Since the release of Smode 9, the presets have been reorganized to better match their uses. The existing presets in Smode 8 versions are still accessible but need to be activated in the standard pack.
                      check 
                      
                        Legacy Default preset
                       and 
                      
                        Legacy Advanced presets
                       to retrieve them!
 
                      
                    
                    Create some Pillars
                    Select your current project and create a new comp (File>New Standalone Compo) or Ctrl+N. In the dialog box, check Create Camera. Your composition will automatically been seen as "Untitled compo" and placed under "Unsaved Documents", use File>Save or Ctrl+S to save your composition where you want.
                    Now inside the Smode tree on the right, 
                    
                      Right click>mesh>cylinder>PillarsI
                    .
 
                    
                    This will create this structure and if you now expand the tree under the newly created "PillarsI" 
                     Cylinder
                    Can also be a tube if removing its top and bottom caps
                    Read More
Cylinder
                    Can also be a tube if removing its top and bottom caps
                    Read More
                     you'll see how it's made :
                    - First the 
                     3D Transform
                    Change every vertex position using scale, rotate and translate transformations
                    Read More
3D Transform
                    Change every vertex position using scale, rotate and translate transformations
                    Read More
                     modifier is set to act only on the radius of the 
                     Cylinder
                    Can also be a tube if removing its top and bottom caps
                    Read More
Cylinder
                    Can also be a tube if removing its top and bottom caps
                    Read More
                     and is masked by a vertical  
                    Texture Coordinate
                    Uses object's UV to mask vertices. Either vertical, horizontal, radial, angular or combinations of thoses
                    Read More
                     function, which basically means that the "
                     3D Transform
                    Change every vertex position using scale, rotate and translate transformations
                    Read More
3D Transform
                    Change every vertex position using scale, rotate and translate transformations
                    Read More
                    " will be applied in function of the vertical textures coordinates. The function here is an "custom" function type which allows you to directly draw the function with your mouse either in parameters editor or in Functions editor. Just try drawing another function and you'll see the effect on the pillars.
                    - Once the cylinder is sculpted with the function, you'll see below the 
                     3D Transform
                    Change every vertex position using scale, rotate and translate transformations
                    Read More
3D Transform
                    Change every vertex position using scale, rotate and translate transformations
                    Read More
                     modifier two repeat modifiers (called Depth and Side). Those are used to multiply the pillars.
 
                    
                     
                    
                    Texture on your model
                     - Select the "surface renderer" of the pillars and turn it into "Metal I" preset (see on the screenshot below)
                    - Now click on the "
                     UV Transform
                    Scale / Rotate / repeat / translate UV of a geometry
                    Read More
UV Transform
                    Scale / Rotate / repeat / translate UV of a geometry
                    Read More
                    " modifier and scale it to 70% to reduce a little bit the texture
 
                    
                     
                    
                    Repeat the two first steps with other geometries
                    Create a 
                    
                      Right click>mesh>Box>Moucharabieh I
                    .
 
                    
                    And then place it like that :
 
                    
                    Create a Right click>mesh>Box>Stairs Angle.
 
                    
                    And then place it like that :
 
                    
                    Now as we did before :
                    - Select the "surface renderer" of the pillars and turn it into "Marble II" preset (see on the screenshot below). What a surface renderer preset will do is basically create some components inside the renderer (here a diffuse / normal Bump / specular) and assign them a Gradient / Image / Video. Here the images are from the standard pack seamless textures.
                    - Now click on the "
                     UV Transform
                    Scale / Rotate / repeat / translate UV of a geometry
                    Read More
UV Transform
                    Scale / Rotate / repeat / translate UV of a geometry
                    Read More
                    " modifier and scale it to 50% - 500% or do it as you want. You're a grown up after all.
