The Foundry MODO 10.2v2 Build 131034 [En]

 

Создавать темы 24-Фев-2017 07:37

- The Foundry MODO Build 131034 - Версия программы: 10.2v2
Официальный сайт: ссылка
Язык интерфейса: Английский
Лечение: в комплекте
Тип лекарства: другое
Системные требования:
ОС: Windows 7, Windows 8 или Windows 10 (64-bit только)
Процессор: Intel i3 или лучше
Размер на диске: 10GB для полной установки контента
Оперативная память: минимум 4GB
Видеокарта: The Advanced viewport mode требует NVIDIA или AMD с 512MB видеопамяти и поддержкой OpenGL 3.2 или новее.

Описание:
MODO является полным решением для исследования дизайна, создания контента для игр, анимации персонажей и производства высококачественных рекламных изображений. Созданный для художественных рабочих процессов MODO возвращает легкое создание цифрового контента и дизайна. Художники и дизайнеры могут свободно исследовать и сосредоточиться на творческих усилиях, которые максимизируют качество продукции за меньшее время.

Основные возможности:

Modeling
Engineered for speed and creativity, and featuring award-winning MeshFusion Boolean tools, MODO’s flexible modeling toolset is ideal for both freeform organic models and precision final production meshes.
UV workflows
MODO's industry-leading UV tools are tightly integrated with modeling and sculpting functions, offering a powerful workflow for creating and editing both regular and multi-tiled UDIM UVs.
Sculpting
Bring your artistic expression to 3D modeling as you use MODO's intuitive, fully integrated brush-based sculpting tools to quickly rough out volumes and add multiple levels of fine detail.
Painting
Create detailed textures directly on your 3D model with MODO's extensive range of integrated paint tools that include pressure-sensitive brushes, image-based stencils, masking and curve snapping.
Rendering
MODO’s production-proven physically-based renderer offers a rare blend of speed and quality to create stunning, photorealistic imagery that challenges the industry's best. Unlimited network rendering is included.
Baking
Review your textures as you bake, and watch them refine progressively; tweak settings and make surface changes without waiting for a final render; store bake-related parameters for reuse with different assets.
Rigging
Featuring a nondestructive, nonlinear toolset and fully integrated modular workflow, MODO's flexible node-based rigging system lets you easily create, edit, manage and reuse complex character rigs.
Animation
Incorporating traditional animation techniques applied in innovative ways, MODO's animation framework is highly customizable to meet the most demanding of production challenges.
Effects
MODO's rule-based, directable particles work together with the fully integrated rigid and soft bodies and procedural shattering to let you create compelling dynamic simulations in less time.
Hair and fur
MODO lets you create and manipulate realistic hair, fur, grass, feathers and other fibre-based effects as actual geometry that can be sculpted, shaded and rendered directly in your scene.
Camera and projection tools
MODO’s advanced tools for virtual camera creation and digital matte painting are perfect for set extensions and product placement shots, while the spherical camera rig lets you work with 360° video.
Presets
With MODO's flexible and efficient preset system, you can save selected parts of processes or content for reuse elsewhere, or for sharing useful techniques or approved assets with other team members.
Collaboration and customization
With extensive file format support, asset-sharing workflows and complete customizability, MODO offers production teams the combination of effective collaboration and individual efficiency they require.

Нововведения в этой версии:

