发行说明Modo 11.2v3
发布日期
20 February 2018
系统要求
官方支持的操作系统
• Mac OS 10.10.x,10.11.x和10.12.x(仅64位)
• Windows 7 Windows 8, Windows 10(仅64位)
• Linux 64位操作系统(CentOS / RHEL 7+)
最低硬件要求
• Intel处理器,Core i3或更高版本
• 1 GB可用硬盘空间(用于Modo安装)。
• 6 GB的可用硬盘空间(用于完整内容)。
• 至少4 GB RAM
• 以1920 x 1080像素分辨率显示
• 互联网连接,用于产品激活和在线视频访问
• 的Advanced视口模式需要至少具有1 GB图形内存的NVIDIA或AMD图形卡以及支持OpenGL 3.2或更高版本的驱动程序。
推荐系统要求
注意: 此信息是我们对普通用户的最佳建议。要求因用法而异,并且各个用户的要求可能与此处列出的要求不同。
• 2.5+ GHz四核处理器
• 250+ GB磁盘空间可用于缓存和临时文件,最好使用SSD
• 16 GB RAM和额外的虚拟内存*
• 以1920 x 1080像素分辨率显示
• 具有最新驱动程序的NVIDIA或AMD显卡
• 2+ GB图形内存
• OpenGL 4.4或更高版本的支持
*使用虚拟内存可以提高稳定性,并有助于防止大型项目中的数据丢失。
经测试的工作站硬件
下面列出的配置是Foundry经过测试的配置Modo。由于市场上不断变化的性质和种类繁多的计算机硬件,Foundry无法正式认证硬件。下面的列表可以用作建议,并不保证它可以满足您的特定需求。
请从NVIDIA或AMD网站下载并安装最新的图形驱动程序。确保您为AMD卡使用的是8.982.8.1驱动程序或更高版本。
如果您遇到任何问题,请访问支持门户https://support.foundry.com。
经测试的工作站硬件 |
|
---|---|
苹果 |
• MacBook Pro 2017 • MacBook Pro(2015年中) • MacBook Pro 2014 • Mac Pro(2013年末) • MacBook Pro10,1 • MacPro4,1 • MacPro5,1 • iMac13,2 |
了戴尔 |
• 戴尔T1700 • 戴尔T3610 • 戴尔T3620 • 戴尔T5810 • 戴尔T7610 • 戴尔T7910 • 戴尔Precision 3520 • 戴尔精密机架7910 • 戴尔Precision 5510 • 戴尔Precision 5520 • 戴尔Precision 7710 • 戴尔Precision 7720 • 戴尔M2800 • 戴尔M6800 • 戴尔XPS 15 9560 |
生命值 |
• 惠普Z800 • 惠普Z640 • 惠普Z620 • 惠普Z600 • 惠普Z440 |
经过测试的GPU硬件 |
|
---|---|
AMD Prosumer显卡 |
• Radeon™HD 1900 XT • Radeon™HD 2400 XT • Radeon™HD 2600 Pro • Radeon™HD 3870 |
AMD企业图形卡 |
• 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显卡 |
• 英伟达GT 750M • Geforce GTX 680 • Geforce GTX Titan • 英伟达GT 650M • Geforce GTX 1080 Ti • Geforce GTX 1080 |
NVIDIA企业图形卡 |
• 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显卡: |
• P400 • P600 • P1000 • P4000 • P5000 |
新功能
glTF V2着色器模型
glTF V2着色器
一个新的glTF (GL传输格式)着色器模型已在此版本中添加,这是使用JSON标准的3D场景和模型的文件格式。
glTF V2导出和首选项
Modo现在支持导出glTF文件格式和新的文件I / O首选项已添加。
功能增强
• Windows only - Modo now supports SolidWorks 2018.
Bug修复
• ID MadCap:conditions =“ Default.NoTranslate” 57249- UV:在UV视口中显示引起的索引Modo坠毁。
• ID MadCap:conditions =“ Default.NoTranslate” 55932-SDK:RayCast对象读取失败。
特定于的已知问题和解决方法Modo 11.2
本节介绍了已知问题,并在适当情况下提供了解决方法。
高级视口
• ID 56706 - Unity and Unreal materials are not displayed correctly when first loaded.
解决方法是,启用然后禁用“着色器树”纹理的可见性。
• ID 55594 -正交视图中缺少线框。
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.
您可以禁用Show Selection在里面Visibility选项或禁用活动网格层上的线框图。
动画
• ID 53661 - Selecting actions does not always select the correct one. This is caused by copying actions.
解决方法是,通过在Groups标签,然后保存并重新加载场景。
装配体
• ID 36452 - Assemblies exported from the Item List context menu result in poor visual layout of nodes on import.
解决方法是,您可以从Schematic视口。
烘培
• 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.
色彩管理
• 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.
解决方法是使用System > Reset Preferences重置为默认值或移动/删除默认场景。
默认视口
• RGBA纹理只能在Advanced视口。在里面Default在视口中,当在Shader Tree。
变形者
• 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.
文件和图像I / O
• Unreported Content - glTF Export: glTF currently only supports a single material per mesh.
