发行说明Modo 12.2v1
发布日期
15 November 2018
系统要求
官方支持的操作系统
• Mac OS 10.12.x, 10.13.x, and 10.14.x (64-bit only)
• Windows 7, Windows 8, and Windows 10 (64-bit only)
• Linux 64-bit operating system (CentOS/RHEL 7+)
最低硬件要求
• 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.
推荐系统要求
注意: 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
*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。
推荐的图形驱动程序版本
• NVIDIA: 411.63 or later*
• AMD: 8.982.8.1 or later*
*我们建议从NVIDIA或AMD网站下载最新的驱动程序版本
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 12.2v1。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。
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 (Retina, 15-inch, Mid-2015) • iMac (Late 2012) • Mac Pro (Late 2013) • MacBook Pro (Mid-2015) |
了戴尔 |
• XPS 15 9560 • Precision 3520 |
生命值 |
• HP Z800 • HP Z640 • HP Z600 |
中央处理器 |
• AMD Ryzen Threadripper • Intel i7-4770k • Intel i7-7700k • Intel i7-8700 • Xeon E3-1505M v6 • Xeon E5504 • Xeon 5620 |
经过测试的GPU硬件 |
|
---|---|
AMD Prosumer显卡 |
• Radeon™ Vega RX • Radeon™ R9 M370X • Radeon™ Pro WX8200 • Radeon™ Pro WX7100 |
AMD企业图形卡 |
• FirePro™ D700 |
NVIDIA Prosumer显卡 |
• GeForce 675MX • GeForce 970 • GeForce 1050 (laptop) • GeForce GTX 1070 Ti (Linux) • GeForce 1080 |
NVIDIA企业图形卡 |
• Quadro® K620 • Quadro® M620 • Quadro® M4000 |
新功能
动画和索具
组和通道视口过滤器和搜索
您现在可以过滤Groups和Channels视口。的Channels视口也可以在Graph Editor。
整数范围节点
已添加了一组节点,用于处理整数范围值。他们是:
• Int Range Bounds
• Int Range Clamp
• Int Range Merge
• IntrangeTest
从图形编辑器保存信封预设
Modo现在,您可以直接从“图形编辑器”保存和加载信封预设。
原理图改进
对“逻辑示意图”视口进行了以下改进:
• Show Instance Connections - You can now view links from instances to their original objects. They are drawn with a dotted connector.
• Show Connected Nodes - You can now isolate a nodal network based on the selection of a single node. With an item selected, all other nodes not connected to that node are hidden.
• Elbow Node - This node helps you organize the Schematic by reducing the number of visible and crossing links.
• Draw Linear Link Option - You can now choose to draw Schematic links as straight lines, which are easier to read in complex networks.
• Comment Node - You can now leave comments in the Schematic using the Comment node.
• Backdrop Node - Backdrops allow you to group nodes into a container that can be collapsed and moved around.
• Organized Duplication - When you duplicate nodes, their layout is now preserved in the new nodes and they are selected ready to be placed in the Schematic. You can either duplicate a node with or without its connections.
AVP和VR
通过几何可见的选择
在中建模Advanced现在,视口变得更加容易,因为您现在可以通过前景或背景图层中的阴影几何图形查看选择。
点抗锯齿和独立点大小
现在,点已消除锯齿Advanced视口,并且它们还尊重前景和背景网格层的视口点大小选项。
Modo VR组件的选择和编辑
现在,您可以在VR中选择多边形,边和顶点,并使用一组常用的建模工具。
文件I / O
虚幻的桥梁
改进了Modo虚幻引擎的桥梁。可以自动处理变换,现在支持灯光和摄像头,数据传输速度已大大提高。
网格融合
• Hybrid Strip Topology - Modo allows you to add skirt geometry to surface strips to allow greater control over topology around strip surfaces.
• Fusion Instance Synchronization - You can now control Fusion Item instances. All or selected instances can by updated, and the source can be updated from an instance.
• New Corner Geometry - The mesh algorithm has been improved so the topology generated at the corners of a Fusion Item is quad-based, resulting in a much smoother flow of polygons. This improves both positive and negative corners.
• Surface Strip Command Tweaks - You can now quickly swap fusion states. Hold the Alt key to swap between Surface Strips' boolean states.
