Release Notes for Modo 11.1v1
Release Date
29 June 2017
System Requirements
Officially Supported Operating Systems
• Mac OS 10.10.x, 10.11.x, and 10.12.x (64-bit only)
• Windows 7, Windows 8, and Windows 10 (64-bit only)
• Linux 64-bit operating system (CentOS/RHEL 7+)
Minimum Hardware Requirements
• Intel processor(s), Core i3 or higher
• 1 GB available hard disk space (for Modo installation).
• 6 GB available hard disk space (for full content).
• At least 4 GB RAM
• Display with 1920 x 1080 pixel resolution
• Internet connection for product activation and online videos access
• The Advanced viewport mode requires an NVIDIA or AMD graphics card with at least 1 GB of graphics memory and drivers that support OpenGL 3.2 or higher.
Recommended System Requirements
Note: This information is our best recommendation for the average user. Requirements vary by usage, and individual users may have different requirements from those listed here.
• 2.5+ GHz quad-core processor
• 250+ GB disk space available for caching and temporary files, SSD is preferable
• 16 GB RAM with additional virtual memory*
• Display with 1920 x 1080 pixel resolution
• An NVIDIA or AMD graphics card with the latest drivers
• 2+ GB of graphics memory
• OpenGL 4.4 or higher support
*The use of virtual memory improves stability and helps prevent data loss on large projects.
Tested Workstation Hardware
The configurations listed below are those that Foundry have tested with Modo. Due to the constantly changing nature and wide variety of computer hardware available in the market, Foundry is unable to officially certify hardware. The list below can be used as a recommendation and does not guarantee that it meets your particular needs.
Please download and install the latest graphics driver from the NVIDIA or AMD websites. Make sure that you are using 8.982.8.1 drivers or higher for AMD cards.
If you encounter any issues, please visit the Support Portal at https://support.foundry.com.
Tested Workstation Hardware |
|
---|---|
Apple |
• MacPro4, 1 • MacPro5, 1 • iMac13, 2 • MacBookPro10, 1 |
Dell |
• Dell T1700 • Dell T3610 • Dell T3620 • Dell T5810 • Dell T7610 • Dell T7910 • Dell Precision Rack 7910 • Dell Precision 5510 • Dell Precision 5520 • Dell Precision 7710 • Dell Precision 7720 • Dell M2800 • Dell M6800 |
HP |
• HP Z440 • HP Z600 |
Tested GPU Hardware |
|
---|---|
AMD Prosumer Graphics Cards |
• Radeon™ HD 1900 XT • Radeon™ HD 2400 XT • Radeon™ HD 2600 Pro • Radeon™ HD 3870 |
AMD Enterprise Graphics Cards |
• FirePro™ W4170 • FirePro™ W5000 • FirePro™ W8000 • FirePro™ W2100 • FirePro™ W5100 • FirePro™ W4100 • FirePro™ W7100 • FirePro™ W8100 • FirePro™ W9100 • Radeon Pro WX7100 • Radeon Pro WX5100 • Radeon Pro WX4100
|
NVIDIA Prosumer Graphics Cards |
• Geforce GTX 680 • Geforce GTX Titan • Geforce GT 650M |
NVIDIA Enterprise Graphics Cards |
• Quadro® K6000 • Quadro® K5000 • Quadro® K4000 • Quadro® K2000 • Quadro® K600 • Quadro® K5200 • Quadro® K4200 • Quadro® K2200 • Quadro® K1200 • Quadro® K620 • Quadro® M5000 • Quadro® M4000 |
NVIDIA Quadro Graphics Cards: |
• P400 • P600 • P1000 • P4000 • P5000 |
New Features
For full details, see What's New in Modo 11.1.
Alembic I/O Improvements
Alembic Streaming Improvements
Modo can now stream in geometry using Alembic Streaming Deformers and Alembic Streaming Meshes.
The Alembic Load Options dialog now has a Polymesh streaming options menu, which allows you to import geometry items and deformers into the current scene, enabling you to layout and render very large animated Alembic files exported from Modo and other Digital Content Creation software packages. In addition, particles, simulated meshes, curves, multiple UV sets, components of a mesh, and materials are also imported into Modo.
Alembic Export Improvements
There have been multiple improvements made to the Alembic exporting functionality, which complements the Alembic streaming improvements, to enable better workflows. Performance when exporting scenes with many key frames, deep item hierarchies, and replicators has been significantly improved.
The Alembic I/O option Include Unique Suffix In Item Names has been added to improve how item names are handled by skipping unique suffixes enabling you to preserve your naming conventions through the cycles of importing, modifying, and exporting Alembic files. The Force Letters and Digits Only Item Names option has been added to assist you in filtering exported item names to digits and characters, allowing better compatibility with Katana and Nuke.
Advanced 3D Viewport Enhancements
Advanced 3D Viewport
Performance improvements have been made to the Advanced viewport to speed up the frame rate.
The Display OpenGL Preferences now includes an AVP Allow Material Texture storage option. When enabled, it controls how the 3D Viewport stores its data internally in the textures or uniform buffers.
In addition, the following 3D Viewport properties have been added to improve performance:
• Shadows CSM - Sets the number of shadow buffer projections the Cascade Shadow Map system is allowed to use for the light source, allowing you to view casting curved shadows on curved surfaces.
• Shadows Size - Sets the texture resolution used when depth projecting the shadows. The following options are available: Low, Mid, and High. By default, this option is set to High.
• Shadows Filter - Sets whether the shadows are filtered. By default, this option is On.
• Material - Overrides the Shader Tree materials being used in the scene. This setting provides faster rendering performance results in the Advanced Viewport when rendering a number of different types of materials. These options are also useful when working with a Unity Material or Unreal Material.
