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  Home > Software > The Foundry > MODO > MODO Kits >

  NPR Non-Photorealistic Rendering Kit for MODO
NPR Non-Photorealistic Rendering Kit for MODO



 

The Foundry NPR Non-Photorealistic Rendering Kit for MODO

What's included:

  • 145 meshes
  • 5 materials
  • 15 environments
  • 4 assemblies
  • 14 final scenes
  • 9 print resolution images
  • 17 demonstration videos (Total Running Time: 2 hours 38 minutes)

Experience Level: All Levels

Software Compatibility: MODO 701, MODO 601

List Price: $199.00
Your Price: $174.00

Availability: Electronic Delivery within 1 business day

Product Code:
LUX-C14-0812-4


Platform*:
Mac OS X
Windows
Linux

Qty:
Features
Specs and System Requirements
 

Non-Photorealistic Rendering (NPR) Kit for MODO 701 & MODO 601

The NPR Kit lets you easily create a range of expressive, and hand drawn looks when rendering in MODO. Non-photorealistic rendering or 'NPR' refers to stylized or expressive 3D rendering that suggests traditional illustration. It is useful in applications from technical illustration, where edges and important features are emphasized at the expense of detailed visual accuracy, to cartoons where simple colors and strong lines are used to convey emotion. The NPR Kit supports the creation of a variety of familiar artistic effects in MODO including ‘toon’ shading, stippling, halftones and edge rendering. The unique new SketchTone shader uses hand-sketched hatching examples to reproduce an artist’s original drawing style on any 3D surface. The NPR Kit for MODO extends the range of visual styles available to MODO users when rendering anything from product visualizations and technical illustrations, to anime and fine art.

Edge Ink

Edge Ink is the next generation of the cel-edge shader provided with MODO that adds a softness and inner color for incidence edges, alpha for blending the colors with the underlying color, and a "See Background" capability which replaces the surface with the environment behind it. Importantly, an Edge Offset can be textured, as well as the alphas, the background, and of course the colors and edge width. Using Edge Offset with a noise texture can lead to wobbly looking lines with a great range of styles.

Toon Shader

The Toon Material replaces the smooth shading on your model with bands of solid color, simulating the drawing style used in comic books, cartoons, and particularly Japanese Manga and Anime (comic books and cartoons). The Toon material separates diffuse, specular, and mirror reflection contributions from rendering, quantizes them from smooth gradients into stepped bands. You can adjust how many bands are used for each of these.

Gooch Shader

The Gooch material produces shading with an even brightness, where shadowed areas are tinted with a cool blue instead of darkened, and the bright areas are given a warm cast. This keeps details and edge lines visible, and keeps bright areas distinct from a white background. The algorithm is based on a technique used by technical illustrators, and is due to a 1998 paper by Gooch et al., A Non-Photorealistic Lighting Model For Automatic Technical Illustration.

Halftone Shader

Halftoning is a technique used to reproduce shaded images with only a single ink color. It works by creating a halftone 'cell' for each pixel, then partially filling that cell with a color so that from a distance, it will appear to have the correct luminosity. Halftone cells are commonly drawn using circles of different sizes, or lines of different thickness, but many other patterns are also possible. The Halftone2 Material is an enhanced version of the halftone material standard in MODO 601.

Stipple and Dab Shaders

Stippling is a technique used by illustrators and engravers to simulate smooth shading with only two colors. They painstakingly draw tiny dots that are more-or-less evenly spaced, but have no regular pattern. The Stipple material replaces the shading on your model with dots of varying density. You control the size of dots when you set the number of dots to use in a tile.

Dab is a version of the Stipple material that uses an image instead of dots to shade the surface. The effect is designed to work with a black image with transparent background, simulating pen strokes. The individual brushes can be randomly rotated.

SketchTone Shader

SketchTone provides a style-driven capability that leverages your own hand-drawn shading and hatching patterns when re-shading your models. It works by prioritizing the strokes an artist would use to shade a surface. High priority strokes are those drawn even where there is little shading. Lower priority strokes are filled in later, as the shading gets darker. This technique reproduces not only the hand-drawn quality of the strokes used, but also the artist’s own interpretation of the surface. Each material can be given a different texture, from bricks to bark, that share stroke characteristics but also represent a unique surface structure


MODO 801 Full Feature Set

Modeling

MODO has the fastest, most advanced polygonal and subdivision surface 3D modeler anywhere. MODO's flexible modeling tools are ideal for precision modeling of mechanical and architectural designs, and for freeform organic modeling of virtually any shape. Integrated multi-res sculpting tools work alongside traditional modeling tools to offer a superior modeling experience as well as providing unique workflows for ZBrush users.

Sculpting

In MODO, sculpting and traditional modeling are brought together in one application. When you need sculpting tools, they are always right at hand. Together, the combination of modeling and sculpting tools in a single application delivers a uniquely powerful 3D modeling experience.

Animation

Animating in MODO comes naturally as the modeling and animation tools work hand in hand. The same tools used in modeling are directly leveraged in the animation system. As you create in MODO, time is just another dimension for you to draw upon. Use MODO to create precise mechanical animations or fully articulated skinned characters.

Rendering

MODO is equipped with one of the world's great renderers for creating gorgeous images and animations - and for baking out everything from HDRI files to textures for game engines. The renderer is provided as both a final render engine and as an optimized progressive refinement system that updates nearly instantly as you model, paint or change any item property within MODO. The renderer is an over-achiever that offers that rare blend of speed and quality, and includes UNLIMITED network rendering on Mac, Windows and Linux platforms.

Effects

The MODO simulation engine includes solvers for rigid and soft body dynamics as well as an integrated rules based, procedural particle system. Preparing and refining Dynamics and Particle simulations is made easy with a Preset browser to speed up layout and setup tasks, while the underlying framework relies on nodes to create more advanced setups.


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