建模和资产创建
共面衰减
新的“共面”衰减类型会影响与选区位于同一平面上的面,并使用法线之间的角度。
深度限制选项
一个新的Depth Limitation选项已添加到捕捉。使用此选项,可以将捕捉范围限制为指定深度。
曲线边缘改进
一个新的Delete Geometry选项已添加到Edges to Curves网格操作,允许您从网格中删除所有非曲线几何。有关更多信息,请参见曲线边缘。
线性对齐工具选项
新Align to First Selected, Screen Axis和Axis Vector X , Y和Z选项已添加到“线性对齐”直接建模工具中,使您可以沿一条线对齐选定的顶点,边,多边形或UV位置。有关更多信息,请参见线性对齐。
程序将UV转换为网格
一个新的Convert UV to Mesh添加了操作,使您可以将UV贴图程序转换为网格项。
程序曲线转换工具
新程序Curve Convert添加了网格操作,可以将选定的曲线转换为常规,贝塞尔曲线或B样条曲线类型。
网格程序偏移
添加了“按网格划分曲线”(Curve Offset by Mesh)操作,使您可以为曲线创建平行曲线,并通过单独的网格项进行偏移。此网格操作还用于创建双针迹。
程序硬性边缘
添加了新的网格操作,以程序方式处理硬边。他们是Hard Edge, Hard Edge Convert和Select by Hard Edges。
程序抖动工具
新程序Jitter添加了网格操作以根据种子编号以及X,Y和Z轴的范围值来重新定位选定的项目或组件。它将随机偏移量应用于每个顶点,以获得更随机的有机外观。
程序合并网格多边形类型
新的多边形类型属性已添加到Merge Meshes指定要从网格中提取哪种多边形的工具。
程序包UV工具
新程序Pack UVs已添加网格操作,以自动化组织UV岛数据以适合所需UV空间的过程。
程序矩形工具
新程序Rectangle添加了网格操作以将UV的四边形选择拉直为矩形部分。该工具具有自动定位和将跨度调整为均匀网格的选项。
程序选择环工具
新程序Select Ring添加了网格操作以选择围绕几何图形球体在相同选择方向上的所有顶点或边。
程序UV贴合工具
新程序UV Fit添加了网格操作以缩放当前选择的UV数据,以填充归一化的0到1 UV空间。这是优化UV的非常有用的工具。
程序紫外线解开
一个新的UV Unwrap添加了网格操作,使您可以按程序为网格创建UV贴图。
程序顶点设置位置
新程序Vertex Set Position添加了网格操作,使您可以通过指定新坐标将现有顶点重新定位到特定位置。
程序顶点分割
一个新的Vertex Split添加了操作,使您可以按程序将一个顶点拆分为多个顶点。
拼接工作流程
Modo现在提供了一个快速简便的工作流程,可以使用Stitch Mesh Setup命令。
性能改进
顶点法向性能
使用顶点法线时,CPU性能得到了改进。顶点法线提供了一种有效的方法来平滑多边形网格的阴影,使其外观具有更高的多边形网格。此外,渲染过程大约快50%。
用户界面
边界框阈值
一个Bounding Box Threshold选项已添加到OpenGL Display Preferences。当场景在视口中旋转,平移或缩放时,它允许您在指定的GL多边形计数上方绘制项目作为边界框。通过消除视口中的延迟,这使得处理大型场景更加容易。
剪辑选择和预设浏览器改进
剪辑选项和预设浏览器已得到改进,使其更快,视觉上更一致且更易于浏览。现在,使用“剪辑选择”时,缩略图将保存为Dir缓存的一部分。
表格工作台
工作台是UI的区域,可以在其中对工具,命令,脚本,预设,工具包,通道和宏进行分组和组织。您也可以在Modo可直接在用户界面中进行编辑。
项目注释
一个Notes部分已添加到项目Properties。此处添加的描述和注释在工具栏中都显示为工具提示。 Items列表和3D视口。的Items现在可以基于与项目关联的注释来过滤列表。
Modo标记
Modo的文本标记功能,可让您向工具提示中添加格式。
紫外线
转移UV位置
编辑UV Transfer UV positions选项已得到改进。在我们以前的版本中,将UV从一个对象转移到另一个相同的对象,即使对象是连续的,您一次也只能转移一个UV岛。现在,该工具将所有连接多边形的UV传输到目标。
UV Box变形工具
新Gaps和Gaps By Pixel选项已添加到UV Box Transform直接建模工具,可让您向UV岛添加像素边框填充。您可以通过使用UV视口中的框手柄来控制间隙的大小。
渲染图
英伟达® OptiX™降噪器
现在,您可以使用NVIDIA的OptiX Denoiser对支持的系统上的渲染输出进行降噪处理(Windows和运行NVIDIA GPU的Linux系统)。
3D视口改进
显示细分重量
Modo现在,当“细分”权重图的权重与常规权重图相同时, Show Weightmap选项已在3D视口设置中启用。
显示锁定的网格项目
现在,您可以在3D视口中轻松查看锁定的网格物体。默认情况下,新的首选项Show Locked Mesh Items选项已启用。网格项目上的选定顶点,边或多边形以指定颜色显示。在循环选择或使用其他选择方法时,不会选择锁定的元素。更改锁定元素的颜色是在Systems > Preferences > Display > Color > PSUB Mask设置。
功能增强
• ID 311221 - UV Connectivity mode has been added to the UV Paste command.