Auto-Save
Auto-Save Cancel Option
Auto-Save is now preceded by a 10 second countdown with an option to cancel. The Cancel button and countdown appear in a small box on your current 3D Viewport. Pressing Cancel skips the current Auto-Save and launches at the next regularly scheduled Auto-Save interval.
Auto-Save Incremental
You can now set a number of incremental Auto-Saves in the Preferences > Auto-Save options. Consecutive auto-saves are now numbered and do not overwrite previous auto-save files. These file versions are prefixed with the version number and new auto-saves shuffle all the older numbered files down. For example, the most recent auto-save of MyFile.lxo is renamed 1_MyFile.lxo, the second most recent, 2_MyFile.lxo, and so on.
In addition, Auto-Save saves the current Preview rendered state, allowing you to pick up a progressive render from its last saved point when you open an auto-saved scene, rather than having to start the render again.
Direct Modeling
Topology Pen Improvements
The Topology Pen tool has a number of new options to improve the re-topology workflow. We have added a new Mode called Smoothing, several new Falloff options, new Smoothing options, and the following Miscellaneous options: Copy Discontinuous UVs and Keep Vertices.
Smooth Tool Improvements
The Smooth tool has new options to improve smoothing positions along boundary edges and corner vertices. Lock Boundary, Lock Corner, Lock Sharp Edges, and Sharp Angle options have been added. It is now available as a Procedural Mesh Operation.
Sculpt Smoothing Improvements
The Smooth mode of mesh sculpting is improved to maintain border edges and corner vertices of border polygons. The Lock Corner option locks the vertex positions at corner vertex where the valence is two or more.
Loop Slice Improvements
The Loop Slice tool now has a new option Select New Polygons. When enabled, this provides better visibility to see the selected polygons. A guide color is displayed for the slicing edges of the selected polygons.
Falloff Weight Tool
A new Falloff Weight Tool has been added, which creates a weight map and has similar functionality as the Soft Selection Falloff tool. Using the weight map generated by the Falloff Weight Tool is very useful for modeling, texturing, dynamics, rigging, and more.
Convert Falloff Cache
We have added a new Convert Falloff Cache tool, which allows you to convert internal falloff weights generated in Element Falloff and Soft Selection Falloff into a regular weight map. The internal cache stores falloff weight values for the last operation with Element Falloff or Soft Selection Falloff. This tool is enabled only when one of these tools is used on the active meshes.
File I/O
Setting, Loading, and Saving Scene Thumbnails
The Scene Item properties have two new options, Set Thumbnail and Load Thumbnail, enabling you to take a snapshot of your current scene from the 3D Viewport, Preview Viewport, and the Render Display and embed a thumbnail image into the LXO file.
Create Scene Templates and Load from the Preset Browser
You can now create a template scene by renaming any *.lxo scene file using the extension *.lxt and load these scenes from the Preset Browser.
General Workflow Improvements
User Channels
The Modo now allows you drag and drop channels onto mesh items in your scene to turn them into User channels.
GL Viewport Workflow Improvements
Disable GL Textures and GL Color Overrides
The Shader Item now includes aGL Display option to toggle on and off the display of textures in the Camera View to improve readability and performance when working on complex scenes. In addition, the Material item now has a new GL Override option. When enabled, Modo uses the defined GL Color values to change the color of specified polygons displayed in the Camera View without affecting the rendering in the Preview Viewport. This is useful when working on complex models containing a number of parts, which you want to apply different colors to.
3D Viewport Matcaps, UV Textures, and Environments
The 3D Viewport now has a Viewport Textures menu, allowing you to quickly select Environments, Matcaps, and UV Textures to display in the 3D Viewport. The UV Textures are used for UV Diagnostics. These changes do not affect the scene; they only change the viewport itself. This allows you to quickly view your scene with a Viewport Texture without having to add them to the Shader Tree.
Procedural Modeling
New Mesh Op - UV Create Operator
The UV Create tool works by projecting the polygons from a 3D space into the 2D (UV) space. The basic operation is the same as the standard UV Create Toolbox tool. In this release, you have the ability to create UVs using the procedural modeling process.
Square Option for Radial Sweep
The Radial Sweep tool now has a new Helix Generator Square option allowing you to align segments along a square. The Radial Sweep tool is also available as a procedural mesh operation.
Smooth Mesh Operator Improvements
A new procedural Smooth operator has been added to improve smoothing positions along boundary edges and corner vertices.
Rendering
Maximum Progressive Render Time
A new Max Render Time option has been added to the Progressive Rendering options to limit the rendering time when saving a frame to a disk. This option is used by the Preview Viewport with the default option settings enabled and with the Render Animation option enabled.
Scripting the Preview Viewport
The Preview Viewport can now be scripted (run) from a command line using Modo CL. There are now a number of new commands available to render a preview to an image, image sequence, and movie.
Preview Convergence based on Primary Render Output
A new Convergence option has been added to the Preview Viewport. When enabled, Preview checks that the image has converged to the minimum requirement (meaning the quality is good enough) before rendering the next frame. Setting this value produces faster results.
Preview Full Resolution Zoom
Zoom functionality in the Preview Viewport has been improved. You can now zoom in for a closer look without affecting the camera's position with a middle scroll wheel mouse. The view now snaps to 25%, 50%, 200%, 400% while scrolling your mouse button.
Unreal Bridge Plug-in
Server and Client Plug-in
Modo now has the ability to communicate with the Unreal Engine in real-time. To improve the workflow for Game Engine users, you can use a network protocol to share data between Modo and Unreal using the new Modo Bridge plug-in. The connection between Modo and Unreal can be on the same machine, across multiple machines on the LAN, or even possibly remotely. An entire scene or selected elements from a scene can be pushed bi-directionally and updated between the Client and Server. Mesh geometry, normals, UVs, textures, materials, as well as scene hierarchy, lights, and cameras can be synchronized between both applications.
