Release Notes for Modo 11.2v3

Release Date

20 February 2018

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

MacBook Pro 2017

MacBook Pro (Mid 2015)

MacBook Pro 2014

Mac Pro (Late 2013)

MacBook Pro10, 1

MacPro4, 1

MacPro5, 1

iMac13, 2

Dell

Dell T1700

Dell T3610

Dell T3620

Dell T5810

Dell T7610

Dell T7910

Dell Precision 3520

Dell Precision Rack 7910

Dell Precision 5510

Dell Precision 5520

Dell Precision 7710

Dell Precision 7720

Dell M2800

Dell M6800

Dell XPS 15 9560

HP

HP Z800

HP Z640

HP Z620

HP Z600

HP Z440

 

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™ D700

FirePro™ W4170

FirePro™ W5000

FirePro™ W8000

FirePro™ W2100

FirePro™ W5100

FirePro™ W4100

FirePro™ W7100

FirePro™ W8100

FirePro™ W9100

Radeon Pro 560

Radeon Pro WX7100

Radeon Pro WX5100

Radeon Pro WX4100

Radeon R9 M370X

NVIDIA Prosumer Graphics Cards

Geforce GT 750M

Geforce GTX 680

Geforce GTX Titan

Geforce GT 650M

Geforce GTX 1080 Ti

Geforce GTX 1080

NVIDIA Enterprise Graphics Cards

Quadro® K6000

Quadro® K5200

Quadro® K5000

Quadro® K4200

Quadro® K4000

Quadro® K2200

Quadro® K2000

Quadro® K1200

Quadro® K600

Quadro® K620

Quadro® M5000

Quadro® M4000

Quadro® P4000

Quadro® M620

NVIDIA Quadro Graphics Cards:

P400

P600

P1000

P4000

P5000

New Features

glTF V2 Shader Model

glTF V2 Shader

A new glTF (GL Transmission Format) shader model has been added in this release, which is a file format for 3D scenes and models using the JSON standard.

glTF V2 Export and Preferences

Modo now supports exporting glTF file format and new File I/O preferences have been added.

Feature Enhancements

Windows only - Modo now supports SolidWorks 2018.

Bug Fixes

• ID MadCap:conditions="Default.NoTranslate"57249 - UV: Showing indices in the UV viewport caused Modo to crash.

• ID MadCap:conditions="Default.NoTranslate"55932 - SDK: RayCast Object reading failed.

Known Issues and Workarounds Specific to Modo 11.2

This section covers known issues and gives workarounds for them, where appropriate.

Advanced Viewport

• ID 56706 - Unity and Unreal materials are not displayed correctly when first loaded.

As a workaround, enable and then disable the visibility of the Shader Tree textures.

• ID 55594 - Wireframe is missing from orthographic views.

As a workaround, change Line Antialiasing from Full to either Off or System.

• 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 56726 - Deformed Instances that are off-screen are incorrectly drawn at the origin.

• ID 55470 - Freezing a mesh with normalized deformers and a Mesh Op caused Modo to crash.

File and Image I/O

Unreported Content - glTF Export: glTF currently only supports a single material per mesh.

As a workaround, if you wish to have multiple materials, split your mesh into multiple meshes for each material.

• ID 56862 - Modo for SolidWorks Kit: Modo crashes when importing the same SolidWorks file twice in one Modo session. This bug only affects import using the kit, not direct imports (File > Import).

As a workaround, before importing a SolidWorks file for the second time, exit and restart Modo.

• 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 AnimationEnable 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).

MeshFusion

• ID Bug 56973 - If a Trim Fusion role is assigned to an object and then it is dragged and dropped onto a Primary, the drop menu does not contain the Trim boolean options.

As a workaround, use either the Fusion Buttons (Tool palette - Set Mesh Role & Apply section) or Pie Menu (Apply SubtractionApply Intersection or ) when initially adding Trims to each Fusion Item (Trims can contribute to multiple Fusion Items). If initially applied with either of those methods, all subsequent Drag & Drop options will be supported.

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 48325 - Scenes with image sequences rendered with Full Frames use the wrong image sequence number on worker machines.

As a workaround, use File > Consolidate Scene, then render the scene using a shared network folder (Preferences option under Rendering > Network Rendering).

• ID 36986 - Workers render hidden meshes. Since mesh hide state is not stored in the scene, when that scene is transferred to the workers, the state is lost. The master respects the hidden state, however.

As a workaround, if the intent is to avoid rendering, toggle the visibility for the item or render or open System > Preferences > Rendering and disable Use Network Render Nodes.

• 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 56908 - Merge Meshes can corrupt UVs created in Mesh Ops.

• ID 56318 - Procedural duplication of Mesh Ops in a Deform folder creates errant Mesh Ops list.

• ID 56317- Duplication of Procedurals does not work with the Select By Previous Operation tool.

As a workaround, manually edit the duplicate's Select By Previous Operation Mesh Ops.

• ID 54738 - A duplication of any item that is a Merge Meshes Source (For example, a Mesh Item, Procedural Item, or Fusion Item), any duplicates (duplicate or instance) are added to the Merge Meshes Ops List as a source.

As a workaround, remove the unwanted additional Merge Mesh Sources (regardless of the type of source) in the Mesh Ops List using the X icon in that list next to each Merge Meshes source.

• 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 56620 - Modo crashes when closing a scene containing a referenced scene after attempting to revert a reference override.

As a workaround, first close and reopen the scene before attempting to revert the reference.

• ID 56585 - The Render Current View command, with Preview running, may cause an error.

As a workaround, pause Preview before 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 MadCap:conditions="Default.NoTranslate"53793 - Rendering using a Dual CPU with 72 threads was significantly slower than expected.

As a workaround, any machine that has more than 32 cores, performance will be better if you limit rendering to half the number of cores you have.

• 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 55185 - Text in the viewport icon buttons is not visible in the Advanced viewport on some Mac OS/AMD configurations.

As a workaround, upgrade Mac OS to 10.12 or 10.13.

• ID 44496 - Mac OS X only: Disabling Affect System Color Dialog in Preferences > Rendering > Color Management, and using the system color picker caused 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 56967 - If UV distortion is enabled in both the UV and 3D viewport, editing the mesh in the 3D view causes the UVs to turn black.

As a workaround, toggle the UV texture visibility or avoid enabling Show Distortion on in both views.

• 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 53988 - SDK: The item.channel query didn't read evaluated strings correctly.

• ID 55473 - SDK: A reference scene loaded twice did not return geometry in CLxSurfaceVisitor.Sample().

• ID 55749 - SDK: Viewing graph for a plugin's alpha channel, if no keys were set, caused Modo to crash.

• ID 56467 - SDK: Reading an item graphs in a command's enable function sometimes caused Modo to crash if the scene changed.

• ID 56697 - SDK: Rendercache crashed Modo when closing the scene.