• ID 341337 - Modeling: A Deform Space option has been added to Selection Action Center and Action Axis Selection.
• ID 346181 - UV: The Set Gaps by Pixel option has been added to have old gaps scope as an option. This fixes oddly positioned UVs.
• ID 355811 - Render: Modo's performance during sampling of an image in ray evaluation has been improved.The limit on the number of UV render outputs has been increased, limit checking has been added, and the UV output index is now reset to zero.
• ID 366043 - UI: The Animation Toolbar has been revised. The Spacing Chart and Inbetween buttons have been moved into the same row as the Dynamic Parenting and Motion Path buttons.
• File I/O: -import, a command line argument for adding session-only config paths has been implemented. It takes a path, dir or config file, which is added as a new session-only import path in the config system. The path is not written to the config on quit, and directories are not created if they don't exist yet. This is used like any other import path, in that configs are loaded from it and scripts can be launched from it.
• Preset Browser: ClipChoice has been converted to PBView and clips synthetic.
• Procedurals: The EdgeToCurve command now takes a poly type arg, or guesses based on the underlying geometry type.
• Scripting: The pure UI mode for user.value commands has been added, set through user.def uiMode, which supersedes the old asUI property, although that is still supported for backwards compatibility (uiMode takes precedence, if present). undoModel, undoUI and pureUI modes are supported.
• UI: ?min/?max query operator support has been added to numeric edits via text hints and UI hints.
• UI:Access to viewport options from tabbed viewports with their tabs hidden has been made easier. The Viewport Properties menu in a tabbed viewport now shows the settings for the current tab instead of being disabled. The Viewport Properties have been mapped to the O keyboard shortcut globally. This triggers the Viewport Properties menu for any viewport under the cursor.
• UI: New Dynamics and Particles toolbars have been added to the layout.
• UI: Icons and text labels on buttons have been shifted up one pixel (non-GL). This generally improves center of text and icons in faces.
Bug修复
• ID 221462 - Viewports: Selecting Material selection mode in the Advanced viewport caused the mesh to become white.
• ID 227428 - Shader Tree: Texture Replicators did not align to particles.
• ID 242741 - Item List: Creating groups caused the folder to jump to a random position if the items were not selected in a top-down sequence.
• ID 246494 - VR: Antialiasing/supersampling and drawing circular points did not work as expected.
• ID 273105 - Rigging: Adding pre/post transform commands added a transform for the selected transform and then another for the selected root item.
• ID 287965 - Presets: Using Preview in Sphere Preset mode only rendered using the selected material rather than the one at the top of the Shader Tree.
• ID 289613 - UI: Duplicating a form containing a reference didn't work correctly.
• ID 290832 File I/O: The Save Incremental action sometimes didn't use the correct file name.
• ID 293954 - Modeling: Adding another Falloff on top of a Soft Selection falloff in Topology mode caused the Move tool to become unresponsive.
The brush reset tool flags have been removed from the Soft Selection and Coplanar Falloff tools.
• ID 294389 Particles: The Density Gradient property in the Surface Particle Generator did not have any effect on the particle distribution.
• ID 295747 - Viewports: The Clearcoat Bump setting was ignored in the Advanced viewport.
• ID 304359 - File I/O: Certain irregular meshes caused Modo to crash upon loading.
• ID 304634 - Modeling: Applying Edge Bevel over boundary edges didn't work as expected.
• ID 310920 - Deformers: Using deformed instances produced visual 3D viewport glitches in certain camera perspectives.
• ID 313352 - UV: Locked polygons were ignored by the Pack UVs tool.
• ID 313910 - Procedurals: The Merge Meshes operation only partially imported UVs not at the top of the Mesh Operation list.
• ID 320292 - Procedurals: Connecting a Surface Particle Generator as a Clone Source caused Modo to crash.
• ID 330815 - Baking: Selecting a Texture Output in a Bake Item using RayGL Bake caused Modo to crash.
• ID 334413 - Presets: Dragging material masks into the Preset Browser didn't save the correct thumbnail for the preset.
• ID 335229 - Procedurals: The Detriangulate mesh operation didn't work with selected triangles.
• ID 341386 - Procedurals: The Curve Rebuild operation's Exact Distance option was not exact.
• ID 343437 - Procedurals: The Merge Meshes operation didn't connect to the Surface Particle Generator inputs.