UV Tools
UV Coverage Indicator
A new UV Coverage value is displayed at the bottom right corner of the UV Editor, which shows the amount of uniform UV space of the total region that is covered by geometry. This option is useful to game workflows, when trying to maximize the amount of texture space being used for the target surface. When you use a UV editing tools, the coverage is updated at the end of the editing process.
UV Box Transform
A new UV Box Transform tool has been added, which allows you to quickly move around groups of polygons in UV space. This tool, while active, draws a rectangular bounding box around the component selection in UV space, to which you can apply transform actions.
Distortion Compensation
A new Distortion Compensation option has been added to reduce the distortion automatically to produce cleaner UV maps. This is useful when working with primitives that do not have equal radius values. The aspect ratio and related area size of UV polygons conforms to the 3D polygons. This option as been added to the following primitives: Cube, Cylinder, Capsule, Sphere, Torus, and Ellipsoid.
Split Command
A new Split tool has been added allowing you to split UVs along the selected geometry (along selected edges, around polygon selection boundaries, or on vertices). It doesn't offset the UVs, but once split, you can move the polygons independently.
Split and Sew
The Split and Sew tool is now more interactive. The tool now acts as a brush, with a radius. "Painting" over vertices in UV space can split them apart, with the brush radius controlling how far they are offset from their starting position. Holding a modifier key sews the edges together instead of splitting them.
UV Tear Off Qualifier Key
Qualifier keys have been added to enable the Tear Off option to separate and move your selection of polygons to a new position on your UV map. Holding down the Ctrl/Cmd + Shift keys, while dragging, temporarily enables Tear Off mode.
UVs to SVG Real World Scale and Units
The Export UVs to SVG feature has been enhanced to give you better control over the real-world size of your SVG output. This can be helpful both for creating templates to create UV-based textures in external applications, and for applications like packaging or shoe creation, where a pattern with accurate real-world dimensions must be created from a mesh's UVs.
UV Relax Improvements
The Boundary option has been added to the UV Relax tool, which includes a number of options used to relax boundary UV vertex positions, replacing the Lock Boundary and Straighten options used in our previous release.
UV Overlapping Selection
A new Select Overlapping Polygons tool has been added to assist you in detecting errors with UV mapped polygons. This tool provides three options to assist you in locating these errors - Cross Intersection, Self Intersection, and Flipped.
Texel Density
A new Texel Density tool has been added to improve the Games workflow. This tool enables you to quickly scale the size of UV islands or individual polygons such that they span roughly the same number of texture pixels per meter of real size. This is useful when you are dealing with texture density mismatches, in some cases you may either have differently sized UVs or textures, resulting in visibly over-detailed or under-detailed areas relative to the rest of the asset or scene. Making the texel density more uniform can help maintain a standardized level of texture detail across an asset or environment.
New Default UV viewport Settings
The default viewport display settings to view UDIM Tiles on an UV map have been updated. The UV viewport now shows a 0 to 1 space by default, instead of -1 to 1. The UDIM tile number display is enabled by default, but it is only shown if more than the 0 to 1 space is shown.
Vertex Normal & Baking Improvements
Use Polygon Area Smoothing Option
A new Use Polygon Area option has been added to the Material item, which enables you to smooth vertex normals to correct shading problems. Modo calculates the weight contribution of vertex normals and averages that value by the polygon area. Use this option to improve smoothing and shading for a mesh that has large polygon faces connected to small polygon faces. For example, when there is a fine beveled face beside a big face.
Vertex Illumination Baking Type and Output Options
The Vertex Illumination Baking tool has been renamed Vertex Shader Baking. In this release, new Bake Type and Output Channel options have been added to this tool. Use these options to control what Modo bakes and where it stores the result of the bake.
Object Space Normal Maps
To improve the Games workflow, we have added Object Normal maps to encode the texture direction in absolute terms in object space. This is typically used in games workflows for static, non-deforming objects (environment, props, and so on) to quickly render in the game engines.
Baking Aids
Items now have a contextual menu for baking certain mesh features. A number of baking tools are available in the Mesh Operations list from the Bake contextual menu. From this menu, you can bake occlusion, illumination, normals, displacements, texture effects, vertex shadings, vertex curvatures, and bake to an Alembic file. The bake commands start a process of generating UVs, packing them, doing a bake (through a bake item) and then save the resulting bake to an image that can be added to the Shader Tree automatically.
Feature Enhancements
• Deformers: The Deformer > Slack Effector tool has been improved for deformations with slackAmount set to 0%.
• Model: The Detriangulate tool has been added to the Geometry > Polygons menu.
• UI: The Texture Locator > Random Offset option called Surface was added for replicators.
• UI: A download URL is now provided when you have enabled the Update and Statistics > Automatically Check for Updates option when a new version is available.
• SDK: SDK: Added Unreal & Unity material channels.
• SDK: TDSDK - Added the ability to cast to type-specific classes from a modo.Item, not just a lx.object.Item.
• ID 39501 - File Output: Alembic now supports exporting Locators.
• ID 45959 - Model: The Loop Slice tool now draws sliced lines using a guide color.
• ID 48383 - UV: The UV Vertex option was added to the UV Relax tool for merging UV islands .
• ID 52242 - (Windows only) File Input: File > Load Audio file formats have been updated to only list supported formats.
• ID 53434 - File Input: Improved Alembic mesh streaming to handle polygons with more than four vertices.
• ID 53735 - Documentation: The VDB Voxel topic has been updated.
• ID 53824 - Documentation: The Inks tool topic has been updated to include Projection Ink options.
• ID 53951 - Documentation: The UV Transform topic procedures have been updated.
• ID 54049 - Documentation: The Select Sliced Edges option has been added to the Axis Drill and Curve Slice tool topics.
• ID 54212 - Documentation: The Add Item, Add Deformer, and Add Mesh Operations Preset Browser topics have been updated to include new procedures and UI changes.