解决方法是,如果您希望使用多种材料,请将每种材料的网格划分为多个网格。
• ID 56862 -- Modo对于SolidWorks套件: Modo导入相同文件时崩溃SolidWorks合二为一Modo会议。此错误仅影响使用工具包的导入,不影响直接导入(File > Import)。
解决方法是,在导入SolidWorks文件第二次,退出并重新启动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).
解决方法是,使用新的Alembic Streaming选项导入。设置Polymesh streaming options至Alembic Streaming Meshes (polys only, force all)。或者,在Shader Tree并启用Surface Normal > Double-sided,然后更改Smoothing角度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.
要解决此问题,请设置.fbx偏爱Export Selection和使用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.
毛皮
• ID 35731 - Fur length textures can’t be edited with the Stretch tool.
使用不同的毛发长度驱动器,例如头发指南或矢量顶点贴图。
一般
• ID 49514 - Mac OS X only: Running modo_cl before running the UI Modo application breaks code signing.
解决方法是,启动UI版本的Modo一次,跑步前modo_cl在以后打算使用UI版本的任何系统上。
GL
• ID 55816 - Wireframes are washed out on transparent surfaces in the Advanced viewport.
解决方法是,在建模或进行需要线框的工作时避免透明。或者,使用Default视口。
• ID 55746 - Moving the mouse over a procedural mesh, when Animation > Enable Deformers is off, may cause Modo to crash.
• ID 55594 - Wireframe overlay is missing in orthographic views if Line Antialiasing is set to Full in the Advanced viewport.
解决方法是,使用Line Antialiasing > System要么Off选项。
• ID 55500 - Setting the Advanced viewport Effects > Material option to Basic displays Unreal materials as white.
解决方法是使用Simple模式。
• 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仅:使用Raptr可能会导致GL驱动程序崩溃Modo。
输入设备
• 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.
解决方法是改用三键鼠标(建议完全访问所有Modo的功能)。
• 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.
为避免这种情况,请在应用程序启动或重新启动之前插入平板电脑。
项目清单
• 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.
解决方法是,选择要从顶部到底部分组的项目Item List分组之前(Ctrl + G)。
网格融合
• 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.
解决方法是使用“融合按钮”(“工具”面板- Set Mesh Role & Apply部分)或饼图菜单(Apply SubtractionApply Intersection or )最初向每个Fusion Item添加Trim时(Trips可以贡献多个Fusion Item)。如果最初使用这些方法之一应用,则将支持所有后续拖放选项。
造型
• 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.
解决方法是,一次仅选择一个网格层,或将所有几何体放在一个层中。
• 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.
网络渲染
• ID 48325 - Scenes with image sequences rendered with Full Frames use the wrong image sequence number on slave machines.
解决方法是使用File > Consolidate Scene,然后使用共享的网络文件夹渲染场景(Preferences下的选项Rendering > Network Rendering)。
• ID 36986 - Slaves render hidden meshes. Since mesh hide state is not stored in the scene, when that scene is transferred to the slaves, the state is lost. The master respects the hidden state, however.
解决方法是,如果要避免渲染,请切换项目的可见性或渲染或打开System > Preferences > Rendering并禁用Use Network Render Nodes。
• ID 30318 - Network Rendering doesn’t support Realflow particles.
• ID 25636 - Frame passes are not supported.
• 几个错误-虽然显然可以Modo 902,在某些情况下,网络渲染未实现为支持烘焙。更改为Modo在10系列中,显然已经破坏了某些艺术家的作品,因此该功能已被禁用。
作为解决方法, Modo 10实现了使用烘焙项目和外部渲染控制器进行网络烘焙的功能。有关更多信息,请参见SDK Wiki。
节点着色
• ID 50642 - Nodal shading does not support UDIMs.
绘画/雕刻
• ID 41682 - Textures are not always updating in Preview/Render when painting on an image map.
您可以保存并重新加载图像以强制更新。
粒子
• ID 44551 - Surface Particle Generators may not update with changes to a Density Gradient Input set to Slope.
解决方法是选择Distance to Locator或其他任何设置Density Gradient Input下拉菜单,然后将其更改回Slope。
• ID 34925 - Re-opening scenes saved with large particle caches can cause problems.
为避免此类问题,请在关闭前删除缓存Modo,或将粒子导出到.csv缓存文件或Realflow .bin文件。您可以通过将这些节点之一附加到Schematic视口,然后单击Cache Simulation。
预设浏览器
• ID 55882 - Pinning the Viewport Textures preset browser crashes Modo on restart.
解决方法是运行Modo在Safe Mode然后选择System > Reset Preferences或手动删除主配置文件。
预设值
• ID Bug 55867 - Dragging and dropping a preset material into a material group places the preset above the Base Material, not in the group.
解决方法是,在拖放后移动预设材质组。
预习
• 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.
• 如果高多边形网格不可见,则预览烘焙输出将不正确。
解决方法是重设Preview修复烘烤。
程序性
• 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.