• ID 344024 - Modeling: Using the Bevel tool along with the Thicken polygon option created unexpected polygons.
• ID 344583 - Viewports: The 3D Viewport Properties didn't display correctly when the Preview viewport was already open on start-up.
• ID 345000 - Modeling: Undoing an Axis Drill (stencil) failed to completely undo.
• ID 345025 - UV: The Backdrop Image's Transparency option in the UV Viewport Properties didn't work correctly.
• ID 345080 - Modeling: Using Boolean operations on background geometry with overlapping polygons caused Modo to become unresponsive and consumed a large amount of RAM.
• ID 345337 - Procedurals: Non-active deformers left selected elements behind.
• ID 348211 - UI: Switching to the Polygon tab after selecting edges disabled several commands incorrectly.
• ID 349259 - Procedurals: Using the Select by Previous Operation with the Edge Bevel mesh operation didn't always return all the edges.
• ID 349260 - Modeling: Transfer Normals didn't work correctly for mesh items that didn't have matching transforms.
• ID 349467 - Preview Render: Enabling the Preview renderer in the Render layout with the RayGL Options window open caused Modo to crash.
• ID 349987 - File I/O: Importing an Alembic file (point cloud) set as a Point Source for a Replicator item caused Modo to crash.
• ID 350303 - Viewports: Editing the Film Roll option while viewing a camera in the Advanced viewport caused wireframes to explode.
• ID 350304 - Modeling: The Edge Extend tool was very slow compared to the Move tool.
• ID 350305 - File I/O: Loading backdrop images caused Modo to crash.
• ID 350352 - Viewports: Vertices appeared when the 3D Viewport Properties > Active Meshes > Display > Show Vertices option was set to Never.
• ID 350370 - Modeling: Using Transfer Vertex Color map (RGBA) caused Modo to crash.
• ID 349671 - Navigation: Pressing the G key to center the view on the cursor's position did not work properly with a custom Work Plane.
• ID 350691 - Modeling: Vertex Snapping didn't highlight vertices in some cases.
• ID 350834 - Animation: Undoing a Box Tool edit in the Graph Editor caused the box to jump back to its previous position on the next action.
• ID 350933 - Particles: The LookAt Particle Modifier compressed particle transforms.
• ID 351622 - Animation: Mini Gradient popovers entered incorrect values for time.
• ID 351710 - Viewports: Red materials appeared in the Advanced viewport if a scene contained many meshes.
• ID 351829 - Shader Tree: Editing a constant layer in a group with Apply to SubGroup enabled caused Modo to crash.
• ID 351841 - Procedurals: Selecting a mesh that was part of a mesh operation for another mesh changed its GL display.
• ID 351866 - Modeling: Enabling and disabling the Toggle Grid Workplane option hid the widget for some deformers.
• ID 351884 - Modeling: Mirror tool: Merge vertices didn't work correctly.
• ID 352132 - File I/O: Reverting a scene with the Mesh Paint tool active caused Modo to crash.
• ID 352326 - UI: Undo To Here in Command History didn't work.
• ID 352353 - Modeling: The Polygon Inset distance was not a consistent width. There is now a new Offset Even option.
• ID 352377 - Viewports: Dragging Shader Tree layers between different groups in the Advanced viewport didn't work as expected. Layer masks either didn't appear when moved into a group and/or the layer mask leaked out, affecting the next parent group layer.
• ID 352377 - Viewports: Layer masks nested within a group mask sometimes didn't display in the Advanced viewport.
• ID 352438 - UV: Opening the UV list in UV view after editing the Transform UV Map operation's Tile U/V values caused Modo to crash.
• ID 352496 - Procedurals: Deleting an edge with procedural modeling broke the UV map.
• ID 352685 - Viewports: Disabling Use Normal Maps in the Advanced viewport affected the lighting.
• ID 352909 - Viewports: Moving directional lights was slower than expected.
• ID 352963 - Procedurals: The Procedural Axis Slice tool and the direct modeling Axis Slice tool produced different results.
• ID 353035 - UV: Switching to a layout with material overrides on while the UV Box Transform tool was active caused Modo to crash.
• ID 353068 - Particles: There were precision issues with Curve Particle Generator's spacing distance.
• ID 353250 - Modeling: The Polygon Bevel tool's Square Corner option didn't always work.
• ID 353278 - Baking: Using Bake Preview with a Render Output Bake item that had its output assigned to a folder caused Modo to crash.
• ID 353589 - Viewports: Rotating environment images was very slow.
• ID 354063 - Procedurals: UV creation in Procedural mode displayed an invalid progress bar.
• ID 354323 - Viewports: The Advanced viewport did not show displacement.