Animation
Deformer Caching
The output of mesh operations and deformers can now be cached when animating a scene. When frames are cached, performance is limited mostly by GPU drawing performance. The Cache Deformers options greatly improve playback speed, at the expense of using more memory.
Direct Modeling
Curve Tool Improvements
The following improvements have been made to the Curve and Bezier tools:
• Auto Curve Edit - When selecting a curve, the corresponding curve editing tool now automatically activates, allowing you to immediately start editing the curve.
• Zero-weight Bezier Tangents - You can create sharp corners on Bezier curves by clicking in the viewport (as opposed to clicking and dragging to create a smooth control point).
• Round Corner Tool - While editing Bezier curves, sharp corners now have a widget you can drag to add a rounded corner.
• Bezier Tool: Preserve Broken Tangents by Default - You can edit the tangent handles of a Bezier curve's control point independently.
• Close Curve by Clicking on First Control Point - Right-clicking on the first control point while creating a new curve closes it into a loop.
File I/O
Redirecting Content
The content location can now be controlled by the config system, making it easier to change where the content is located. You can set this in Preferences > Defaults > Application > Content Location.
MeshFusion
Compound Trim Viewport UI
The Schematic-free system utilizes Compound Trims. They are simple assemblies created and destroyed on the fly as you add Trim geometry consisting of multiple meshes.
Deferred Updates
The Fusion item now has a Deferred Updates checkbox. When enabled, the Fusion item doesn't update to reflect changes to the input geometry until you release the mouse button. This allows you to edit very complex setups with reasonable performance.
Fusion Legacy Model Conversion
Previous Fusion models (Schematic or Item List structure used for 3D-Tree Fusions) can be converted to the new Flat Schematic Tree used by the Schematic-free system. Legacy Fusion models still load and display properly, conversion is only required for further editing.
Source Mesh N-gon Support
MeshFusion now supports n-gons in source meshes.
Support Standard Transforms of Fusion Item
You can now use the standard Modo transforms to move, rotate, and scale your Fusion Item.
Fusion Tab
MeshFusion's toolbar has been updated with new functionality. Additionally, drag-and-drop functionality has been added.
Wireframe Drawing of MeshFusion Input Items
MeshFusion input items are now drawn in wireframe mode. This improves clarity in the viewport, and means MeshFusion no longer creates or requires custom shaders or groups.
Procedural Modeling
Assembly Aliases
Assemblies can be collapsed into a single Assembly Alias item. This allows more technical artists to create assemblies that are easier to use for others and makes the scene appear tidier.
Duplicating Geometry
The following procedural mesh operations have been added to Modo:
• Array
• Clone
• Mirror
• Radial Array
• Radial Sweep
• Scatter Clone
• Symmetrize
Slice Tools
The following procedural mesh operations have been added to Modo:
• Axis Drill
• Axis Slice
• Boolean
• Slice
• Solid Drill
Surface Support for Merge Meshes
The Merge Meshes operation has been extended to accept any item with geometry in it, including MeshFusion items, procedural items, such as the Gear and Rock items, VDBVoxel meshes, the output from Fabric canvas graphs, and so on.
Selection Modifiers
The following procedural selection modifiers have been added to modify existing selections:
• Boundary Edges - Converts a polygonal selection into an edge selection by using the boundary of the polygon selection to determine the edges to select.
• Grow/Shrink - Grows and shrinks the selection.
• Invert - Inverts selection operations.
In addition, selections have blend modes that specify how multiple selections are combined.
Rendering
Mesh Lights
A new light type - Mesh Light - has been added. This new light type allows you to choose a single mesh item in the scene and use it as the shape of the light.
Sampling Settings
Reflection, refraction, and subsurface scattering (SSS) sample settings have been moved from the individual materials to a global control on the Render item. If the global setting is 0, the local control on the materials is still used. Additionally, there is a quality multiplier on the individual materials if you want to have different quality levels on different materials.
Preview Lock
A new Lock button has been added to the Preview window. When enabled, it completely locks Modo, preventing you from accidentally restarting preview. Secondly, it overrides all the quality settings to make sure that everything is set up correctly for final frame rendering.
This makes it much easier to use preview for final frame rendering for stills.
Rounded Edges
Two new properties have been added to the Material item properties:
• Rounded Edge Width - A new Shader Tree effect that allows the widths of rounded edges to be controlled by image maps, procedural textures, or gradients. The value of a texture using this effect acts as a multiplier on the edge width specified in the material properties.
• Rounded Edge Angle - A new material channel that controls which edges should appear rounded based on how sharp they are. An edge appears rounded if the surface normals of the adjoining polygons vary by more than the Rounded Edge Angle setting. The default value is 40 degrees, same as the default Smoothing Angle. Lowering the setting to 0 causes all edges to appear rounded.
Simpler Controls in Render Window
The Image Processing and Compare, Region, and Options tabs in the Render Window have been tidied up and simplified.
