Release Notes for Modo 14.0v1
Release Date
19 March 2020
System Requirements
Officially Supported Operating Systems
• Mac OS 10.13.x, 10.14.x, and 10.15.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: 435 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 https://support.foundry.com.
Tested Workstation Hardware |
|
---|---|
Apple |
• MacBook Pro (Retina, 15-inch, Mid-2015) • iMac (Late 2012) • Mac Pro (Late 2013) • MacBook Pro (Mid-2015) |
Dell |
• XPS 15 9560 • Precision 3520 |
HP |
• HP Z800 • HP Z640 • HP Z600 |
CPU |
• 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
Markup
The Markup tool allows you to draw directly onto selected camera views so you can add annotations, notes, and comments to your animations or stills.
Direct Modeling
Bevel Enhancements
Unbevel
Unbevel collapses beveled faces between two selected edge loops.
Add Point Option for Edge Relax
This option allows you to insert new points or remove existing ones along selected edges.
Edge Chamfer Enhancements
• Profile Preset Support - You can now select a 1D profile shape to determine the shape of the chamfer.
• Reverse Direction - When using a profile preset, this option allows you to reverse the start and end of the profile curve.
• Reverse Depth - When using a profile preset, this option allows you to reverse the depth direction of the profile shape.
• Falloff Support - Edge Chamfer now supports falloffs.
Face Slide
The Slide tool has a new Face mode, which allows you to slide a vertex on a connected face.
MeshFusion
Surface Strip Embossing
A new workflow that allows you to create embossed surface strips on Fusion Items using simple, Bezier, B-Spline curves, or text.
Procedural Modeling
Mesh Operations
You can now create vertex maps and set weight values, seams, and RGBA values procedurally. The following tools are now available as mesh operations:
• Create Vertex Map
• Set Weight
• Set Edge Weight
• Set Seam
• Set RGB
• Select Vertex Map Value selection operation
Shading and Rendering
mPath Improvements
• Light Path Expression names have been simplified, making it easier to work with them in the Shader Tree.
• mPath now supports the rendering of AxF materials.
Scale Groups in the Shader Tree
Manually scaling individual texture layers in the Shader Tree may be difficult. The separate layers might not contain the same relative scale or tiling, which means you have to figure out what the relative scaling is. These parameters allow you to scale all layers within a material relative to one another in the Shader Tree.
Topology
Transparency Overrides
The X-Ray and Ghost 3D viewport transparency modes have been added to help you differentiate between background and foreground wireframes, so you can easily understand the topology you're working with. This option is especially useful for decluttering heavy wireframe models.
UV Enhancements
Unwrap & Relax
The Unwrap & Relax tool combines the Unwrap Tool and UV Relax into one tool, allowing you to perform two operations on your UVs in one step to create a UV pelt.
UV Relax Enhancements
The Ignore Edge Selection option has been added to the UV Relax tool. UV Relax is frequently run after Unwrap, which requires edges to be selected. You then need to drop the tool before running UV Relax. When this option is enabled, the UV Relax operation ignores any currently selected edges.
Workflow and UI Improvements
• Select Partial for Lasso Selection - The Lasso Partial Selection Mode (keyboard shortcut: 8) allows you to select entire edges or polygons by only selecting part of it.
• Always Raycast Option for Element Move - This option allows you to manipulate polygons in in Wireframe viewport mode. When disabled, only vertices and edges can be edited in Wireframe mode.
• Use World Transforms option for Falloffs - This option allows falloffs to affect all selected mesh surfaces as one surface and deform them as one. This option has been added to the following falloffs:
• Linear Falloff
• Cylinder Falloff
• Radial Falloff
• Noise Falloff
• Path Falloff
• Lasso Falloff
• Image Falloff
• Rename Vortex Deformer to Twist - Vortex Deformer has been renamed to Twist Deformer.
• No Trackball Rotation by Default - Trackball Rotation is now disabled by default for all viewports.
• Numeric Command Queries on Key Assignments - Support has been added to numeric arguments in the input remapping system.
