Release Notes for Modo 13.0v1


Release Date

26 March 2019

System Requirements

Officially Supported Operating Systems

Mac OS 10.12.x, 10.13.x, and 10.14.x (64-bit only)

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.

Recommended Graphics Driver Versions

NVIDIA: 419 or later*

AMD: 8.982.8.1 or later*

*We recommend downloading the latest driver version from the NVIDIA or AMD websites

Tested Workstation Hardware

The configurations listed below are those that Foundry have tested with Modo 13.0v1. 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.

If you encounter any issues, please visit the Support Portal at

Tested Workstation Hardware


MacBook Pro (Retina, 15-inch, Mid-2015)

iMac (Late 2012)

Mac Pro (Late 2013)

MacBook Pro (Mid-2015)


XPS 15 9560

Precision 3520


HP Z800

HP Z640

HP Z600


AMD Ryzen Threadripper

Intel i7-4770k

Intel i7-7700k

Intel i7-8700

Xeon E3-1505M v6

Xeon E5504

Xeon 5620


Tested GPU Hardware

AMD Prosumer Graphics Cards

Radeon™ Vega RX

Radeon™ R9 M370X

Radeon™ Pro WX8200

Radeon™ Pro WX7100

AMD Enterprise Graphics Cards

FirePro™ D700

NVIDIA Prosumer Graphics Cards

GeForce 675MX

GeForce 970

GeForce 1050 (laptop)

GeForce GTX 1070 Ti (Linux)

GeForce 1080

NVIDIA Enterprise Graphics Cards

Quadro® K620

Quadro® M620

Quadro® M4000

New Features

Animation and Rigging

Animation Layers

Animation Layers allow for nondestructive editing of specific actions. A Layer at the top of the layer stack can either override or be applied additively on top of preceding animation layers in accordance with our order of operations deformation system. Layers can be defined as active or muted. They can be soloed for isolation or locked to prevent accidental editing.

Specific elements can also be masked allowing for combining of multiple separate animations. Layers can be easily enabled, selected, duplicated, edited, baked and exported, all while maintaining granular control of authored animation data.

Automatic Data Type Conversion

Different data types can now be directly connected to each other without the need for additional conversion nodes. This greatly simplifies rigging and reduces the size of schematic networks.

Blend Falloff

Falloffs can now be combined using the new blend falloff item. Multiple falloffs can be combined and defined by blending type.

Pattern and IntRange Channel Types

New Pattern and IntRange channel value types have been added to allow you to define a pattern and a range of integers.

Schematic Improvements

Disable Link - You can disable links by selecting them and pressing the H key. You can re-enable them using the U key.

Node Alignment - You can now align and separate your nodes in various ways using the new node alignment commands.

Direct Modeling

Edge Bevel Depth Option

You can now control the radius of an Edge Bevel using the Depth option. You can make it inverted, and anywhere in between.

Edge Relax

The new Edge Relax tool allows you to relax edges perpendicular to the selection. It is useful for changing the radius of bevels after the fact, creating chamfers from bevels, and welding overlapping vertices. These alterations would otherwise require time-consuming point-by-point alterations.

Find Shortest Path Selection

This selection tool automatically finds the shortest selection path between two manually defined selected elements. It also works on UVs.

Ground Align

The Ground Align tool aligns any geometry in a selected layer to the Work Plane. You can drop items to the ground, or select a vertex, edge, or polygon, and rotate the item so that the selection is aligned to the ground. You can also drop items to the origin.

Linear Falloff - Align to Selection Bounding Box

Falloffs that are part of a tool preset now automatically align to the selection bounding box orientation.

Quick Align

The Quick Align tool allows you to quickly move and orient a selection based on other geometry in the scene.

Replicator - Base Scale Channel

For Replicator items, you can set the base scale of the original item. This allows you to set randomly scaled replicas to be either all bigger or all smaller than the original.

File I/O

Unity Bridge

The Unity Bridge plugin uses a network connection to send, create, and update geometry, material, texture, and camera data dynamically from Modo to Unity and from Unity to Modo.


Fusing by Selection Set

You can now use polygon selection sets to specify which parts of a mesh will interact with MeshFusion. You can use the following three selection sets:

Fusion! - Designates which polygons of a MeshFusion Source Mesh will be included in MeshFusion's boolean operations.