• ID 354360 - File I/O: Loading Alembic files with transforms of unknown types caused Modo to crash.
• ID 354384 - VR: Connecting the monitor display and HMD display to separate GPUs caused Modo to crash.
• ID 354588 - Modeling: Hard Edge Smoothing incorrectly hardened all edges on vertices.
• ID 354600 - Procedurals: Polygon Bevel incorrectly set minimum value of segment to 1.
• ID 354680 - Particles: Particle Rotation gradients were only rotating 1 degree per 100%.
• ID 354891 - UI: The Modo interface sometimes did not load when it couldn't display a layout.
Now Modo displays an empty but usable layout in such cases and allows you to restore another layout or build a new one.
• ID 355035 - Modeling: Paint selection in Items mode randomly caused Modo to crash.
• ID 355062 - Modeling: Getting the bounding box for a face randomly caused Modo to crash.
• ID 355166 - Painting/Sculpting randomly caused Modo to crash.
• ID 355225 - Procedurals: Undoing a mesh operation freeze caused Modo to crash.
• ID 355357 - Preview Render randomly caused Modo to crash.
• ID 355406 - Volumes: Opening scene with a VDB voxel item selected caused Modo to crash.
• ID 355568 - Viewports: Environment images sometimes caused Modo to crash.
• ID 355577 - Viewports: Viewport drawing sometimes caused Modo to crash.
• ID 355579 - Procedurals: Using the Polygon Merge mesh operation sometimes resulted in corrupted vertex normals.
• ID 355580 - Input Devices: Space Navigators with a tool active sometimes caused Modo to crash.
• ID 355664 - UV: Random crashes related to UV coverage.
• ID 355787 - Item List: Selecting an item with no linked transforms sometimes caused Modo to crash.
• ID 355920 - Procedurals: Implicit selection did not work for SelOp aliases.
• ID 356029 - UV: The UV Rectangle's Gaps option was incorrectly available when Pack was disabled.
• ID 356117 - MeshFusion: The Absolute strip quad length feature introduced in 12.1 created quads twice as long as the length specified by the user in millimeters.
• ID 356132 - Procedurals: Using the Transfer Vertex Map operation with Select by Previous and Boolean mesh ops caused Modo to crash.
• ID 356235 - Replicators: Replicators with their Point Source set to a Particle Snap Modifier sometimes collapsed to a single edge.
• ID 356402 - UV: Slow performance using UV coverage.
• ID 356419 - Procedurals: Procedural Edge Slide provided different results if a selection was made, then the layout was swapped.
• ID 356669 - Viewports: Large scene performance on Quadro Cards has been improved. This change reverts the workaround introduced in Modo 12.1, because the custom NVIDIA driver profile has been removed in Modo 12.2 as NVIDIA has fixed this for a future driver release.
• ID 357026 - UI: The Form Editor changed message table entries not on the form.
• ID 357224 - Item List: Switching from a CAD-converted scene to another scene caused Modo to crash.
• ID 357278 - Viewports: Input lag when using certain view styles with an environment image enabled.
• ID 357316 - Painting: Using Projection Ink sometimes caused Modo to crash.
• ID 357322 - Modeling: The Soft Selection falloff was drawing on locked and hidden geometry.
• ID 357383 - Procedurals: Beveling irregular edges sometimes caused Modo to crash.
• ID 357386 - Modeling: The Component AutoSelect button didn't highlight consistently when activated by its keyboard shortcut.
• ID 357606 - Procedurals: Adding a mesh operation after activating the Sketch tool sometimes caused Modo to crash.
• ID 357992 - File I/O: macOS - Using Export Selected and saving to the same directory more than once resulted in an error message.
• ID 358466 - Schematic: Selecting a link and pressing Delete displayed an error.
• ID 358487 - Licensing: License libraries bug involving a number of MacOS issues related to sign-in licensing problems with changing MAC IDs and other issues.
• ID 358572 - Modeling: The Linear Align tool's Screen Axis mode was not available in all selection modes.
• ID 359403 - UI: Pressing Tab after typing a value in the Horizontal Wrap field didn't work as expected.
• ID 359627 - UV: Potential crash in mesh meta computation with 1 or 2 points polygons.
• ID 359784 - Modeling: Using the Action Axis tool sometimes caused Modo to randomly crash.
• ID 359790 - Modeling: Using Element Falloff in Edge mode sometimes caused Modo to randomly crash.
• ID 359795 - Modeling: Enabling tools sometimes caused Modo to randomly crash.
• ID 360051 - Procedurals: The Slice mesh operation left behind vertices resulting in open geometry.
• ID 360061 - VR: ModoVR did not show the HMD view in the viewport on AMD+Oculus.