Feature Enhancements
• ID 410657 - File I/O: Decimal frame support has been added to Alembic animation export, so fractional frame ranges can now be exported correctly.
• ID 417075 - Viewports: The Advanced viewport now supports color remapping, enabling non-default high and low texture values to be displayed correctly.
Advanced Viewport Improvements
• Support has been added for the Shader Tree Texture Layer’s Brightness and Contrast controls.
• Support has been added for Widget and UI element-wide line rendering.
• Added support for OpenGL Storage Shader Buffer Objects (SSBO). Extends storage and texture allocations for supported GPU drivers (not MacOS).
• Extra GPU information has been added to the viewport timeline when using the 'glmeter true true' command.
• MacOS HDR capable rendering (Experimental) has been added.
Bug Fixes
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 221462 (46650) - Viewports: In Material selection mode, the Advanced viewport displayed meshes in white.
• ID 239667 - Viewports: In the Advanced viewport, image maps with different remapping were not remapped separately.
• ID 288668 (42960) - Customization: Saving a form containing sub-forms created in the Form Editor caused Modo to crash.
• ID 293964 (45397) - UVing: Running the UV sew command on adjacent edges with the unselected edges belonging to non-connected polygons produced unexpected results.
• ID 335271 - Modeling: Noise falloff was fixed on object space.
• ID 337823 (57375) - File I/O: FBX: Exporting animation to .fbx did not work if the .lxo scene was not imported into a new scene.
• ID 344023 (58323) - Viewports: Moving the default scene's directional light forced the environment image to redraw.
• ID 345015 (57023) - Modeling: The Clone tool (in component mode) and the Clone mesh operation with any generator sub-tool with scale used the wrong pivot position.
• ID 345804 (58360) - File I/O: Exporting the Current Action to .fbx exported all animated frames, rather than the timeline range.
• ID 356552 (58738) - Viewports: Selection transparency through geometry was incorrect in the Advanced viewport.
• ID 363144 (58979) - Procedurals: The Merge Meshes mesh operation merged normals, but did not apply item level transforms to the normals.
• ID 364152 - Shader Tree: The Group Mask layer effect did not mask the Dissolve layer effect correctly.
• ID 373746 (59206) - Modeling: Geometry Snapping attributes did not update automatically.
• ID 376773 - Shader Tree: Group Masks with alpha textures did not mask parts of a normal map correctly when it was below the Group Mask in the hierarchy.
• ID 382113 - Uving: UV Relax was incorrectly adding UV Constraints Vertex maps.
• ID 384912 (59519) - Preview: Updating lighting textures significantly slowed down rendering.
• ID 392196 - MeshFusion: The Use Inward property didn't update correctly in certain scenes.
• ID 392485 - Preset Browser: Populating directories containing thousands of files was slow.
• ID 393250 - Preset Browser: Adding a preset to Favorites caused Modo to become unresponsive.
• ID 395275 (59779) - Modeling: Mesh Paint did not create duplicates or instances for Procedural meshes that contained ngons.
• ID 396286 - Modeling: The Snapping cursor was not always visible.
• ID 396497 - UI: Changing the Cut Map Seam Color changed the background of the floating UV Edit window.
• ID 397616 - UVing: Underlying UVs could be selected with Inactive UVs disabled.
• ID 397876 - Modeling: Snapping caused performance issues in certain scenes.
• ID 399070 - Viewports: GL Reflection didn't update correctly when switching GL Background from Environment to Image.
• ID 399088 - Viewports: The Topology viewport preset wasn't reset by changing to a different viewport style.
• ID 399246 - UI: Dragging User Channels from an item's Properties into the Schematic Viewport sometimes caused Modo to crash.
• ID 399252 - Rigging: Item display in the 3D viewport displayed the internal name and not use name for Morph Containers.
• ID 401677 - Modeling: Activating the Lasso falloff in the UV viewport and then in the 3D viewport, caused Modo to crash.
• ID 402177 - Background lighting renders darker. Modifies mPath to allow indirect rays to pass through area lights unless they are specified as opaque, matching the behavior of the legacy renderer.