Topology
Automatic Retopology
A new command has been added that generates new mesh items from the selected items. The new mesh is produced according to an automatic retopology algorithm that aims to output a clean mesh with good topology at a density you specify. The density can be controlled by Weight Maps or by the input density and the mesh flow can be controlled by edge selection sets or by sketching guide curves on the surface. For more information about sketching guide curves, see Retopo Guides.
The automatic retopology implementation converts a mesh into a mesh made up of all 3-, 4-, and 5- point polygons of a uniform size. To determine this polygon size, it looks at the number of polygons you request in the output, and divides the surface of the area by that number. As a result, the target polygon number, either as a number or a percent, is only approximate. An option to apply a subdivision to the mesh to produce pure quads is also available.
The retopology algorithm can detect sharp edges in the input mesh and preserve them by looking for faces that meet at an angle greater than the crease angle you specify. Although the process is automatic, you can guide the results using standard Modo mesh attributes, like the RetopoDensity weight map, or the RetopoEdgeLock and RetopoFlow edge selection sets.
Detriangulate
The Detriangulate tool removes diagonal edges. It allows you to control flatness thresholds and to specify one or mores edges to act as guides for where the quads are.
Retopo Guides
This tool allows you to sketch curves (polylines) on a surface that are set up as either position or edge flow guides for automatic retopology. The curves are tagged with the special selection set name that the autoretopo command looks for, and they have a vertex normal map with normals taken from the surface. These are both necessary elements for autoretopo.
You can activate the tool by clicking on the Retopo Guides button in the Topology layout under the Tools sub-tab.
UI
Automatic Component Selection
In Auto Select mode, Modo automatically switches between Vertex, Edge, and Polygon selection mode, depending on what type of component you click on.
Enable/Disable Camera Images
You can now enable and disable foreground and background images in the Camera item's properties.
Fading Grid
The grid now fades out around the corners, providing a sense of depth and distance. Red and blue color highlights for the X and Y center axis can also be enabled to help keep your orientation.
Item Mode Wireframe and Selection Drawing
Selected items now always draw their wireframe, even if wireframe display is disabled. Optionally, the item selection can be drawn with a solid fill instead.
Item Work Planes
To make aligning the Work Plane to items easier, you can now right-click on an item in the 3D viewport and align the Work Plane to that item.
Morphed Mesh Drawing
Morph maps can be drawn as a cage, with various drawing styles, with vectors drawn as line segments from the base mesh to the morph mesh, and with color and opacity settings for the morph cage.
Primitive Tool Handle
Additional controls have been added for the interactive tools. The tool handles can now either adjust around a locked central location, or lock the opposite side to the grabbed handle, making them easier to use.
Proficiency Switching in Forms
Panels that contain controls with different proficiency levels now show Less and More buttons at the bottom of the view, allowing you to display fewer or more controls.
Vertex Drawing Options
Vertices are now automatically visible in Vertex mode, but not otherwise. They can still be explicitly enabled in other component modes.
Work Plane Align to Screen
An option to align the work Plane to the Perspective view has been added to make certain modeling tasks easier, such as drawing curves using Sketch.
Work Plane Bookmarks
Work Plane bookmarks can now be assigned to polygons and re-used later on. This is useful to store construction planes in the geometry itself. Work Plane Bookmarks work in a way that is very similar to selection sets. Different bookmarks can be saved for each of your scenes.
Work Plane Visibility Options
New viewport visibility options have been added to provide more control over the main grid and the Work Plane.
Miscellaneous
Copy Transforms
The item.copyTransforms command has been added, which copies transforms from one item to another. Unlike the item.align command, this new command copies all animation and rigging as well.
Maximum Environment Resolution
A new preference for environment resolution has been added to the Display Preferences. Reducing the resolution increases performance when editing the environment.
Numeric Control Color Correction
Numeric control color correction applies color correction to the numeric values displayed in color fields. For example, this allows you to copy and paste the hex code for a color from Photoshop into Modo and have the colors match. Previously, Modo supported color correction for the drawn representation of a color in the UI but the numeric values were always drawn in linear space.
Particle ID Channel
Locator items now have a Particle ID channel that can be used to drive the Particle ID assigned to rendered surfaces. You can set this value manually or drive it by a rig and then feed it to Shaders. This is mostly useful for Gradients and Texture Switch.
Simulation Modifiers
Simulation Modifiers provide ways to control animated behaviors based on set triggers.
String Encode Modifier
This is a simple channel modifier for turning a numerical value into a text string with optional decimal precision and leading zeroes.