Fusion+ - Marks polygons to be used by MeshFusion.

Fusion- - Marks polygons to be excluded from MeshFusion completely.

Zero Level of Subdivision Option

Generally, MeshFusion uses two levels of subdivision by default. This is required by certain topologies, such as triangles, n-gons, and vertices with three edges converging on them. If your source mesh was already quite dense to start with, this can cause problems.

You can now use a subdivision level of 0 for Fusion meshes.

Procedural Modeling


Arrays are a multi-dimensional value type that can store multiple values of different types in a single value. They can take any value type supported by Modo, such as integer, float, and matrix. However, all values within the array should be of the same type.

A number of Array modifiers have been introduced that you can use to create and manipulate arrays:

Array Blend

Array Count

Array Element by Index

Array Element Type

Array Operator

Curves to Array

Filter Array

Locators to Array

Merge Arrays

Mesh Data Array

Offset Array

Particles to Array

Sort Array

String to Array

Create Polygons

The Create Polygons mesh operation generates new polygons and vertices on a procedural mesh layer, using arrays of position values. It allows you to create both surface-type (Face, Subdivision, Catmull-Clark) and linear-type polygons, such as curves and lines.

Curve to Bezier

The Curve to Bezier mesh operation is a specialized operation that allows you to convert an existing curve to a Bezier curve. The normals used to create the Bezier tangents usually come from an array generated using the Mesh Data Array, but you can use any valid vector array input.

Edge Bevel Depth Option

You can now control the radius of a procedural Edge Bevel using the Depth option. You can make it inverted, and anywhere in between.

Edge Relax Mesh Operation

The new Edge Relax mesh operation allows you to procedurally relax edges perpendicular to the selection. It is useful for changing the radius of bevels after the fact, creating chamfers from bevels, and welding overlapping verts. These alterations would otherwise require time-consuming point-by-point alterations.

Merge Meshes Particle Support

The Merge Meshes operation now supports particles as input.

Select by Pattern

The Select by Pattern selection operation creates a selection based on a pattern you define. The pattern selection specifies elements using a "True, False" pattern. Elements whose index is present in the pattern are selected. For example, the pattern "True, False" selects every other element, whereas the pattern "False, False, True" selects every third element.

Smooth Mesh Operation - Preserve Volume Option

The Preserve Volume option has been added to the procedural version of the Smooth tool. Previously this option was only available for the direct modeling version.

This option allows you to maintain some of the definition of the original object by preserving object volume.

Spike Mesh Operation

A procedural version of the Spikey tool has been added.

Switch Modifier

The Switch modifier allows you to connect multiple inputs to a single connection, and use an index channel to specify which of the inputs is written to the output. It works similarly to the String and Numeric Switch modifiers, but it can operate on any value type.

Note:  Previous to Modo 13.0 the Numeric Switch node was called Switch.


AMD Denoiser

You can now use AMD's hardware-agnostic denoiser for denoising render outputs. This provides additional options to reduce render times. The options available are Wavelet, Bilateral, and Median.

AMD Radeon™ ProRender

AMD’s GPU accelerated path-tracer, the Radeon Pro Render is now a part of Modo’s collection of powerful rendering options.

Material Presets

Material Presets are collapsed, complete materials that can be leveraged for cleaner display of materials in the Shader Tree. If a Material Preset in the browser has had any properties changed, these changes automatically populate to the reference in the Shader Tree. In a large team environment, this can be significantly important in maintaining consistent material use across many Modo scene files.

Material Presets can also be unlocked and expanded, allowing for traditional editing of the preset material within the Shader Tree.

NVIDIA® OptiX Denoiser Updates

You can now denoise any number of render outputs with the NVIDIA OptiX Denoiser.


Drag and Drop Scenes from the Preset Browser

Entire scenes can now be loaded from the preset browser. Furthermore, scenes can be loaded into an independent scene, added to an existing scene, loaded as a reference or as a proxy item.

Modo Layout Improvements

A Groups viewport filtered on Render Passes has been added to the Passes viewport in the Modo layout along with buttons for adding and removing channels from the Pass.

Tool Properties - There is a new preference setting to choose how tool properties are displayed in the Modo layout. By default, a button below each toolbar opens a popover form. You can change this in the UI Preferences to display the tool properties in line below the toolbars. The Inline option is intended for larger screen sizes where there is sufficient room to display the properties without excessive scrolling. 