• ID 403674 (59903) - Shader Tree: Moving a mesh from one scene into another resulted in incorrect shaders.
• ID 403839 (59904) - Shader Tree: Shader Tree child masks incorrectly affected the surface normals of materials below them.
• ID 404585 (59928) - Modeling: Loop Slice occasionally created holes in the mesh.
• ID 404646 (59931) - Modeling: Jitter Rigid produced incorrect results.
• ID 404663 (59933) - Modeling: Polygon Extrude created flipped geometry with symmetry active.
• ID 405278 (59954) - mPath: Rendering a specific scene with RTX and mPath caused Modo to become unresponsive.
• ID 405551 - Modeling: Using Edge Chamfer in Square mode produced incorrect results.
• ID 406202 - Schematic: The Gradient Math node didn't appear in the Insert Channel Modifier context menu.
• ID 406432 - Modeling: When extending edges imported from a .dxf file, Modo didn't create face polygons.
• ID 407694 - Rigging: The Gradient Layer Properties form was not initially visible.
• ID 408766 - UVing - When using Shortest Path selection, hovering over the UV window if only part of the mesh has UVs caused Modo to crash.
• ID 409210 - Rigging: Opening a scene with loads of user gradients caused Modo to crash.
• ID 409314 - Modeling: Edge Chamfer produced incorrect edge inset in certain scenes.
• ID 409503 - UVing: UV Unwrap and Project From View didn't work on the first click.
• ID 409548 - Performance: Certain custom camera rig workflows caused performance issues.
• ID 409713 - File I/O: The Alembic export frame range was incorrect.
• ID 410115 - File I/O: Select Polygons didn't work as expected when a mesh with material tags was dragged into a new scene.
• ID 410207 - Rigging: Loading a Gradient preset into a User Gradient caused Modo to crash.
• ID 410643 - Modeling: Importing and then translating an Instance with Snapping enabled caused Modo to crash.
• ID 410647 - Shader Tree: Purging unused materials resulted in removing materials incorrectly.
• ID 410785 - MeshFusion: Airtight Final Item Parts didn't update instantly to the correct material result in the 3D viewport.
• ID 410795 - UI: Hovering over items in the Command History viewport sometimes caused Modo to crash.
• ID 410838 - Modeling: Edge Extend didn't create polylines when in Vertex selection mode.
• ID 410973 - Modeling: Polygon Bevel, Edge Bevel, and Edge Extrude didn't carry over edge weighting correctly.
• ID 411335 - Rendering: Artifacts appeared in the mPath render for certain scenes.
• ID 411336 - Modeling: Bridging geometry that touched on the symmetry line caused Modo to crash.
• ID 411360 - Modeling: Using Edge Chamfer with multiple segments didn't produce the same result on symmetrical meshes.
• ID 411531 - Modeling: Chamfering inner ring corners created ngons, which produced unexpected results when chamfered.
• ID 411644 - Procedurals: Opening certain scenes with multiple Transfer Vertex Normal Map mesh operations caused Modo to crash.
• ID 411857 - Schematic: There was a typo in the right-click context menu for Add Comment.
• ID 411972 - File I/O: Replacing a missing image in a preset sometimes caused Modo to crash.
• ID 412037 (60067) - Rigging: When an IK chain was reset from FK to a new rest pose, the Setup angle bias was not recalculated.
• ID 412183 - Schematic: Connecting a Texture Falloff output into a Weight Map Falloff sometimes caused Modo to crash.
• ID 412265 (60071) - Rigging: Resetting the solver from FK didn't apply the new transform to the IK goal correctly.
• ID 413757 - Schematic: Dragging a rotation channel into the Schematic viewport sometimes caused Modo to crash.
• ID 413799 (60072) - Modeling: Edge Chamfer produced incorrect results on certain meshes.
• ID 413954 (60075) - Scripting: Right-clicking a command in Command History and clicking Show Help contained an incorrect URL.
• ID 414243 - File I/O: Importing .svg files sometimes caused Modo to crash.
• ID 414342 - Preview Render: Preview render didn't always update to reflect material changes.