• ID 54888 - Documentation: Bezier Extrude Corner Radius option is now documented.
• ID 55119 - Model: Modeling falloffs are now generating a user accessible falloff weight map.
• ID 55186 - Topology: The Topology Pen > Copy Discontinuous UVs has been renamed Join Discontinuous UVs.
• ID 55656 - UI: The Update and Statistics dialog options have been set to Always.
Bug Fixes
• GL: Enabling Cache Deformers also enabled the Item Draw Cache.
• Model: Using the Topology Pen tool with the Mode set to Smoothing and Slip UVs enabled caused Modo to crash.
• Model: The Loop Slice tool sometimes caused Modo to crash.
• Sculpt: Sculpting in Modo sometimes caused Modo to crash.
• Sculpt: Interactivity on image based sculpting has been improved.
• UI: Toggling the visibility of the HUD in the 3D viewport caused Preview to crash.
• UV: Smoothing UVs caused Modo to crash.
• ID 26699 - Model: Erratic Scale tool behavior occurred when using a tablet.
• ID 34749 - File Output: Exporting replicated Subdivision surfaces to Alembic exported all replicators, instead.
• ID 35143 - Shader Tree: Multi-selected Gradient texture layers did not respect input parameter changes.
• ID 36896 - Animation: Excessive frame dropping and skipping occurred when animating an enabled texture channel and while scrubbing in the timeline.
• ID 41744 - File Output: Alembic exports failed when an MDD file was missing.
• ID 42058 - File Input: Importing or referencing Alembic caches caused Modo to use more memory and increased the file size.
• ID 43387 - Preview: When rendering all outputs, Modo displayed the incorrect Final Color output.
• ID 43683 - Dynamics: Dynamic Replicators did not follow the particle source of the replicator that they were created from.
• ID 45656 - Render: Texture Replicators rendered four times slower on frames when no replicator particles were present in the frame.
• ID 46062 - GL: Using Geometry > Freeze on selected sculpted geometry, which had a displacement texture, caused displacements to double in size.
• ID 46138 - File Output: Particles exported to Alembic did not import into Maya.
• ID 47740 - File Input: You were not prompted to replace or find missing .csv cache files when opening the file.
• ID 47969 - Model: Reactivating Paste, when holding the Shift key, resulted in a double paste.
• ID 48207 - File Input: Alembic deformers could not be dragged and dropped between scenes.
• ID 48408 - File Output: Exported Alembic mesh items had identical names for transforms and geometry.
• ID 49285 - Render: Changing the start value of a render curve changed where the end of the curve was drawn.
• ID 50234 - Sculpt: Changing the Smooth Mode produced bad results for meshes that did not use multi-resolution.
• ID 51086 - UV: The handles on the Bend Tool did not point in the correction direction when UV Symmetry was enabled.
• ID 51273 - File Output: Modo became unresponsive when exporting an Alembic file containing a full scene.
• ID 51792 - Model: Setting the Item Instance > Parent option for the Mirror tool did not work as expected.
• ID 51908 - Model: Setting any of the Mesh Paint options under the Parent option, for example Instance, had no effect.
• ID 51915 - GL: The Advanced Viewport sometimes displayed jagged edges on shadows.
• ID 51924 - Model: The Julienne tool > Angle Snap option did not work.
• ID 51986 - File Input: Importing a stitched Alembic file containing animation rendered incorrectly in Modo.
• ID 52424 - Model: The Catmull-Clark Subdivision Level could not be changed when merging Catmull-Clark subdivisions into a mesh.
• ID 52429 - Model: The Bezier Curve tool reacted unpredictably to edge selections.
• ID 52436 - Model: Local axis did not work with multiple selections when aligned with global axes.
• ID 52504 - Model: Mesh Cleanup caused Modo to crash.
• ID 52527 - Render: Black dots (NaNs) appeared in the render output with replicated Catmull-Clark subdivisions.
• ID 52605 - File Input: 2D .dxf files did not import correctly.
• ID 52633 - Shader Tree: Texture Replicators did not align to a specified Particle Source.
• ID 53308 - Model: Polygon reduction (non-procedural) destroyed morph maps.
• ID 53524 - File Output: Exporting a procedural animation to an Alembic file broke normals.
• ID 53981 - Sculpt: It is not possible to select symmetry polygons after working with the Sculpt Smooth tool and when creating morph maps.
• ID 54004 - Replicators: The Curve Particle Generator tool and Replicators produced incorrect results.
• ID 54038 - File Output: Exporting an imported SolidWorks file as an .fbx formatted file caused Modo to crash.
• ID 54173 - Item List: Manipulating animation keys disabled the Delete key.
• ID 54182 - Model: The Edge Slice tool, with the Multi Slice option enabled, sometimes created bad geometry.
• ID 54197 - File Output: Modo crashed when exporting Replicators to an .fbx file with grouped prototypes.
• ID 54251 - Model: In primitive creation mode, clicking on a translate handle, with Snapping activated, did not constrain the movement to the specified axis.
• ID 54258 - Model: The Edge Slide tool did not behave as expected when vertices were on top of one another.
• ID 54265 - Model: Symmetry failed to work in the Work Plane.
• ID 54266 - File Output: Subdivision Weight did not export to FBX files correctly.
• ID 54294 - File Input: Certain animated Alembic files did not render correctly.
• ID 54333 - Model: The Curve Refinement Angle option for the Freeze mesh operator had no effect on Text mesh operator.
• ID 54339 - Topology: With the Topology Pen activated, using the Add Loop function (Shift + MMB) to add an edge to a selection and then selecting any of the options below the Toolbox Mode option, such as Edge Loop, canceled the loop selection.
• ID 54367 - UV: A mesh item displayed vertices in the UV space but they did not display in the Info and Statistics viewport.