解决方法是,手动编辑副本的Select By Previous Operation网格操作。
• ID 54738 -任何作为“合并网格物体”源的项目(例如,网格物体项目,过程项目或“融合”项目)的重复项,所有重复项(重复项或实例)都将作为源添加到“合并网格物体操作”列表中。
解决方法是,在Mesh Ops列出使用X合并网格源中每个列表旁边的图标。
• 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.
解决方法是,在挤出前旋转多边形以使其指向+ Z,或确保没有零长度的切线。
• 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.
您可以使用Preview或RayGL可视化索具的变化。
投影
• 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.
为避免这种情况,请确保投影摄影机的胶片宽高比与主渲染摄影机匹配。
参考文献
• ID 44492 - If a scene that already contains references is referenced, the shading of the original references may not persist.
解决方法是将带阴影的场景限制在一个参考级别。
• ID 41119 - Reloading a reference after replacing it with the same file can cause Modo to crash.
渲染图
• ID 56620 -- Modo尝试还原参考替代后关闭包含参考场景的场景时发生崩溃。
As a workaround, first close and reopen the scene before attempting to revert the reference.
• ID 56585 -的Render Current View命令,与Preview运行,可能会导致错误。
解决方法是暂停Preview渲染之前。
• 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.
解决方法是,启用Displacement as Bump中的选项Render Item Settings或使用Preview。
• ID 53411 - Mesh lights or any direct light too close to a surface can produce fireflies (hot pixels) in some cases.
解决方法是,使用Maximum Radiance高于1 W / srm2减少偏见。
• ID MadCap:conditions =“ Default.NoTranslate” 53793-使用具有72个线程的双CPU的渲染速度明显慢于预期。
作为解决方法,如果将渲染数限制为拥有的内核数的一半,则任何具有32个以上内核的计算机都将获得更好的性能。
• 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.
解决方法是,冻结网格属性中的变换。
• ID 52011 - Tangent Basis handles Mirror UVs incorrectly.
解决方法是,在烘焙之前将Mikk或任何其他切线空间基础应用于网格。
索具
• ID 55059 - Binding can’t be used multiple times in Setup mode.
解决方法是,退出然后重新进入Setup模式。
• ID 27244 - Duplicating joints in a bound mesh retains influences from the original joint chain.
原理图
• ID 55859 - Dragging and dropping a Texture Locator, Camera, or Light from the Shader Tree into Schematic viewport doesn’t work.
解决方法是,选择项目,然后单击Add Selected中的按钮Schematic视口。
脚本编写
• ID 53458 - Right-clicking or running a script in the Script Editor can lock up input to Modo.
解决方法是,在“脚本编辑器”的顶部窗口中单击,使用主菜单,或更改为其他应用程序,然后切换回Modo。
• ID 55138 - Modo crashes when undoing a script which uses removeItems.
塑造
• ID 55897 - Specular and shadows in the Default viewport stops showing when sculpting on a displacement image.
解决方法是使用其他视口模式,例如Advanced要么Reflection,或套用Matcap着色器Shader Tree。
着色树
• ID 37858 - In the Shader Tree, choosing a group from Add Layer > Image Map > (use clip browser) fails.
要变通解决此问题,请在Clip Browser,选择单个图像而不是组,然后使用纹理层的Properties标签。
• ID 30947 - Layer masking displacement does not work unless you drag and drop the masking layer onto the displacement layer.
拓扑结构
• ID 55887 - In Remove mode, the Topology Pen doesn’t remove edges created by the Split mode but instead removes the underlying polygon.
虚幻和统一材料
• 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.
用户界面
• 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.
解决方法是,将主显示屏放在最左边,以防止出现这种情况。
• ID 55571 - Resizing the dopesheet in Zen crashes Modo 11.1, but not in Modo 11.0.
• ID 55185 -视口图标按钮中的文本在Advanced某些Mac OS / AMD配置上的视口。
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.
这是由于OS X问题所致,它要求将显示器设置和颜色选择器中的颜色配置文件都设置为sRGB IEC61966-2.1。
• ID 44896 - Dragging and dropping an image from disk into the Clips list doesn’t work.
如果Clips列表为空,请将图像拖放到顶部的栏上,否则将其拖放到列表中其他图像的上方或下方。
• ID 43162 (Windows only) -Setting a custom text size affects Modo's text drawing.
解决方法是,通过右键单击兼容性设置进入兼容性设置。 Modo快捷方式或可执行文件,然后关闭应用程序的字体缩放。
紫外线
• ID 56967 -如果在UV和3D视口中都启用了UV变形,则在3D视图中编辑网格将使UV变为黑色。
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.
解决方法是,启用Auto Spans选项。
• 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.
开发者须知
• ID 53988 -SDK: 的item.channel查询未正确读取评估的字符串。
• ID 55473 -SDK: 加载两次的参考场景未在中返回几何CLxSurfaceVisitor.Sample()。
• ID 55749 -SDK: 如果未设置键,则查看插件的Alpha通道的图形Modo坠毁。
• ID 56467 -SDK:有时会导致在命令的启用功能中读取项目图Modo如果场景发生变化,则会崩溃。
• ID 56697 -SDK: Rendercache坠毁Modo关闭场景时。
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