• ID 414682 - macOS only: In the Advanced viewport, the Specular Roughness value of a Principled Shader was set into the wrong GPU table value.
• ID 414686 - Viewports: In the Advanced viewport, resizing the window resulted in incorrect renders.
• ID 414768 - Preset Browser: Generating thumbnails in the Preset Browser was slow.
• ID 414822 - Modeling: When using Add mode for Bezier curves, the curve point was using the nearest curve point rather than the selected point.
• ID 415032 - Viewports: Tool handle drawing in the Advanced viewport did not work correctly.
• ID 415065 - Customization: &clip type user values in a form command list did not trigger assigned actions when the value was changed.
• ID 415074 (60100) - Procedurals: The Thicken mesh operation didn't propagate an Edge SelectionSet Tag to the new edges created.
• ID 415135 - Viewports: The Advanced viewport displayed textures with negative values differently to the Render and Preview viewports.
• ID 415516 - Viewports: Some meshes displayed black in the Default viewport until Material was toggled.
• ID 415554 - Viewports: Selecting items in Wireframe mode in a scene with a large number of items caused performance issues.
• ID 415724 (60104) - UVing: Convert UV to Mesh didn't retain selection sets in the resulting mesh.
• ID 415971 - File I/O: Importing and selecting a new material for certain .fbx files caused Modo to crash.
• ID 416128 - File I/O: Exporting certain files into Alembic caused Modo to crash.
• ID 416131 - Schematic: Opening a file containing a Comment Node from Modo 13.1 and 13.2 on previous versions resulted in Modo becoming unresponsive.
• ID 416255 - Viewports: Render Proxies were not displayed correctly in the 3D viewport.
• ID 416333 - File I/O: The progress monitor for .fbx export was not working correctly.
• ID 416369 (60105) - Viewports: Proxy preview items didn't display in the 3D viewport.
• ID 417299 - UVing: The UV Relax error message contained a spelling mistake.
• ID 418010 - Viewports: Enabling Material selection mode in the Advanced viewport with AMD graphics cards produced thick grid lines.
• ID 418194 (60135) - Edge Relax: consider making Add Point absolute instead of relative
• ID 418356 - Viewports: Initiating a Playblast caused Modo to crash.
• ID 419033 - UI: Moving a camera with locked channels corrupted the Properties panel.
• ID 419151 - UI: Clicking the Visibility button on an image sequence in the Clips viewport.
• ID 419172 - Modeling: The Bezier tool's Add mode was adding points after the nearest vertex instead of the last selected one.
• ID 419270 - Modeling: Reversing a Linear Falloff resulted in tool handles becoming unresponsive in the 3D viewport.
• ID 419342 (60168) - Rigging: 3-bar IKs incorrectly flipped the second joint orientation on a zig-zag IK chain.
• ID 419345 (60169) - Rigging: 3-bar IK had a posing limit on third joints.
• ID 419383 (60170) - Rigging: Posing IK chain with IK blending set to 0% produces unexpected results above a certain limit.
• ID 419437 - Rendering: Denoising options were incorrectly displayed as unavailable on some devices.
• ID 419491 (60175) - Modeling: Jitter incorrectly affected hidden UVs.
• ID 419560 - Modeling: The Vertex Slide tool's Tool Handle Size property didn't work as expected.
• ID 419992: UVing: The Lock Stacked UVs command didn't work as expected.
• ID 420021: Modeling - Using the Curve Rebuild mesh operation and setting Point Count to 2, then freezing the curve caused Modo to crash.
• ID 420411 - Procedural: The Quick Align and Ground Align buttons were incorrectly showing active for Procedural Meshes.
• ID 420526 - Viewports: Modifying components of a displaced mesh caused Performance issues.
• ID 420850 (60197) - UVing: Snapping in the UV editor was incorrectly affected by hidden background items.
• ID 421145 - Preset Browser: DirCache scans were performed in headless mode, causing deadlocks with Python file/preset plug-ins.
• ID 421566 (60207) - Rigging: Unplugging 2D IK end position outputs caused Modo to crash.
