ratio bug if you were using a ratio of 1.5 for the render  (1920 x 1280 pix). So now you can use any resolution you want.
  • Fixed a Bug in the Render Margin that was not updating the RenderRegion in Vertical values.
  • Discounted by 20% here
  • New tutorial in FullHD here:

DyneRR Update 1.6

Hi dear early adopters of DyneRR !

 

First i want to thank you for your support.

I know that there is few thing that must be improved, but please be sure that i will continue on improving this tool and release few others as soon as i can.

Down bellow you got the latest news.

You may need to reply to the survey on twitter and share your feedback on the Foundry Discuss thread.

 

I hope it already have help you, if not, give me your review please.


——————————–> UPDATE 1.6 <——————————–

Changed the visibility preset of the DyneRR_Mobile (Volume mesh that drive the RenderRegion).
Now it’s not in BoundingBox DisplayMode.

Also, all the items of the assembly should not be rendered, even if you let them as visible for edit purpose.
It’s way easier to edit now.

Lire la suite

DyneRR – Dynamic RenderRegion for Modo – Released

Hi everyone.

Here is an assembly that may speed up your rendering with ease and with affordability.

Available on my Gumroad page.

(New tools will come soon aside of this first product.)

Lire la suite

my humble contribution through bug reports on Modo 11.

Foundry Dev Team is aware of those things, just to keep informed Modo users. I hope they will be fixed soon.

Bug 55319 – Let users add grouped mesh items to the sources of MergeMeshOps

Bug 55386 – [Regression] Bake to Render Output from Shared UV Map causes Incorrect Results via Network Rendering

Bug 55429 – Hard Edge Smoothing is not Preserved onto a Procedural Layer when the Source Meshes have Rotations Applied

Bug 55477 – Using a procedural Boolean operation after a Transform operation causes Display Errors in the resulting mesh

Bug 55478 – Snapping to Intersecting or Overlapping Components Does Not Work Reliably

Bug 55517 – Boolean subtract of intersecting meshes produces bad result

Bug 55522 – Baking AO via Network Rendering does not Work

Bug 55550 – Snapping to Components in a Scene with Dense Items can cause Erratic Snapping Behavior.

Bug 55554 – [ER] Allow Replicas contained in a Replicator to be defined as the source of a MergeMesh operation

Bug 55663 – Motion Blur on a curve inside a MeshOps no longer works

Bug 55744 – pMods Simulation is very slow when driving an animated MeshOp, even when there is no collision

Bug 55745 – [Feature] Allow the Curve Rebuild Procedural to rebuild the strips of a Mesh Fusion item as a curve.

Bug 55755 – Clone on Curve Procedure does not update live if the source mesh is altered