Edge and Vertex Slide to Work in UV Context

Edge and Vertex Slide can now both be leveraged inside the UV window and are available as procedural UV modifiers.

Show Wireframe Option in UV Viewport

Wireframe display can now be toggled in the UV viewport, making visualization of dense meshes easier to read when features like UV distortion are enabled.

UV Cut Map

The new UV Cut Map tool allows you to define sets of selections that are color-coded and displayed on the model in the 3D viewport. The Unwrap tool can also be run automatically from the UV Cut Map form and the Unwrap tool itself can now leverage Cut Maps and selection-sets from within its tool properties.

UV Pack by Item

Packing can now be defined on an item-per-UDIM basis. This makes producing complex UV sets easier as well as offering a way to more easily manage unwrapping and editing multiple items at once.

UV Split to Respect Connect To Options

The UV Split tool has been enhanced to include options to define the direction of a split edge.

Feature Enhancements

• ID 372315 - The Cylinder primitive's default Segment count has been changed from 12 to 1. This reduces the amount of additional changes you need to make when using the primitive.

• ID 376681 - Windows only: The built-in Solidworks importer plug-in has been updated to the 2019 version.

• ID 379242 - Viewports: AVP/VR - supportedgfx string has been added for Radeon 19.Q1 Pro drivers, enabling threaded rendering on AMD with compatible drivers.

• ID 379709 - Rendering: Update to OptiX 6.0 libraries, fixing crash on Linux. This version also takes advantage of Tensor Cores present on Volta and Turing GPUs to accelerate the OptiX AI Denoiser. Minimum driver required is 418.81 on Windows and 418.30 on Linux.

Bug Fixes

• ID 230380 (52817) - File I/O: Exporting to MDD did not clear the used RAM.

• ID 251434 - VR: Using threaded rendering on AMD Radeon drivers 18.12.3 (18.50) caused the drivers to crash.

• ID 273003 (54869) - Viewports: Setting a layer to Bump in a specific scene caused Modo to crash.

• ID 279850 (55647) - Viewports: In the Advanced viewport, wireframe was not visible on polygons with flat UVs and normal map texture.

• ID 288704 (41852) - Presets: The Lock Preset Thumbnails preference was not working.

• ID 293817 (55415) - Viewports: The Dimensions tool didn't update in component selection mode with mesh operations.

• ID 337838 (57893) - Viewports: Cameras and some lights were drawn with missing lines in the viewport.

• ID 340514 (58145) - Procedurals: Edge selections were lost after using Vertex Bevel.

• ID 340515 (58158) - Viewports: Selecting an n-gon with high edge count with Show Selection Normals enabled in the viewport caused Modo to slow down.

• ID 343608 (58304) - Modeling: A morph created from a Background Object didn't respond to tools with Selection Falloffs.

• ID 354016 - UI: The Preview viewport did not have Minimize/Maximize controls.

• ID 356601 - Viewports: In the Advanced viewport, partially transparent meshes were drawn over the top of solid meshes.

• ID 358492 (58786) - Schematic: Buttons were sometimes obscured or cut off by viewport navigation icons.

• ID 358666 - VR: Certain file names did not display as expected in VR dialogs.

• ID 361050 (58890) - Animation: Animation playback used an excessive amount of memory due to dynamics.

• ID 361872 - Modeling: The Vertex Slide tool did not support closed-line polygons properly.

• ID 364399 - MeshFusion: Some Airtight Final meshes had holes in them.

• ID 366707 - Viewports: A specific scene used in the default viewport caused Modo to crash.

• ID 370160 - MeshFusion: When duplicating a source mesh as a normal non-Fusion item, it was not auto-selected.

• ID 370268 - Schematic: Right-clicking two selected links in the Schematic caused Python errors.

• ID 370937 - Topology: Using the Topology Pen sometimes caused Modo to crash.

• ID 371036 - Procedurals: Setting a curve as its own source for the Curve Clone mesh operation caused Modo to crash.

• ID 371240 (59151) - Presets: Locked material presets couldn't be deleted.

• ID 371491 (59162) - Procedurals: Clicking on a new mesh item did not deselect the current mesh operation.

• ID 371807 - Viewports: Swapping between foreground and background layers with Independent Drawing enabled didn't update wireframe drawing.