• ID 421567 (60208) - Rigging: Removing a Planar IK solver after unplugging the goal item input first results in an incorrect scene evaluation.
• ID 422039 - Customization: Having an incorrect command in a Form Command List caused Modo to crash.
• ID 422104 - Customization: Toggling Boolean checkboxes in a Form Command List sometimes caused Modo to crash.
• ID 422706 - Viewports: Bringing a viewport into focus required two clicks.
• ID 422707 (60222) - UVing: Right-clicking in the UV viewport incorrectly opened a dialog even when the tool was active.
• ID 422774 - macOS only: Modo randomly crashed on macOS 10.15.x (Catalina).
• ID 422986 - Viewports: Removing Draw Options with one of them selected in the Graph Editor caused Modo to crash.
• ID 423306 - Procedurals: Curve Sweep added extra edges when used with shape mesh operations of different sizes.
• ID 423545 - Bucket Render: Render Animation didn't clear memory after completion in certain scenes.
• ID 423704 - Presets: Loading specific presets sometimes caused Modo to crash.
• ID 424020 - Customization: The Work Plane command couldn't be used as a command filter.
• ID 424029 (60246) - UVing: Vertex Join sometimes produced incorrect UVs.
• ID 424397 (60265) - Render: Vertex Map Textures were rendered as black in the Preview and Render viewports.
• ID 425633 - Clicking the Fusion tab sometimes caused Modo to crash.
• ID 426632 - File I/O: Dragging a group locator into another scene resulted in an error, or caused Modo to crash.
• ID 426751 - Customization: &clip type user values in a form command list did not trigger assigned actions when using Choose (none).
• ID 427482 - Using Stitch Mesh with Curve Source set to Selected Edges didn't work as expected.
Known Issues and Workarounds
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.
Animation
• ID 423909 - Markup: Setting image type to .jpg results in a black fill over the screen.
• ID 395357 - Deformer Caching doesn’t work as expected.
• 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.
Assemblies
• 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.
Baking
• 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.
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 346842 - Alembic import: Drag-and-drop doesn't import animation correctly.
As a workaround, use File > Import.
• 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.
Fur
• 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).
MeshFusion
• 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 are supported.
Modeling
• ID 408278 (60027) - Linear Falloff snaps to the object size.
As a workaround, use the right mouse button for an interactive initial linear handle.
• 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 385250 - Nodal Shading is slower in 13.0 with some modifiers.
• ID 221393 (50642) - Nodal shading does not support UDIMs.
Painting/Sculpting
• 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.
Particles
• 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.
Preview
• 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 388978 - Paving doesn't work when a Guide curve runs through a paving hole.
• 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.
• 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.
References
• 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 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.
Rigging
• ID 404238 - Bezier Curves don't work correctly with the Curve Falloff.
• ID 287584 (27244) - Duplicating joints in a bound mesh retains influences from the original joint chain.
Scripting
• 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
• ID 372282 (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.
UI
• ID 395884 - macOS only: Double-clicking the bottom right corner or edge of a popover doesn't resize the popover correctly.
• ID 388937 - macOS only: UI form field highlights occasionally appear solid gray.
• 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.
Viewports
• 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 497416 - The Gradient texture layer renders incorrectly in the Advanced viewport.
As a workaround, use Preview.
• ID 420733 - Ghost Mode Transparency set to 0% isn't fully transparent.
• 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.
VR
• ID 218386 - VR is now supported on Linux, but has only been tested and verified working using SteamVR on Ubuntu 18.04.
Developer Notes
Here are the changes relevant to developers.
Bug Fixes
• ID 366901 - SDK: The envelope.keyframes.setSlopeType() function failed with TypeError.
• ID 407913 - SDK: Multiple selection types in lx.symbol.sPMODEL_SELECTIONTYPES only returned one.
• ID 412257 - SDK: The Samples solution didn't match shipped samples. Math multi has been replaced with sum, but the sln was not updated.
• ID 412258 - SDK: sample item_type_influence_morph couldn't be built.
• ID 427218 - SDK: The IsClosed() method on ILxCurve returned None instead of True or False.