Улучшения и исправленные баги:

Feature Enhancements
• Game Export: Substance textures can be exported, when enabling Copy Textures.
NOTE: The Different Only option is currently not supported.
• Network Rendering: Minimal logging has been added to full-frame mode.
• Topology: The Retopo Edge Lock and Retopo Edge Flow controls have been added to the Mesh Edit sub-tab of the Model tools, allowing you to create edge selection sets.-Bug Fixes
• Documentation: F1 Help links were broken for some UI elements.
• GL: Mac OS X only: The Advanced viewport was incorrectly disabled on some operating systems.
• MeshFusion: Legacy conversion issues occurred when multiple unions shared meshes through inactive input links.
• MeshFusion: Enabling the MeshFusion command did not consider mesh instances.
• MeshFusion: Strip Width could not be set to a width less than 10 mm in the Strip Properties.
• MeshFusion: Converting multiple legacy MeshFusion setups didn't work as expected.
• MeshFusion: Using MeshFusion with procedural meshes didn't work as expected.
• Procedurals: The selection stack operated on the incorrect selection type if the selection type channel on the Mesh Operations list was not set correctly on creation.
• Schematic: Dynamic schematic didn't allow forces to connect to dynamic replicator filters.
• Shader Tree: When working with detail normal map effects, there was no prompt to switch to linear colorspace.
• Shader Tree: Using Unreal and Unity materials caused a memory leak.
• Shader Tree: Creating shaders occasionally caused Modo to crash.
• Shader Tree: Moving non-GL textures under the base Shader item caused Modo to crash.
• UV: UV peeling multiple meshes at once sometimes resulted in Modo crashing.
• BUG ID 39162 - Rendering a frame with no visible render outputs caused Modo to crash.
• BUG ID 47276 - Windows only: Loading long audio files sometimes caused Modo to crash.
• BUG ID 47509 - File Output: Exporting to .dae or .obj formats with OpenSubdiv elements in a scene caused Modo to crash.
• BUG ID 50247 - Mac OS X only: The Advanced viewport was disabled on systems using NVIDIA cards with non-Apple drivers (NVIDIA web drivers).
• BUG ID 50629 - GL: Changing the Default View Colorspace preference when using the Advanced viewport caused Modo to crash.
• BUG ID 50959 - GL: Drawing UV distortion in the UV view sometimes caused Modo to crash.
• BUG ID 52045 - Rendering scenes without Environment items multiple times caused Modo to crash.
• BUG ID 52073 - Rigging: The Gravity channel modifier was disabled.
• BUG ID 52310 - Render window: The progress bar in the top left of the Render window did not show the Global Illumination pre-pass progress.
• BUG ID 52722 - File Output: STL meshes changed dimensions when exported and re-imported.
• BUG ID 53215 - MeshFusion: Partially coincident geometry sometimes caused meshing errors.
• BUG ID 53220 - Modeling: Auto curve edit didn't work for curves in the base mesh with ghosting enabled.
• BUG ID 53442 - Rigging: User channel minimum and maximum values were reset to 0 when editing the user channel.
• BUG ID 53461 - Preview: Locking Preview with Render All Outputs disabled, then changing the Effect, restarted the render.
• BUG ID 53468 - UV: Using Transfer UVs with multiple meshes caused Modo to crash.
• BUG ID 53478 - Linux only: Opening scenes containing a Wrap Deformer sometimes caused Modo to crash.
• BUG ID 53491 - Procedurals: Using the Boolean mesh operation with an irregular driver or target mesh sometimes caused Modo to crash.
• BUG ID 53498 - Mac OS X only: Export Selected Layers caused Modo to crash on some operating systems.
• BUG ID 53512 - Topology: Using Automatic Retopology on meshes with degenerate triangles caused Modo to become unresponsive.
• BUG ID 53528 - Sculpting: The Text tip brush didn't respect font selection.
