Join Henry Santos for an in-depth discussion in this video Procedural modeling overview, part of MODO Essential Training.
- [Instructor] With MODO 10.1, a new procedural modeling workflow has been introduced. By using a set of interchangeable commands, dynamic models can be created. A model created by a set of procedures has immense potential for design exploration. Let's just take a look and have a tour of the new procedural features. We have a new file here, and on the right side, I have the item list. That's our regular item list. To the right of that, the next tab over, we have procedural and this procedural looks very similar, but what we can do is start building this procedural set of instructions to create a mesh.
Let's add an item, so you can either click on the button here and you have different items that you can select, or click on the pull-down and select from there. Let's go ahead and add an item from this procedural. Let's create a sphere. There is our sphere, and it has similar tools that we can edit with, so we can edit the shape of this by clicking on the boxes, on the arrows to move it, and let's drop the tool by hitting the space bar, but in the new procedural workflow, that wasn't really dropping the tool.
It just deselected the procedural instructions for the sphere. The sphere has a gear icon next to it. Once we select it, it gives us the opportunity to edit this and change the basic features of it. If we take a look at the different properties, we can change the number of sides. Even if we drop the tool, we can still select it.
Within that mesh we have a sphere calculation, procedural sphere that's defining that, and we can edit that as we need to at a later time. We can even change it to a quad ball, or tessellation. Let's keep that as a globe. Now, let's add an effect to this. The real power of this procedural workflow is that we can add effects to it. Remember how, in previous videos, we used a polygon bevel.
I'm going to procedural modeling, scroll down to polygon, and select polygon bevel, and now we can change the shift amount so that expands things out. I'm gonna turn off group polygons 'cause that makes it group together. Now we have this weird shape. We can also inset the points of that weird shape.
Another cool thing that we can do, because this is a procedural calculation, we can change what we're selecting to have that effect on it. As we saw in previous videos, we used falloff, a great effect. Let's go ahead and select the falloff. But now we have to establish what kind of falloff that is. We're building a network of options that will define this.
I'm selecting the radio falloff. That is a sphere that gives the effect of the procedural calculations wherever it intersects with that mesh. All of these features of animateable, so we've just scratched the surface of procedural modeling in MODO and it's still fairly new, but it's really developing into something that's really powerful tool, and has a lot of features.
- Building simple 3D models
- Working with primitive and preset objects
- Using deformation and duplication tools
- Subdivision (SubD) surface modeling
- Understanding replicators
- Creating a fusion model with MeshFusion
- Adding lights
- Shading with materials and UV mapping
- Painting and sculpting
- Animating your scene
- Rendering and exporting renders