• ID 54401 - Model: The Detriangulate tool produced poor results.
• ID 54557 - Functionality and stability problems were found when editing UVs of deformed items and sometimes caused Modo to crash.
• ID 54648 - Schematic: Tick appeared on the wrong item in the workspace dropdown menu.
• ID 54695 - Deformers: The visibility icon for Transform Effector items in the Mesh Operations list were missing.
• ID 54713 - Preview: Enabling Final Render Quality in the Preview viewport did not override the render settings (F9).
• ID 54725 - Model: The Loop Slice tool did not distinguish points to merge based on the source edge.
• ID 54727 - Procedurals: The Add Mesh OperationSelection > Edge Boundary did not work as expected.
• ID 54741 - UI: After renaming a duplicated instance of a Locator and then right-clicking on that item and selecting Change Type > Locator, the updated name was lost after saving and reloading the scene.
• ID 54803 - Render: The opacity of surfaces hit by shadow rays were not accounted for by the material Use Refractive Index option.
• ID 54804 - Model: Align Work Plane and Symmetry produced the wrong results.
• ID 54832 - Paint: Paint Clone > Use View Projection was enabled by default.
• ID 54834 - Model: Using the Axis Slice tool with the Mode set to Size, and activating the gang edit mode to change the Size X, Y, and Z values, flipped the Mode back to Number.
• ID 54852 - UV: Mirroring geometry broke attached vertices in UVs.
• ID 54868 - UV: The Apply button was disabled for the UV Peeler tool.
• ID 54869 - Shader Tree: Setting a texture layer effect to Bump sometimes caused Modo to crash.
• ID 54877 - File Input: The MDD reader did not close files.
• ID 54896 - Model: The Axis Slice tool Hold Slice option did not work.
• ID 54919 - Model: The Pen Tool > UV > Project To option did not allow you to select the U Direction or V Direction.
• ID 54922 - Model: Lasso selection did not select co-located vertex positions.
• ID 54926 - Model: Using the Scale Tool with maximum tool handle size resulted in lagging behavior.
• ID 54928 - Model: The Dimension tool displayed incorrect values in Item selection mode.
• ID 54930 - GL: Switching the kernel mode to CPU caused OpenCL initialization to fail while in OpenSubdiv Drawing Override.
• ID 54931 - (Mac OS only) Model: A rotated Work Plane displayed a um error for one of the dimensions of the Dimensions tool.
• ID 54933 - UI: Entering Play mode displayed error dialogs.
• ID 54946 - Preview: Animation did not tessellate geometry per frame.
• ID 54957 - Schematic: A Workspace selected, copied, and pasted to wrong workspace.
• ID 54962 - Documentation: Ctrl+ Tab was the shortcut for the Layout Switcher but was remapped to Tool HUD.
• ID 54979 - File Output: Exporting a scene to Alembic caused Modo to crash after all of the virtual memory was consumed.
• ID 54987 - UV: Setting values for the UV Relax tool produced NaN errors caused by zero length edges.
• ID 54996 - Render: Incorrect Indirect Caustics displayed in the scene.
• ID 55000 - Model: The Radial Sweep > Square option only worked on the Y axis.
• ID 55027 - UI: User config files were deleted when exiting Modo and were not backed up or renamed to assist in investigations on why Modo failed.
• ID 55040 - UI: Tooltips were missing for the Work Plane.
• ID 55041 - UI: The Work Plane button label did not update correctly when using a popover form.
• ID 55043 - Item List: Ctrl+Shift+drag created an instance of an instance instead of the source.
• ID 55046 - UI: Applying Alt + click on the Work Plane button did not display the Options menu in several layouts.
• ID 55047 - UI: The Selection Sets button was missing in several layouts.
• ID 55050 - Model: Splitting a vertex that was shared by multiple open polylines caused Modo to crash.
• ID 55077 - UI: Maximizing and then minimizing the window changed a number of tabs in the interface.
• ID 55080 - Model: Inactive meshes were set to invisible and snapping still treated them as visible.
• ID 55087 - File Input: With Auto-Save disabled and Modo has crashed, you are presented with a prompt to recover your saved file, which does not exist.
• ID 55109 - UV: Using the Atlas 2 option in the UV Projection tool on multiple meshes sometimes caused Modo to crash.
• ID 55111 - Network Rendering: Aborting a render (on a worker system only) during the preprocessing phase did not stop rendering on the workers.
• ID 55113 - Model: Selecting vertices from two point polygons (for some .dxf imports) and then pressing P to create a polygon, created the polygon facing away, and sometimes regardless of selection order (CW or CCW).
• ID 55118 - File Input: Opening a scene and selecting No to locate a missing Alembic file caused Modo to crash.
• ID 55141 - Fusion: Incorrect triangulation of concave quads in MeshFusion procedural displayed.
• ID 55177 - UI: Several Work Plane preferences did not update when changing the Work Plane state.
• ID 55180 - Model: A customer mesh was destroyed when enabling Action Center > Local and enabling the Align Radial tool.
• ID 55189 - Model: Rotating elements when the handles were aligned to the screen axis did not work.
• ID 55193 - UV: Modo sometimes crashed when using the UV Relax > Mode > Adaptive and Boundary > Straighten.
• ID 55196 - Fusion: Adding an additional Fusion Slicer Assembly, for example Fusion Slicer 3Point.lxp, caused the original Fusion Item to disappear.
• ID 55198 - Fusion: The trim subtraction operation sometimes trimmed beyond the bounds of the Fusion source item.
• ID 55203 - Fusion: The Fusion Slicer Assembly transform control did not work properly when rotating the item.
• ID 55206 - Sculpt: Bad pixels in Image-based sculpting created distorted UVs.
• ID 55208 - Fusion: Moving a duplicated MeshFusion trimmed item caused Modo to crash.