• ID 360066 - Viewports: Updating bump or displacement sometimes caused Modo to crash.
• ID 360306 - Procedurals: Using the Select by Previous selection type with an Axis Drill mesh operation sometimes caused Modo to crash.
• ID 360595 Modeling: Smoothing angle was not correctly applied to polygons that shared a vertex and had different material groups and smoothing angles.
• ID 360598 - Viewports: The Unreal Shader did not use Clearcoat normals for clearcoat effect in the Advanced viewport.
• ID 360642 - Procedurals: When creating a new mesh operation, or selecting a mesh operation in the Mesh Operations list, the properties were not displayed correctly.
• ID 360784 - Procedurals: Trying to select a component on the mesh sometimes caused Modo to crash.
• ID 360857 - UI: Deleting an image in the layout caused Modo to crash..
• ID 360934 - Procedurals: Group polygon bevel didn't use the same random value per group.
• ID 360990 - Procedurals: Merge Meshes didn't handle negative scale correctly.
• ID 361020 - Viewports: Switching layouts caused Viewport Overrides to create undos without an undo context.
• ID 361022 - Item List: Removing a package from an item incorrectly deselected the item.
• ID 361050 - Animation: Animation playback sometimes consumed a large amount of RAM.
• ID 361304 - Shader Tree: Deleting an image from the Clips list caused Modo to crash.
• ID 361313 - Modeling: Edge loop selection did not work as expected when boundary edges were involved.
• ID 361409 - UV: Texture Name channel of UV Pack and UV Unwrap was a text field instead of a popup.
• ID 361557 - Shader Tree: In certain scenes, normals were affected by incorrect material masks.
• ID 361562 - Procedurals: The Scatter Clone mesh operation incorrectly flipped geometry.
• ID 361564 - Procedurals: When making a slice on a polygon, the created edge was detached from the geometry.
• ID 361604 - Preset Browser: Files with too many numbers in the file name did not appear in the Preset Browser.
• ID 361742 - File I/O: macOS - Selecting the same directory more than once for the UDIM Wizard displayed an error message.
• ID 361884 - Navigation: Move/Orbit from a PRS-Channel-Locked Camera displayed several warnings.
• ID 361908 - Modeling: Auto Action Center used Deformed Axis and Center even if Enable Deformers was disabled.
• ID 362180 - UI: Windows - Japanese locale - Rebuilding the Item List while the scene cinema was in flux caused Modo to crash.
• ID 362284 - Viewports: Random crash involving tools.
• ID 362379 - Customization: Adding a command from custom config to a form caused Modo to crash.
• ID 362621 - Painting: Activating the Stamp brush caused Modo to crash.
• ID 362940 - Preset Browser: When a file was dropped from the file system into a Preset Browser and its original location was not already present in the Preset Browser's directory cache, the file was copied rather than moved.
• ID 362954 - Modeling: Instancing or duplicating a corrupt mesh caused Modo to crash.
• ID 362972 - Python API: When Modo was looking up the argument type from the Python command, the default implementation gave a 'Not Implemented' exception rather than returning None/NULL. This caused the text hints to fail for Python commands.
• ID 363063 - Viewports: Using the Matcaps shader in the Tool viewport sometimes caused Modo to crash.
• ID 363933 - MeshFusion: Increasing strip width resulted in geometry disappearing.
• ID 363947 - Presets: Saving an Environment preset had the preset sphere in the thumbnail.
• ID 363948 - Presets: Saving a Shader or Render Output preset rendered the default material as thumbnail.
• ID 363950 - Presets: Environment preset thumbnails were not color corrected.
• ID 363981 - Item List: Random crash related to the Item List.
• ID 363993 - Shader Tree: Random crash in texture evaluation, including reports of crashes when exporting to .fbx.
• ID 364011 - Volumes: Rendering scenes with VDB Voxels sometimes caused Modo to crash.
• ID 364098 - Preview: Using any Preset shape as geometry material preview, and selecting a Render Output while Preview was running caused Modo to crash.
• ID 364177 - Modeling: The Thicken tool produced different results in Modo 12.1.
• ID 364941 - Preview Render: Enabling a Viewport override preset with Preview rendering caused Modo to crash.
• ID 365470 - Modeling: The Smooth Shift Sharpen option created asymmetrical results.
• ID 365654 - Modeling: The Push and Jitter tools were reset with every click.
• ID 366009 - UV: The Pack UV tool's Pack Region options kept resetting to default.
• ID 366134 - Modeling: Converting Edge selection to Polygon selection didn't always work as expected.
• ID 366297 - UV: Texel density kit incorrectly accounted for 3D size when sampling.
