Tips and Limitations

This section provides you with tips and information on limitations.


While the majority of Colorway’s render time is currently spent on rendering the tagged lights in your scene, tagging every surface also increases render time. As a result, it is important to only tag the material groups and lights you definitely need control over once in Colorway.

All bump, displacement, diffuse amount and spec/reflection amount information is baked in on export. This allows you to do all of your color setup directly inside Colorway.

Enabling the Enable Reflection/Refraction Changes option renders extra information in order to allow color/texture changes to appear in reflections/refractions in your scene. Turning this off can slightly increase render time if that interaction is not required.

The Transparent Objects are Double-Sided option allows Colorway to correctly compute color/texture changes through glass in your scene. If your glass surfaces are double-sided (that is, they have correct, physical thickness) leave this enabled. If your glass surfaces consist of a single polygon, turn it off to see the correct result inside of Colorway.

It’s always a good idea to render a small version of your scene first, in order to ensure the project appears as expected inside Colorway.

Shadow catchers are now correctly supported. If you configure the shader alpha type to Shadow Catcher, the Colorway Kit generates a proper alpha texture based on this.


Currently, Modo’s procedural/gradient textures and assembly presets are not supported in Colorway, and are not automatically baked out to disk on export.

Colorway currently supports color changes on metallic/transparent materials. You can tag these inside of the kit, but you may not get the expected result in Colorway.