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How To Use Milo 2021: A Quick-Start Guide
3D Modeling / May 6th, 2021 9:44 pm

What is Milo?

Milo is a new kind of powerful and lightweight real-time renderer, VR viewer, and more, powered by the industry-leading capabilities of the Unreal Engine. Milo is rapidly developing, and is currently available for free in Early Access with a purchase of our 3D modeler Silo. Visit nevercenter.com/silo for more info.
 

How to Use Milo

See the Milo Quick Start Video on YouTube here
  1. Load a file
    Milo can import model and texture data, including PBR materials, either directly from Silo (via .sib) or from other apps via .fbx (PBR support may be more limited from external apps). Milo's environments will scale to fit your model, but you may want to ensure proper real-world scaling units before exporting for the best results.

  2. Choose an environment
    Milo's built-in environments range from simple solid color background to a full-on 3D natural sky and world, with much more on the way. Each is a great candidate to make your model really shine. Sele...
Nevercenter Launches Unreal-Powered Real-time Renderer and VR Viewer Milo, Alongside Major Silo Update
3D Modeling / April 14th, 2021 9:43 pm



Nevercenter has released Milo, a new kind of standalone real-time renderer and VR viewer which is powered by Epic Games' Unreal Engine, alongside Silo 2021, a major new update to its 3D modeler.
 

 

Milo, available free with a purchase of Silo 2021, is an innovative new way to view, explore, light, render, and generally show off 3D models and designs, including in VR. Epic Games awarded Nevercenter a prestigious Mega Grant to aid in Milo’s development, due to its innovative use of the industry-leading Unreal Engine for hyper-realistic lighting, materials, shadows, and effects. Currently in Early Access and rapidly developing, it's the ideal tool for product shots, game asset visualization, ArchViz/architectural walkthroughs, portfolio renders, VR previews, turntable gifs for social media, and instantly showing off all your 3D creations in the best light possible.
 

 
 

Silo is a lightweight and lightning-fast 3D polygonal modeler and UV mapper, offe...

Milo Update: Multiplayer?
3D Modeling / November 20th, 2019 12:06 am

Milo Update: Multiplayer?


Milo report! The question currently on our minds is this: how can we best make use of UE4's built-in networking capabilities? We're building into the core architecture the ability to support multiple connections if we want to use it. It seems pretty cool! Here are some fun potential ways we envision using it:

Co-working: Milo's core could allow for multiple machines to be working in the same project at the same time, with one acting as host. What happens when two people try to do conflicting operations? We have no idea yet, but that shouldn't be an impossible problem to solve. Do people even want this capability? We also have no idea, though we suspect so. It's definitely intriguing.

VR: We're in the process of adding VR support to Milo, and we've always intended it to be VR-fluid, meant to work equally well both inside and outside of VR, and even side by side. With networking and the ability to join a session, you can have Milo up with a project loaded on one machine on your regular screen, and join the session with another VR-dedicated machine to work on your model in VR. It saves on processing power, allows easy access to a non-VR version when you need it, and allows others nearby to view progress more easily while one or more people are lost in VR working.

Remote client demonstrations: This one's particularly useful for archviz (we think), but your clients in a different location could open Milo and join your session via networking, allowing you to easily show them what you've been working on or take them on a fly-through. Perhaps a free viewer-only version of Milo could be available to send to your clients to install.

Modeling lessons: Have a bunch of students join your "class," either as observers only, as co-editors, or perhaps each with their own little model they have ownership of, so you can move around the scene and talk to them at their stations (with supported voice chat?) as they work.

As a point of clarification for any who may have wondered, Milo will be its own, standalone application, just like Silo; it's running on the Unreal Engine but doesn't require you to have the Unreal editor installed. We also have a question for you: what other 3D tools are you aware of which support multiple users in these ways? How (and how well) do they work? Any other interesting networking uses you've seen or would like to see?

We also enabled and tested raytracing support, and all is working there. We'll need to grab a newer graphics card at some point, though, before we can really see that shine and have something to show you all. We're excited to try it out more fully in the future!

-John
Milo Update: more fundamentals
3D Modeling / October 22nd, 2019 4:11 pm

The past couple of weeks we've been largely focused on the upcoming new version of CameraBag, but we've also quietly made good progress on fundamentals in Milo. We created a new selection system and have face and object selections (with multi-select) and manipulation working with the new system. This was more complex than it may sound, but the result is a very solid foundation. It's fun to start being able to play with shapes while all the realtime rendering capabilities of UE are active.

We also enabled and tested raytracing support, and all is working there. We'll need to grab a newer graphics card at some point, though, before we can really see that shine and have something to show you all. We're excited to try it out more fully in the future!

-John

[edit: whoops, sorry about that offset cursor in the gif]

Exciting news for Milo!
3D Modeling / September 20th, 2019 12:22 pm




We're thrilled to announce we've received a MegaGrant from Epic Games for Milo, our Unreal Engine-based companion to Silo which we envision as a realtime renderer, modeler, and much more. Milo was already under active development in the background, but this grant makes a huge difference; it will allow us to take several months and really focus on experimenting and exploring the possibilities.

 

We're excited. Epic's Unreal Engine offers a ton of potential new avenues to explore, beyond the rendering capabilities we're already taking advantage of. We're asking the same questions we had when first developing Silo: how can we as a small team make something new and innovative that's also practical and genuinely useful for artists working today? (For example: we're intrigued by Unreal's VR capabilities, but can we make something non-gimmicky that you'd want to use day in and day out?)

 

Please keep in mind that some of what we show in the coming months will be experimental. But the end result should be a more exciting and interesting product than we could afford to develop otherwise.

 

Our progress so far has given us both a solid base to work from and a crash course in the inner workings of the Unreal Engine, which we'd never used before. So far, so good! But we've got a lot to learn. We're excited to share our progress with you along the way.

 

-John

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