• ID 366385 - UV: Looping select UV Seam that bordered a split edge caused Modo to crash.
• ID 366476 - UV: The UV Box Transform tool's Snap Distance option ignored the zoom level.
• ID 367026 - Modeling: Random crash related to edge tracking.
• ID 368667 - Procedurals: The Clone Effector handled vertex selection incorrectly.
• ID 369125 - Modeling: The handles of Bezier curves imported from Illustrator could not be edited correctly.
• ID 369171 - UV: Zooming in and out with the scroll wheel in the UV viewport caused Modo to crash.
• ID 369447 - UV: The UV Box Transform snapping overrides constrained proportions.
• ID 369788 - Procedurals: Slice sometimes left a vertex floating in space when cutting a curve into two parts.
• ID 370148 - UI: Dragging the Render Camera label from the Render Item form caused Modo to crash.
• ID 370375 - UV: Copying and pasting an edge selection with UV connectivity caused Modo to crash.
• ID 370380 - Modeling: Removing an item while Geometry Snapping was enabled in the Toolpipe caused Modo to crash.
• ID 370597 - Modeling: A specific n-gon Bevel left one vertex behind.
• MeshFusion: Command Help for user values driving various popup menus were missing. A minor config issue was preventing some icons from displaying in the Fusion Item’s Properties.
• Particles: Exotype for Texture Particle size was a float instead of a distance.
• Preset Browser: Saving some presets didn't create a new directory (important for user paths from the Preset Browser).
• Preset Browser: The Preset Browser sometimes didn't update when changing to a different directory.
• Procedurals: The Material mesh operation was much slower than the Assign Selection Set mesh operation.
• Scripting: The wrong notification flag was sent for the command enable set on a user value.
invert enable command test has been added for user.def, which inverts the results of the test for the enable command. This allows the user value to be enabled when the enable command is disabled and visa versa.
• Shader Tree: Changing material surface normal properties affected the wrong item in a specific scene.
• UI: Usernames on some data list layouts were incorrect in the Data Lists switcher bar.
• UI: Tool Properties : The Snapping button so it remained in the Properties after the tools were dropped.
• UV: Random crash related to UV Coverage drawing.
特定于此发行版的已知问题和解决方法
本节介绍了已知问题,并在适当情况下提供了解决方法。
注意: Due to internal bug-logging and tracking process improvements, new bug identification numbers are used, with the legacy IDs provided in parentheses, where appropriate.
动画
• ID 240321 (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 288164 (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 355201 - Baking SurfaceID is giving different outputs. A bug has been fixed where deleting or disabling visibility of a mesh would change the SurfaceID colors of other meshes. The process is now deterministic, but the SurfaceID colors differ from previous versions.
• 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.
色彩管理
• 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.
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。
命令行
• ID 289290 (49514) - macOS 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。
文件和图像I / O
• ID 337523(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:导入之前SolidWorks文件第二次,退出并重新启动Modo。
• ID 221508(50198)-Alembic场景不导出某些曲面项目,包括静态网格物体和程序破碎项目。
• ID 226589(49728)-导出选定的图层(从Item List上下文菜单) .fbx不会导出实例,除非还导出了原始网格。
要解决此问题,请设置.fbx偏爱Export Selection和使用Export As…。
• ID 220991(47036)-中国的色彩管理.svg当前不支持图像。这是一个错误修复程序的副作用,该错误修复程序在启用颜色校正后始终使用最大允许图像大小(64k x 64k)。
• ID 220975(46962)-渲染.svg用作模版贴图以进行置换或用于图层蒙版的图像可能非常慢。
毛皮
• ID 288248 (35731) - Fur length textures can’t be edited with the Stretch tool.
解决方法是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。
输入设备
• 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.
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。
• 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.
解决方法是改用三键鼠标(建议完全访问所有Modo的功能)。
网格融合
• ID 364399 - Outputting an Airtight Final mesh may flip some polygons.
解决方法是,在Polygon模式,然后按F键或将网格转换为SubDs或PSubs(Tab要么Shift+Tab)。
• ID 316276(56973)- 如果将Trim Fusion角色分配给对象,然后将其拖放到Primary上,则下拉菜单中将不包含Trim布尔选项。
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 Subtraction要么Apply Intersection)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 226970 (32728) - Zooming out with a Space Navigator alters the Work Plane position.
网络渲染
• ID 226363(48325)-具有以全帧渲染的图像序列的场景在从属计算机上使用了错误的图像序列号。
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 226337(36986) -从属渲染隐藏的网格。由于网格隐藏状态未存储在场景中,因此当该场景传输到从属设备时,状态会丢失。主机尊重隐藏状态,但是。
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 226336(25636) -不支持帧传递。
• ID 220955(30318)- 网络渲染不支持Realflow粒子。
• 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。
节点阴影
• ID 221393 (50642) - Nodal shading does not support UDIMs.