• BUG ID 53534 - Rigging: Undoing moving a rig created by the CharacterBox kit by PSoft caused Modo to crash.
• BUG ID 53540 - Sculpting: Sculpting didn't work on meshes scaled to 200% or more in Item selection mode.
• BUG ID 53544 - Edge tracking on procedural models caused Modo to crash when edge vertices belonged to different meshes.
• BUG ID 53554 - The item type for VDBVoxel items could not be set to Mesh.
• BUG ID 53556 - Procedurals: Using the Boolean mesh operation with Driver Surface set to the selected mesh caused Modo to crash.
• BUG ID 53557 - Mac OS X only: Activating the interactive help tool sometimes corrupted the About MODO panel.
• BUG ID 53558 - Mac OS X only: Clicking on About MODO or Preferences when the menus were corrupted, caused Modo to crash.
• BUG ID 53560 - Putting the main Modo config file into an import path caused Modo to crash on launch.
• BUG ID 53573 - Procedurals: Adjusting Edge Bevel using channel hauling, with Edge Snapping enabled, caused Modo to crash.
• BUG ID 53578 - Modeling: Deleting instances sometimes caused Modo to crash.
• BUG ID 53584 - Render window: Dismissing a collapsed thumbnail slider's tooltip sometimes caused Modo to crash.
• BUG ID 53588 - UI: Overwriting a 3D viewport preset occasionally caused Modo to crash.
• BUG ID 53589 - Modeling: Activating the B-Spline tool, after selecting a B-Spline created from two edges, sometimes caused Modo to crash.
• BUG ID 53590 - Windows only: Activating Edges to Curves from the Curve Palette on adjoining edges of a cube caused Modo to crash.
• BUG ID 53598 - Shader Tree: Transferring materials from one scene to another swapped the order of the layers.
• BUG ID 53599 - Modeling: The Quadruple command run on a selected polygon in a customer scene caused Modo to crash.
• BUG ID 53602 - Color: Giving a long name to an OCIO profile sometimes caused Modo to crash.
• BUG ID 53604 - Rendering scenes with mesh lights and masked render outputs occasionally caused Modo to crash.
• BUG ID 53613 - Loading scenes with unnamed vertex maps sometimes caused Modo to become unresponsive.
• BUG ID 53619 - Windows only: Loading some scenes with backdrop images into layouts with multiple GL viewports caused Modo to crash.
• BUG ID 53620 - MeshFusion: Manipulating the control handles after mirroring a Fusion Trim item sometimes caused Modo to crash.
• BUG ID 53622 - Procedurals: Applying the Polygon Bevel mesh operation after Symmetrize caused Modo to crash.
• BUG ID 53634 - Rendering: When rendering certain scenes with an Orthographic camera, fireflies (hot pixels) appeared on the output.
• BUG ID 53637 - Modeling: Using Background Morph from the Vertex Map menu caused Modo to crash.
• BUG ID 53642 - Procedurals: Editing meshes used by hidden meshes with mesh operations caused intermittent crashes.
• BUG ID 53647 - UI: Setting a subtext on a menu item caused Modo to crash.
• BUG ID 53651 - GL: Calling InvalidateOverrides in modo_cl resulted in Modo crashing.
• BUG ID 53652 - GL: Playing particle simulations in the Advanced viewport sometimes caused Modo to crash.
• BUG ID 53653 - Network Rendering: Modo crashed when the master and slave bucket directories were not writable.
• BUG ID 53655 - Particles: Converting a particle simulation into a mesh, then playing back the simulation and converting the mesh to particles caused an error when the simulation reached the end of the timeline.
• BUG ID 53656 - Modeling: Moving vertices with the Transform tool with Snapping enabled occasionally caused Modo to crash.
• BUG ID 53667 - Modeling: Using the poly.make command in Edge selection mode with Symmetry enabled sometimes caused Modo to crash.
• BUG ID 53668 - Modeling: Localization occasionally caused Modo to crash when the scene was loading.
• BUG ID 53674 - Rendering: Baking textured displacement produced a black image.
• BUG ID 53676 - UI: Closing multiple scenes with the pointer over the Item List sometimes caused Modo to crash.