• ID 55211 - Preview: Toggling on or off a Light Material with Preview running sometimes caused Modo to crash.
• ID 55215 - File Output: Exporting to Alembic did not export the animation for a mesh, which only had vertices.
• ID 55225 - Documentation: An incorrect description was documented for the Render Output called Surface ID.
• ID 55230 - Procedurals: The Radial Sweep > Square option deformed an item when you moved the center handle away from the middle Y axis.
• ID 55234 - File Output: The game.export command was missing an argument to choose an arbitrary file name for an .fbx file.
• ID 55236 - UV: The UV viewport did not always update to display the latest selected baked image in Shader Tree.
• ID 55247 - UV: Resetting the UV Relax tool displayed an error message.
• ID 55258 - UV: The UV Box Transform proportional constraint only worked with top-right corner handle when holding the Shift key and dragging to constrain proportionally (lock U and V stretch).
• ID 55268 - UV: The UV tools had a duplicate dropdown menu for map selection.
• ID 55296 - Model: Snapping a mesh to a component of an instanced mesh did not work when its parent was hidden.
• ID 55298 - Model: The Mesh Paint tool added multiple redundant materials.
• ID 55305 - UI: Selecting New Scene from the Modo Introduction Screen did nothing.
• ID 55313 - Model: Random crashes occurred when joining edges that included discontinuous UVs.
• ID 55318 - Fusion: Performance optimization altered the order of Fusion operations.
• ID 55321 - Item List: Memory corruption occurred when using Ctrl + Shift and dragging an instance in the Item List.
• ID 55331 - Schematic: With multiple workspaces, the selected workspace was not always selected.
• ID 55332 - Item List: Using the Item List > Select > Action > Group option created a Group Locator before specifying a name for the group and could not be cancelled
• ID 55339 - UI: Splitting the window in the UV viewport within Game Tools layout, using the Shift + Ctrl + Tilde keys, did not allow you to remove the duplicated window.
• ID 55357 - Rigging: Deform folders could not be re-ordered.
• ID 55361 - Fur: Enabling the Fur material, GL Display> Bake GL Fur to Guides option caused Modo to crash.
• ID 55362 - UV: Reloading image maps did not update the UV viewport.
• ID 55377 - Model: The Dimensions tool did not work in component selection mode when a mesh contained Mesh Operations.
• ID 55400 - Network Rendering: Network rendering for baking using Bake to Render Outputs, caused Modo to crash on a worker machine.
• ID 55406 - File Input: Importing Alembic files with the speed multiplier control set to 0.1 or similar and then scrubbing in the timeline, did not show smooth animation playback.
• ID 55416 - Render: The Render time estimate for a scene overview displayed Unknown.
• ID 55431 - GL: Manipulating items containing lengthy animation caused significant frame rate loss.
• ID 55435 - File Output: Exporting to FBX did not preserve the parent naming convention.
• ID 55459 - Model: The Drag Weld tool join discontinuous UVs option was not disabled by default.
• ID 55476 - GL: Item transform speed was slower compared to previous releases.
• ID 55549 - UV: The Scale Tool in the UV viewport worked incorrectly when using a tablet.
• ID 55563 - GL: Serious performance regression found.
• ID 55566 - GL: Rotation of items or components in a camera view caused the initial movement of the mouse cursor to jump.
• ID 55637 - Preview: Setting the Preview Save Layered Image from the Options button caused Modo to crash.
• ID 55681 - Model: Using the Tack Tool on high density meshes caused Modo to crash.
• ID 55714 - Documentation: The menu item noted in the Clone Tool topic incorrectly stated Geometry > Create > Clone rather than Geometry > Duplicate > Clone.
• ID 55715 - Paint: Trying to paint on an image used by a Backdrop item caused Modo to crash.
• ID 55730 - GL: Performance reduced significantly when a Fur material Display Density option was set to a value lower than the default value of 10.
• ID 55856 - Fusion: Removing the source mesh caused Modo to crash.
• ID 55858 - Preview: The Final Render Quality option did not enable Motion Blur.
Known Issues and Workarounds Specific to Modo 11.1
This section covers known issues and gives workarounds for them, where appropriate.
Advanced Viewport
• ID 50810 - Anisotropic texture filtering is lower quality than in the Default viewport.
• ID 46995 - Ambient Occlusion display in the Advanced viewport is affected by selected item wireframes.
You can disable Show Selection in the Visibility options or disable wireframe drawing on the active mesh layers.
Animation
• ID 53661 - Selecting actions does not always select the correct one. This is caused by copying actions.
As a workaround, manually edit the tags on the broken actions by selecting them in the Groups tab, then save and reload the scene.
Assemblies
• ID 36452 - Assemblies exported from the Item List context menu result in poor visual layout of nodes on import.
As a workaround, you can save assemblies from the Schematic viewport.
Baking
• ID 50671 - Baking displacement maps can cause UV seams to be visible, and the baked displacement map to show quilting effects and other render artifacts.
• ID 49437 - The Bake Channel Swizzling option can’t bake to texture alpha.
Color Management
• ID 49244 - (Windows only): With Perform Color Correction on, setting a default scene to a scene with a mesh that has a position channel crashes Modo at launch.
As a workaround, use System > Reset Preferences to reset to defaults or move/remove the default scene.
Default Viewport
• RGBA textures only draw correctly in the Advanced viewport. In the Default viewport, any unsupported texture effect on an image map is drawn as diffuse color when the layer is selected in the Shader Tree.
Deformers
• ID 55470 - Freezing a mesh with normalized deformers and a Mesh Op caused Modo to crash.
File and Image I/O
• ID 55439 - Alembic imported convex polygons with at least two close to co-linear edges may not draw correctly in GL (appearing as missing triangles).
