the artist can tell Modo to derive a tool's axis orientation from the selected or clicked on element, bypassing the needs for a separate "adjust tool axis" mode. Falloffs Any tool can be modified with customizable falloff, which modifies its influence and strength according to geometric shapes. Radial falloff will make the current tool affect elements in the center of a resizable sphere most strongly, while elements at the edges will be barely affected at all. Linear falloff will make the tool affect elements based on a gradient that lies along a user-chosen line, etc. 3D painting Modo allows an artist to paint directly onto 3D models and even paint instances of existing meshes onto the surface of an object. The paint system allows users to use a combination of tools, brushes and inks to achieve many different paint effects and styles. Examples of the paint tools in Modo are airbrush, clone, smudge, and blur. These tools are paired with your choice of "brush" (such as soft or hard edge, procedural). Lastly, you add an ink, an example of which is image ink, where you paint an existing image onto a 3D model. Pressure-sensitive tablets are supported. The results of painting are stored in a bitmap and that map can be driving anything in Modo's Shader Tree. Thus you can paint into a map that is acting as a bump map and see the bumps in real-time in the viewport. Renderer Modo's renderer is multi-threaded and scales nearly linearly with the addition of processors or processor cores. That is, an 8-core machine will render a given image approximately eight times as fast as a single-core machine with the same per-core speed. Modo runs on up to 32 cores and offers the option of network rendering. In addition to the standard renderer, which can take a long time to run with a complex scene on even a fast machine, Modo has a progressive preview renderer which renders to final quality if left alone. Modo's user interface allows you to configure a work space that includes a preview render panel, which renders continuously in the background, restarting the render every time you change the model. This gives a more accurate preview of your work in progress as compared to the typical hardware shading options. In practice, this means you can do fewer full test renders along the way toward completion of a