• ID 371961 - Modeling (Linux only): Right-clicking on the Tube Primitive tool caused Modo to crash.

• ID 372010 (59168) - Viewports: Enabling Show Vertex Normals caused lag in the viewport.

• ID 372019 - Viewports: Hiding deformed meshes impacted performance.

• ID 372132 - UI: The icons for Particle Paint and Mask were incorrect.

• ID 372292 - Shader Tree: Loading a scene with circular dependencies in the Shader Tree instances caused Modo to crash.

• ID 372485 - Schematic: Draging the Comment channel onto the schematic Comment node caused Modo to crash.

• ID 372883 - UV: In certain scenes, UV Rectangle did not work as expected.

• ID 372884 (59179) - Procedurals: Linking a zero-value distance user channel into the Curve Rebuild mesh operation caused Modo to become unresponsive.

• ID 372886 (59181) - Procedurals: The Vertex Bevel operation did not detect new vertices using the Select by Previous operation.

• ID 372887 (59182) - Procedurals: In certain scenes, Curve Rebuild did not work as expected.

• ID 373686 - Rendering: Enabling the NVIDIA OptiX denosier on the master system caused Modo to crash on worker systems.

• ID 373987 (59214) - Modeling: Component selection was slower than expected.

• ID 374331 - Procedurals: It was not possible to define the path for presets in the stitch mesh setup command.

• ID 374474 Modeling: The Round Level for the Edge Bevel operation could be set to negative values, which did not produce any result.

• ID 374523 (59219) - UV: The Export to UVs from Texture menu did not work when using the Create UV Map mesh operation.

• ID 374658 - Procedurals: Stitch Mesh Setup left background constraint active.

• ID 375202 - Modeling: Clicking the menu bar command Select > Selection Commands > Boundary with a hidden locked mesh in the scene caused Modo to crash.

• ID 375553 (59236) - Procedurals: The Axis Slice mesh operation did not ignore Text polygons.

• ID 375613 (59237) - Viewports: When selecting multiple hidden items in component selection mode, they were not displayed in the viewport.

• ID 375798 - Modeling/Procedurals: Using Edge Split sometimes caused Modo to crash.

• ID 375933 (59242) - Schematic: Dragging a Backdrop from one Workspace to another did not display the Backdrop's contents.

• ID 375945 - UI: Locator was missing from the Add >Locators menu in the Items list.

• ID 376227 - Modeling: The Jitter tool split UVs.

• ID 376412 - Procedurals: Grow/Shrink operations on a Polygon Bevel sometimes caused Modo to become unresponsive.

• ID 376435 (59259) - UI: In the Modo layout, the Edit > Subdivide > Options dialog tooltips were incorrect.

• ID 376436 (59260) - Procedurals: The Transform UV Map mesh operation was in the wrong Preset Browser category.

• ID 376710 (59272) - Baking: Dithering for 'shade.normal' render output and baking to textures for integer formats was not implemented.

• ID 376837 - Shader Tree: Changing the type of shading items to Texture Layers did not automatically create Texture Locators.

• ID 377013 (59298) - Modeling: The Edge Bevel offset position on round edges was incorrect.

• ID 377071 (59307) - Procedurals: The Clone mesh operation cloned the whole curve in vertex mode, when used with a selection set.

• ID 377073 (59309) - Particles: The Particle Look At into Replicator was missing a single replicated mesh.

• ID 377451 - Animation: When working with Animation Layers, unmasking selected items didn't work.

• ID 377488 (59319) - Schematic: Creating a new Comment node kept the old one selected.

• ID 377494 (59321) - Procedurals: Vertex Bevel did not round the vertices as expected.

• ID 377690 (59336) - Schematic: Backdrops were lost when moved between assemblies.

• ID 377691 (59337) - Schematic: When moving Comment nodes from one Assembly to another, the comment text field was lost.

• ID 378039 - Modeling: Using the Arc tool to snap the angle at 180 degrees with Snapping enabled, collapsed the arc into a line.

• ID 378077 - Customization: Opening some of the SLIK 2 Preset Browsers caused Modo to crash.

• ID 378098 (59345) - Procedurals: Animating a group locator containing a curve used for the Stitch Mesh Item did not work as expected.

• ID 378101 - Procedurals: The Assign Selection Set operation on a mesh corrupts UVs when it's merged into another mesh.