As a workaround: Import using the new Alembic Streaming options. Set the Polymesh streaming options to Alembic Streaming Meshes (polys only, force all). Alternatively, select the base material in the Shader Tree and enable Surface Normal > Double-sided, then change the Smoothing angle to 180.
• ID 50198 - Alembic scenes don't export some surface items, including static meshes and procedural shatter items.
• ID 49728 - Exporting selected layers (from the Item List context menu) to .fbx doesn't export instances, unless the original mesh is also exported.
To resolve this, set the .fbx preference to Export Selection and use Export As….
• ID 47036 - Color management in .svg images is not currently supported. This is a side-effect of a bug fix where the largest allowable image size (64k x 64k) was always used when color correction was enabled.
• ID 46962 - Rendering .svg images used as stencil maps for displacement or for layer masking can be very slow.
Fur
• ID 35731 - Fur length textures can’t be edited with the Stretch tool.
Use different fur length drivers, such as hair guides or vector vertex maps.
General
• ID 49514 - Mac OS X only: Running modo_cl before running the UI Modo application breaks code signing.
As a workaround, start the UI version of Modo once, before running modo_cl on any system where you later intend to use the UI version.
GL
• ID 55816 - Wireframes are washed out on transparent surfaces in the Advanced viewport.
As a workaround, avoid transparency when modeling or doing work where wireframes are needed. Alternatively, use the Default viewport.
• ID 55746 - Moving the mouse over a procedural mesh, when Animation > Enable Deformers is off, may cause Modo to crash.
• ID 55594 - Wireframe overlay is missing in orthographic views if Line Antialiasing is set to Full in the Advanced viewport.
As a workaround, use the Line Antialiasing > System or Off option instead.
• ID 55500 - Setting the Advanced viewport Effects > Material option to Basic displays Unreal materials as white.
As a workaround, use Simple mode.
• ID 55145 - Default viewport lights are not casting shadows in the Advanced Viewport.
• ID 54456 - GL count is incorrect in certain circumstances, including when meshes are displayed in wireframe mode or when displaying replicas.
• Windows only: Using Raptr can cause GL driver crashes in Modo.
Input Devices
• ID 51741 - Mac OS X only: Modo sometimes becomes unresponsive when using the combination of a click-drag in a tree view (for example, when toggling the visibility of two successive items in the Shader Tree), followed immediately by a two-finger scroll gesture on some devices, including laptop trackpads and the Magic Mouse.
As a workaround, change to a 3-button mouse (recommended to fully access all of Modo's features).
• ID 35856 - Linux only: Plugging in a Wacom tablet while Modo is running can cause undesired movement. This cannot be fixed, due to a limitation of the hardware driver.
To avoid this, plug in the tablet before application startup or restart.
Item List
• ID 53209 - Group creation (Ctrl + G) places the new group folder at a random position in the Item List, if the items are not selected in a top down sequence.
As a workaround, select the items being grouped from top to bottom in the Item List before grouping (Ctrl + G).
Modeling
• ID Bug 55857 - Using the Model layout Toolbox Basic subtab Center Selected option on a polygon selection, with multiple mesh layers selected, doesn’t center to the origin.
As a workaround, select only one mesh layer at a time or put all geometry in one layer.
• ID 55842 - Using the Tack tool, with Align, Copy Geometry, and Make Bridge options enabled may cause Modo to crash.
• ID 32728 - Zooming out with a Space Navigator alters the Work Plane position.
Network Rendering
• ID 30318 - Network Rendering doesn’t support Realflow particles.
• ID 25636 - Frame passes are not supported.
• Several Bugs - While it apparently worked in Modo 902, in some cases, Network Rendering was not implemented to support baking. Changes to Modo in the 10-series apparently broke what was working for some artists, so the functionality has been disabled.
As a workaround, Modo 10 implemented the ability to Network Bake using Bake Items and an external render controller. For more information, please see the SDK Wiki.
Node Shading
• ID 50642 - Nodal shading does not support UDIMs.
Painting/Sculpting
• ID 41682 - Textures are not always updating in Preview/Render when painting on an image map.
You can save and reload the image to force the update.
Particles
• ID 44551 - Surface Particle Generators may not update with changes to a Density Gradient Input set to Slope.
As a workaround, choose Distance to Locator or any other setting from the Density Gradient Input dropdown, then change it back to Slope.
• ID 34925 - Re-opening scenes saved with large particle caches can cause problems.
To avoid such issues, delete the cache before closing Modo, or export the particles to .csv cache files or Realflow .bin files. You can do this by attaching one of those nodes to the Particle Simulation item in the Schematic viewport, and clicking Cache Simulation.
Preset Browser
• ID 55882 - Pinning the Viewport Textures preset browser crashes Modo on restart.
As a workaround, run Modo in Safe Mode and select System > Reset Preferences or manually delete the main config file.
Presets
• ID Bug 55867 - Dragging and dropping a preset material into a material group places the preset above the Base Material, not in the group.
As a workaround, move the preset material group after dragging and dropping it.
Preview
• ID 55901 - Preview is rendering images with the wrong color space for non EXR images.
• ID 55646 - The Camera can’t be edited in Preview if any of its channels are locked.
• If a high poly mesh is not visible, the Preview baking output will be incorrect.
As a workaround, reset Preview to fix the baking.
Procedurals
• ID 52149 - Curve Extrude mesh operation: The Path Segment Generator's Align to Normal option doesn't work when using a Bezier with zero-length tangents.
As a workaround, rotate the polygons to point toward the +Z before extruding or make sure there are no zero-length tangents.
• ID 49767 - Scenes, which contain a UV constraint modifier driving texture properties, may fail to load after saving, due to a modifier dependency loop.
• ID 46512 - When rigged, Rock items and other procedurals do not display correctly in GL. This is a limitation of the feature and will not be fixed.
You can use Preview or RayGL to visualize the variations from rigging.
