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Category Archives: Modo

Easier and cheaper Modo rendering with RenderStreet

      Modo, News

Rendering Modo projects with RenderStreet just got easier – and also cheaper, with our monthly plan.

The new Modo plug-in helps launch a Modo render on RenderStreet with just one click. There is no need to consolidate the file manually or collect the assets to send them to our farm. Our plug-in will do this for you automatically. In addition to images, it will also collect image sequences, IES lights, and MDD files and send them to our farm along with the project.

Render multiple groups/passes at once in Modo

We have been supporting render groups and passes for Modo on RenderStreet for a while now. So far, the system only allowed selecting a single group and either a single pass or all passes for rendering in a job.

As you have requested an upgrade for this feature, we obliged and implemented it.

Getting your projects rendered: RenderStreet in 2018

2018 has been a full year, with a lot of work, and a lot of satisfaction, too. The farm has been running 24/7 from the first second of January until the last one in December, rendering your work. As usual, we’ve gathered some facts and numbers and we’re sharing them with you. As you’re trusting us with your projects, we want to give you a bit of insight into what it takes to always be ready to render.

The new Modo denoiser is now supported on RenderStreet

We always strive to offer complete support for all the functionality of the 3D packages we support on our render farm. So we upgraded our systems to include the new features added by the latest release of Modo – the NVIDIA® OptiX™ denoiser (introduced in Modo version 12.2). The denoiser is GPU-based and, on our infrastructure, it runs on specially-configured servers that are also equipped with high-performance dual Xeon E5-series CPUs.

You can see below some tests made with the denoiser in a simple scene from Modo’s samples. There were three renders: one with the default quality settings of the scene, one with low-quality settings and the third with the same low-quality settings, plus the denoise step. All the renders were made at 2220 x 1440 px.