• ID 378316 - Scripting: Executing certain tool commands in a recorded macro that has been stored in a configuration file failed to execute.

• ID 378712 - Procedurals: Moving the mesh or manipulating the mesh operations in a specific scene caused Modo to crash.

• ID 378762 (59357) - Shader Tree: Adding a Vertex Map texture automatically created a weight map.

• ID 378765 (59360) - Modeling: Snapping did not work with Polygon Extrude.

• ID 378773 (59368) - Procedurals: Using Holes with the Stitch tool do not follow the animation.

• ID 378855 - MeshFusion: Enabling then disabling Strip Polys Only in a specific scene caused Modo to crash.

• ID 378919 - Schematic: Backdrops did not auto-expand to accommodate their child node heights.

• ID 379129 - MeshFusion: Using subtractive trims in a specific scene caused Modo to crash.

• ID 379293 - Modeling: Using Polystein Mesh Paint caused Modo to crash.

• ID 379497 - Modeling: Freezing an SDS mesh in cage mode triangulated the result.

• ID 379631 (59389) - Schematic: Exposed input links of an Assembly did not display tooltips if a Backdrop was present in the background.

• ID 379936 (59405) - Modeling/Procedurals: Edge Split didn't split edges to the geometry borders.

• ID 380566 (59424) - Schematic: Add Node with a link selected did not work as expected.

• ID 380746 (59431) - Schematic: Connecting a node to an elbow moved other connections and left invalid connections.

• ID 380911 (59433) - Schematic: Inserting a channel modifier did not work correctly for links with elbows.

• ID 380970 - UVing: The Tear Off UVs setting for the Quick Align tool changed state when moving the cursor from a UV viewport over another GL viewport in the process of changing settings.

• ID 381191 (59437) Scripting: schematic.insertLink did not support elbowGraph links as a link argument.

• ID 381434 - File I/O: Sending a static mesh actor from Unreal to Modo and back to Unreal using the Unreal Bridge did not retain the material connections in Unreal.

• ID 381882 (59457) - Procedurals: Edge Bevel did not preserve the material assignment on either side of the beveled edge.

• ID 382108 - Modeling: Moving the Arc tool's radius handle through the center point collapsed it to a line.

• ID 382833 (59467) - Procedurals: Playing the animation of a mesh operation rig in a specific scene used an excessive amount of RAM.

• ID 382836 - UI: In the layout, the Time button appeared collapsed on smaller screen resolutions.

• ID 383078 - Customization: Launching Modo when a specific configuration is loaded with a Preset Browser open caused Modo to crash.

The Unreal Bridge UI was not client-agnostic.

ToolChoices did not properly return the help for the current choice if the sheet hash didn't resolve to a key.

Known Issues and Workarounds Specific to this Release

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

Note:  Due to internal bug-logging and tracking process improvements, new bug identification numbers are used, with the legacy IDs provided in parentheses, where appropriate.


• ID 240321 (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.


• ID 288164 (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.


• ID 293020 (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 221481 (49437) - The Bake Channel Swizzling option can’t bake to texture alpha.

• ID  

Bucket Render

• ID 297021 (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 292947 (53184) - Value presets created for material Subsurface Scattering samples in Modo 10.1 or earlier now show on the render item instead.

• ID 279848 (55663) - Motion Blur applied on a curve in a mesh operation no longer works.

• ID 243070 (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 235368 (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.

Color Management

• ID 221439 (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.

Command Line

• ID 289290 (49514) - macOS 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.

File and Image I/O

• ID 337523 (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 221508 (50198) - Alembic scenes don't export some surface items, including static meshes and procedural shatter items.

• ID 226589 (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 220991 (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 220975 (46962) - Rendering .svg images used as stencil maps for displacement or for layer masking can be very slow.


• ID 288248 (35731) - Fur length textures can’t be edited with the Stretch tool.

As a workaround, use different fur length drivers, such as hair guides or vector vertex maps.

Input Devices

• ID 303287 (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 start-up or restart.

• ID 226536 (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 316276 (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 Subtraction or Apply Intersection) 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.


• ID 226970 (32728) - Zooming out with a Space Navigator alters the Work Plane position.

Network Rendering

• ID 226363 (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 226337 (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 226336 (25636) - Frame passes are not supported.