绘画/雕刻
• ID 288461 (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 303192(34925)-重新打开使用大型粒子缓存保存的场景可能会导致问题。
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。
预习
• If a high poly mesh is not visible, the Preview baking output will be incorrect.
解决方法是重设Preview修复烘烤。
程序性
• ID 305303(56318)-在“变形”文件夹中重复执行“网格物体操作”会产生错误Mesh Ops清单。
• ID 305302(56317)-程序重复不适用于Select By Previous Operation工具。
解决方法是,手动编辑副本的Select By Previous Operation网格操作。
• ID 266469(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 221355(52149)-曲线拉伸网格操作:路径段生成器的Align to Normal使用带有零长度切线的贝塞尔曲线时,该选项不起作用。
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。
• 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.
您可以使用Preview或RayGL可视化索具的变化。
参考文献
• ID 294394(44492)-如果引用了已经包含参考的场景,则原始参考的阴影可能不会持续存在。
解决方法是将带阴影的场景限制在一个参考级别。
• ID 220957(41119)-用相同文件替换引用后重新加载它可能会导致Modo坠毁。
• BUG ID 309252 (56620) - Modo crashes when closing a scene containing a referenced scene after attempting to revert a reference override.
解决方法是,先关闭场景并重新打开场景,然后再尝试还原参考。
渲染图
• ID 297021(52730) -当网格具有变换通道时,“顶点照明烘烤”命令无法按预期工作。
解决方法是,冻结网格属性中的变换。
• ID 292947(53184)-为以下中的材料次表面散射样本创建的值预设Modo现在改为在渲染项目上显示10.1或更早版本。
• ID 279848(55663) -- Motion Blur应用于网格操作中的曲线不再起作用。
• ID 243070 (53793) - Rendering using a Dual CPU with 72 threads was significantly slower than expected.
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 235368(53411)-在某些情况下,网状灯或任何太靠近表面的直射光都可能产生萤火虫(热像素)。
解决方法是,使用Maximum Radiance高于1 W / srm2减少偏见。
索具
• ID 287584 (27244) - Duplicating joints in a bound mesh retains influences from the original joint chain.
脚本编写
• ID 242545 (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。
着色树
• 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.
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 288141 (30947) - Layer masking displacement does not work unless you drag and drop the masking layer onto the displacement layer.
虚幻和统一材料
• ID 295862(50700)-无法以可视化方式显示Modo。
• ID 294747(50701)-虚幻的材质环境光遮挡无法在Modo。
• ID 221477(50451)-在某些图形卡上,Unity材料可能会导致显示器中的闪烁Advanced视口与凹凸贴图和阴影一起使用时。
用户界面
• ID 333249 (57715) - Selecting items in the viewport does not always update the Properties form.
解决方法是,按Alt键。
• ID 288714(43162)- Windows仅:设置自定义文本大小会影响Modo的文字绘图。
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。
• ID 281374(55759) -转换对象可能会导致Items Properties面板闪烁。
• ID 277244(55571)- 在Zen崩溃时调整涂料表的大小Modo 11.1,但不在Modo 11.0。
• ID 273139(55185) -视口图标按钮中的文本在Advanced某些macOS / AMD配置上的视口。
As a workaround: Upgrade macOS to 10.12 or 10.13.
• ID 226492(44496)-仅适用于macOS X:禁用Affect System Color Dialog在Preferences > Rendering > Color Management,并且使用系统颜色选择器会使颜色随着每次使用颜色选择器而变暗。
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 224169(44896)-将图像从磁盘拖放到Clips列表不起作用。
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。
视口
• 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).
解决方法是,仅在停靠的3D视图(属于布局的视图)中使用“游戏导航”模式。
• ID 310930 (56706) - Unity and Unreal materials are not displayed correctly when first loaded into the Advanced viewport.
解决方法是,启用然后禁用“着色器树”纹理的可见性。
• ID 296123 (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。
• 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.
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。
• ID 281365 (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,使用默认视口。
开发者须知
• ID 356825 - SDK: TDSDK Vertex and Edge classes didn't use the correct IDs for equality comparisons.
• ID 363748 - SDK: In some situations, the per_item callback was not called. (See this discussion: http://modo.beta.thefoundry.co.uk/forum/topic.aspx?f=11&t=25223)
• ID 364335 - TD SDK: The same vertex ID was being used repeatedly when trying to set disco UVs.
• SDK: SDK methods StripRichText(), to remove rich text in a string, and StringLookup(), to get a string from a string table have been added.
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