Projections
• ID 49473 - Projections are incorrect if the projecting camera is set to Vertical film fit mode and the width is less than the height.
• ID 43771 - Camera projections from non-render cameras show distortion in GL and baking.
To avoid this, make sure that the projection camera has a film width-to-height ratio that matches the main render camera.
References
• ID 44492 - If a scene that already contains references is referenced, the shading of the original references may not persist.
As a workaround, limit scenes with shading to one level of reference.
• ID 41119 - Reloading a reference after replacing it with the same file can cause Modo to crash.
Rendering
• ID Bug 55787 - The Scratches procedural texture may produce NaNs in the Preview viewport and Render Display.
• ID Bug 55663 - Motion Blur applied on a curve in a Mesh Operation no longer works.
• ID Bug 55262 - Displacement combined with normal maps renders incorrectly.
As a workaround, enable the Displacement as Bump option in the Render Item Settings or render using Preview.
• ID 53411 - Mesh lights or any direct light too close to a surface can produce fireflies (hot pixels) in some cases.
As a workaround, use a Maximum Radiance higher than 1 W/srm2 to reduce the bias.
• ID 53184 - Value presets created for material Subsurface Scattering samples in Modo 10.1 or earlier now show on the render item instead.
• ID 52730 - The Vertex Illumination Bake command doesn't work as expected, when the mesh has transform channels.
As a workaround, freeze the transforms in the mesh properties.
• ID 52011 - Tangent Basis handles Mirror UVs incorrectly.
As a workaround, apply Mikk or any other tangent space basis to the mesh before baking.
Rigging
• ID 55059 - Binding can’t be used multiple times in Setup mode.
As a workaround, exit and re-enter Setup mode.
• ID 27244 - Duplicating joints in a bound mesh retains influences from the original joint chain.
Schematic
• ID 55859 - Dragging and dropping a Texture Locator, Camera, or Light from the Shader Tree into Schematic viewport doesn’t work.
As a workaround, with the item selected, click the Add Selected button in the Schematic viewport.
Scripting
• ID 53458 - Right-clicking or running a script in the Script Editor can lock up input to Modo.
As a workaround, click in the top window of the Script Editor, use the main menus, or change to another application, then switch back to Modo.
• ID 55138 - Modo crashes when undoing a script which uses removeItems.
Sculpt
• ID 55897 - Specular and shadows in the Default viewport stops showing when sculpting on a displacement image.
As a workaround, use another viewport mode such as Advanced or Reflection, or apply a Matcap shader to the Shader Tree.
Shader Tree
• ID 37858 - In the Shader Tree, choosing a group from Add Layer > Image Map > (use clip browser) fails.
To work around this issue, in the Clip Browser, choose a single image instead of the group, and then change to the image group using the Texture Layer's Properties tab.
• ID 30947 - Layer masking displacement does not work unless you drag and drop the masking layer onto the displacement layer.
Topology
• ID 55887 - In Remove mode, the Topology Pen doesn’t remove edges created by the Split mode but instead removes the underlying polygon.
Unreal and Unity Materials
• ID 50701 - Unreal material Ambient Occlusion does not bake correctly in Modo.
• ID 50700 - There is no way to visualize the Unreal SubSurface Color effect in Modo.
• ID 50451 - On some graphics cards, Unity material may cause flickering in the Advanced viewport when used with bump maps and shadows.
UI
• ID 55759 - Transforming objects can cause the Items Properties panel to flicker.
• ID 55702 - Mac OS X only: Saving layouts on certain multi-display configurations caused Modo to crash.
As a workaround, having your primary display as the left-most, may prevent this.
• ID 55571 - Resizing the dopesheet in Zen crashes Modo 11.1, but not in Modo 11.0.
• ID 44496 - Mac OS X only: Disabling Affect System Color Dialog in Preferences > Rendering > Color Management, and using the system color picker causes colors to darken with each use of the color picker.
This is due to an OS X issue, which requires the color profile in both the monitor settings and color picker to be set to sRGB IEC61966-2.1.
• ID 44896 - Dragging and dropping an image from disk into the Clips list doesn’t work.
If the Clips list is empty, drop the image onto the bar at the top, otherwise drop it above or below other images in the list.
• ID 43162 (Windows only) -Setting a custom text size affects Modo's text drawing.
As a workaround, go to the compatibility settings by right-clicking the Modo shortcut or executable, and turn off font-scaling for the application.
UV
• ID 55891 - Show UDIM does not display the UDIM number in the UV viewport.
As a workaround, enable the Auto Spans option.
• ID 55582 - The Tear-off modifier keys (Shift+ Ctrl) are live in the UV Transform tool, meaning the Tear-off state changes during the drag if the keys aren’t held down.
• ID 55564 - The UV Distortion and UV Vertex maps are no longer accessible. This is due to bugs and crashes with these ‘internal’ maps being visible to users. Modo 11.2 will introduce features to replace prior uses of these maps.
Developer Notes
• ID 55171 - Scripting: The polygon.getIsland() function enters an infinite loop in some circumstances, which caused Modo to stop responding.
• ID 54157 SDK: Documentation - Added a description for CLxValue StreamIO (class).
• ID 54716 SDK: TDSDK (Mac OS only) - Fixed issue where Point IDs sometimes returned as Ints rather than Longs.
• ID 54863 SDK: Render Cache no longer crashes while working with multiple scenes.
• ID 54998 SDK: Render Cache - Fur and Curve export are now working as expected.
• ID 55103 SDK: Modo no longer crashes when batch processing many scenes.
• ID 55176 SDK: Documentation - Command as Filter is now documented. For more information, see Form Filtering.
• ID 55194 SDK: TD SDK - Selection is now working as expected.
• ID 55615 SDK: PlatformService.AppVersion() is now returning full version numbers (For example, 1111, for 11.1v1).