• ID 220955 (30318) - Network Rendering doesn’t support Realflow particles.

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.

Nodal Shading

• ID 221393 (50642) - Nodal shading does not support UDIMs.

• ID BUG ID 385250 - Nodal Shading is slower in 13.0 with some modifiers.


• ID 288461 (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.


• ID 303192 (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.


If a high poly mesh is not visible, the Preview baking output will be incorrect.

As a workaround, reset Preview to fix the baking.


• ID 305303 (56318) - Procedural duplication of mesh operations in a Deform folder creates errant Mesh Ops list.

• ID 305302 (56317) - Duplicating 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.

BUG ID 289810 (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.

• ID 266469 (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 button next to each Merge Meshes source.

• ID 221355 (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 294394 (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 220957 (41119) - Reloading a reference after replacing it with the same file can cause Modo to crash.

BUG ID 309252 (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 287584 (27244) - Duplicating joints in a bound mesh retains influences from the original joint chain.


• ID 242545 (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.

Shader Tree

Unreported: Material Preset References: Material Preset References may not always show the correct preset as selected in the item properties. You should look at the filepath channel in the Channels list to find out which preset file a material preset item is referencing.

• ID 336112 (57874) - Custom Materials that define their own smoothing properties (such as the Skin material), no longer smooth the mesh correctly.

• ID 299187 (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 288141 (30947) - Layer masking displacement does not work unless you drag and drop the masking layer onto the displacement layer.

Unreal and Unity Materials

• ID 295862 (50700) - There is no way to visualize the Unreal SubSurface Color effect in Modo.

• ID 294747 (50701) - Unreal material Ambient Occlusion does not bake correctly in Modo.

• ID 221477 (50451) - On some graphics cards, Unity material may cause flickering in the Advanced viewport when used with bump maps and shadows.


• ID 333249 (57715) - Selecting items in the viewport does not always update the Properties form.

As a workaround, press the Alt key.

• ID 288714 (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.

• ID 281374 (55759) - Transforming objects can cause the Items Properties panel to flicker.

• ID 277244 (55571) - Resizing the dopesheet in Zen crashes Modo 11.1, but not in Modo 11.0.

• ID 273139 (55185) - Text in the viewport icon buttons is not visible in the Advanced viewport on some macOS/AMD configurations.

As a workaround: Upgrade macOS to 10.12 or 10.13.

• ID 226492 (44496) - macOS 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 224169 (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.


Windows only: Using Raptr can cause GL driver crashes in Modo.

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.

• ID 338599 (57955) - Clicking on the VR layout tab may crash when using a system with a Radeon WX-series graphics card. This is due to a driver bug and should be fixed by a AMD in a future driver release.

• ID 338374 (58003) - Game Navigation mode (camera rotation) does not work in a floating 3D view (palette or separate window).

As a workaround, use Game Navigation mode only in docked 3D views (views that are part of a Layout).

• ID 310930 (56706) - Unity and Unreal materials are not displayed correctly when first loaded into the Advanced viewport.

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

• ID 296123 (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.

• ID 289738 (49473) - Projections are incorrect if the projecting camera is set to Vertical film fit mode and the width is less than the height.

• ID 289020 (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.

• ID 281365 (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.

Developer Notes

• ID 377957 (59342) SDK: Clearing the RenderCache caused Modo to crash.

RayPak_HitClosest has been changed to set the hit mesh to the element owner instead of using the result.mesh. They are usually the same, but when a background mesh obscures a hit element on the foreground mesh, they may not match.

The PositionData user class has been created, which has easy functions for computing the centroid and normal axis of a set of 2d/3d positions. Various plug-ins have been updated to use the user class.

The ILxValue interface has been extended to allow clients to query the name of a value type server from the server (TypeName). The internal and SDK Value servers have been updated to return a TypeName. The Value COM interface has been versioned for legacy plug-ins.

Channel modifiers using ILxChannelModifier::ReadInputValByIndex returned an empty uninitialized value.

A new server type called ILxValueConversion has been implemented. This is used to convert from one value type to another during modifier evaluation. The code that checks for compatible channels to see if a valid ValueConversion server exists has been modified. If it does, it allows the two channel types to be connected with a channel link. The channel link modifier has been updated to use a ValueConversion server for converting between channel types if they are incompatible.