• BUG ID 53680 - Modeling: Using the Topology tool in Symmetry mode occasionally caused Modo to crash.
• BUG ID 53681 - Procedurals: Using polygon loop selection in the UV view occasionally caused Modo to crash.
• BUG ID 53683 - Painting: Projection Ink did not respect the Density setting of the brush.
• BUG ID 53688 - Modeling: Ctrl/Cmd+clicking and dragging on primitives did not work as expected.
• BUG ID 53705 - MeshFusion: Clicking the Trim button with multiple meshes selected in a specific scene caused Modo to crash.
• BUG ID 53706 - Modeling: Fill Quads using Fill with Grid Pattern did not work correctly on concave patches.
• BUG ID 53708 - MeshFusion: Triggering an update after assigning a material to a mesh in a specific scene sometimes caused Modo to crash.
• BUG ID 53724 - Topology: Automatic Retopology didn't respect transforms on parent items.
• BUG ID 53728 - MeshFusion: Opening a specific scene, selecting a Fusion item in it, then activating Fusion On caused Modo to crash.
• BUG ID 53729 - Documentation: The Preview option for Final Render Quality was not documented.
• BUG ID 53733 - Mesh Types: Performance was low with instances imported from Collada.
• BUG ID 53734 - Rigging: Command Regions were not selectable when the rig was moved.
• BUG ID 53736 - Procedurals: Selecting a hidden mesh layer after editing vertices caused Modo to crash.
• BUG ID 53754 - Scripting: Using edge.knife in a script caused Modo to crash.
• BUG ID 53756 - MeshFusion: Clicking the Fusion Source Mesh Visibility button displayed an error message.
• BUG ID 53768 - GL: Value gradients did not display in the Advanced viewport.
• BUG ID 53790 - Rendering: The surface area calculation for mesh lights with non-uniform scaling produced incorrect illumination.
• BUG ID 53791 - Modeling: Snapping didn't work on background geometry in Shaded and Default modes if geometry was overlapping.
• BUG ID 53816 - Rigging: Deleting items from a specific scene with Command Regions caused Modo to crash.
• BUG ID 53821 - MeshFusion: The Fusion Source Mesh Visibility control didn't affect the Compound Trim Locator.
• BUG ID 53828 - Sculpting: Dismissing Preview lock warnings after trying to UV sculpt occasionally caused Modo to crash.
• BUG ID 53834 - Preview: Modifying a mesh light while Preview was rendering sometimes caused Modo to crash.
• BUG ID 53838 - Item List: Hiding unselected items also hid all images and clips.
• BUG ID 53845 - Render window: There was no option to set the maximum render slots in the Preferences.
• BUG ID 53852 - Network Rendering: Separate Render Outputs were not saved when using the Render with Network Nodes Only and Send Whole Frames to Network Render Nodes settings.
• BUG ID 53885 - File Input: A scene imported using a command caused Modo to crash.
• BUG ID 53894 - Modeling: Primitives were not placed at the position where you first clicked in the viewport.
• BUG ID 53895 - Rendering: Lights rendered black and in the wrong place when the geometry was not visible in the scene.
• BUG ID 53896 - Rendering: Rigging area lights with negative width or height values caused Modo to crash.
• BUG ID 53899 - MeshFusion: Evaluating a model in a specific scene sometimes caused Modo to crash or produced a bad mesh.
• BUG ID 53911 - Rigging: Sculpting a corrective morph onto a Joint Influence was not possible.
• BUG ID 53912 - Modeling: While in Edge selection mode, Modo crashed when you tried to lassoselect edges on a curve that had been UV transformed.
• BUG ID 53919 - UI: When the Info tab was expanded horizontally to display the spreadsheet view, values could not be selected, copied, or pasted.
• BUG ID 53930 - Preview: Area lights added to an existing Group Locator caused Modo to crash.
• BUG ID 54084 - Deformers: In some scenes, playing back an animation with cached deformations caused Modo to crash.

Процедура лечения:

Если лечили прошлые версии, то программа у вас будет сразу активирована
В противном случае потребуется выполнить манипуляции, описанные ниже:

1 RLM - лечит сразу все продукты разработчика

1. Установите программу Foundry
2. Установите FLT7 сервер (если уже установлен,настроен и исправно работает, то переходите к 9 пункту)
3. Остановите Foundry License Server в службах или в утилите Foundry License Utility (RLM Server -> Stop Server)
4. Копируем файл rlm.foundry.exe в папку "C:\Program Files (x86)\The Foundry\LicensingTools7.0\bin\RLM\rlm.foundry.exe")
5. Отредактируйте xf_foundry.lic заменив HOST_NAME, MAC_ADDRESS и PORT значениями любым из следующих способов:
- утилита rlmutil.exe с параметром rlmhostid ("C:\Program Files (x86)\The Foundry\LicensingTools7.0\bin\RLM")
- через CMD команда ipconfig/all (поля - имя компьютера и физический адрес (записывать без дефисов))
- запустить от админа Foundry License Utility меню Diagnostics -> Run Diagnostics (поля hostname и System ID)
- значение PORT задать по умолчанию 4101 (5053, хотя можно и ничего не писать)
Пример: HOST win-5o9oa5csm8s 001bdc060b7a 4101
6. Переместите отредактированный файл xf_foundry.lic в папку "C:\ProgramData\The Foundry\RLM"
7. Запустите RLM Server в службах или в утилите Foundry License Utility (RLM Server -> Start Server)
8. Проверьте в Foundry License Utility меню Diagnostics -> Run Diagnostics наличие лицензий (чтобы не было красных строк)
9. Запустите ваш продукт Foundry и пользуйтесь в свое удовольствие!

2 Keygen - лечит только программу Modo

1. Установить программу (контент опционально)
2. Если установлен RLM сервер от прочих творений фирмы, то остановите его в службах, чтобы не мешался
3. Запустить кейген и создать файл лицензии (или используйте комплектный)
4. Запустить программу и выбрать установку лицензии
5. Открыть пункт install to disk и выбрать наш файлик лицензии
6. Если останавливали службу RLM сервера, то можно его вновь запустить
7. Перезапустить программу (чтобы записались данные регистрации)
8. Теперь, если всё сделали правильно, в свойствах о программе должно светиться имя заданное в кейгене
Скриншоты:
Яндекс.Метрика