modo Changelog

What's new in modo 17.0

Mar 21, 2024
  • Model faster with incremental tool updates:
  • We’ve made significant accelerations to 10 of Modo’s modeling tools and MeshOps. This includes a system-wide change to VOs and further optimization of tools. The updates applied across the 10 modeling tools also have an impact on additional tools, due to Modo’s modular nature.
  • Accelerate your workflows with core architectural performance improvements:
  • This is the largest architectural change Modo has ever seen. We’ve created a system that allows us to accelerate how quickly things are drawn in the viewport and added the ability to push calculations to a background thread. This means that Modo can leverage two threads at once, while future additions should allow for multiple background threads. This marks the beginning of Modo taking greater advantage of modern many-threaded systems.
  • Put your GPU to work on more than just Modeling:
  • Modo 17.0 brings the Prime version of OctaneRender, in collaboration with OTOY. This gives artists access to the fastest and most reliable GPU renderer on the market. You’ll be guided through the registration and licensing process for OTOY from within Modo. What’s more, OTOY enables you to upload your scenes to its GPU render farm for a more streamlined experience. The Modo plugin is one of the most robust OctaneRender plugins for DCCs and Foundry is committed to working with OTOY to keep it that way.
  • Up to 50% speed improvements on Mac ARM:
  • With Modo 17.0, comes a new native ARM version of Modo for Apple silicon, resulting in up to 50% speed improvements when compared to emulating the X86 version of Modo for Macs*.
  • Spend more time in the physically-based Advanced Viewport:
  • Artists now have the ability to toggle textures on or off, without the need to go into the Shader Tree, thanks to improvements to Modo’s Advanced Viewport. The new default AVP setting means you can view environment lighting and any viewport lighting at the same time, so that you can make sure that all your lights interact as they should. We’ve also improved wireframe drawing, along with the visibility of MeshOp handles and selections.
  • Get quicker feedback from MeshOps:
  • Thanks to a combination of VOs and incremental updates, MeshOps are now processed faster for a much more interactive and engaging experience. This is the first in a planned series of performance updates for 2024, which will see the performance of Modo continually improve. We’ve also improved many of the UX and workflow interactions with MeshOps.
  • Use decals faster and easier:
  • With Modo 17.0, it’s now faster and easier to use decals, and wrap flat images onto complex surfaces with minimum distortion and no UV creation needed. Combined with VOs, decals are now more predictable and valuable than ever before.
  • Save time with PolyHaul enhancements:
  • PolyHaul was introduced in Modo 16.1 to combine multiple modeling operations into a single streamlined tool. We've made the UI easier to navigate, and also added the option to use it in conjunction with Falloffs, for maximum precision. What’s more, we’ve also refined how PolyHaul deals with switching between modeling modes, ensuring that quality geometry is created.
  • Quickly boolean patterns with Primitive Slice enhancements:
  • Modo 17.0 makes it possible to use clones with the Primitive Slice. This means artists can create multiple slices of the same shape at once, reducing the need for repetition when adding multiple slices to a mesh. We’ve also added Corner Radius for working with rectangles and squares, so that you can round corners of the shape that’s being sliced. This means you can make quick adjustments to slices, without the need to switch between multiple shapes or presets.
  • Stay productive with Mesh Cleanup enhancements & Fix Gaps:
  • Mesh Cleanup fixes broken geometry, and now includes Fix Gaps. This means that you no longer have to perform these operations manually, so you can stay productive and avoid interrupting your creative flow.
  • Create partial radial alignments:
  • Radial Align turns a selection into a flat circle. However, artists frequently need to have a partial radius rather than a complete circle. Modo 17.0 brings the ability to create a partial radial alignment, giving you more tailored tools to enhance your artistry.

New in modo 16.0 (Apr 28, 2022)

  • Modo 16.0 provides a range of features and enhancements that provide the tools that are necessary to create smarter. From the flexible and powerful new Wrap Effector, to the efficient auto-baking capabilities of Texture Cache, Modo enables intelligent workflows to quickly achieve the results you need.
  • Animation and Rigging:
  • Wrap Effector: Faster, More Controllable Deformations:
  • Lattice and Wrap deformers are an essential rigging and modeling capability. Modo’s new Wrap Effector intelligently satisfies the needs of both types of deformation in one easy to use tool. Artists can easily tune how precisely a cage mesh deforms a target mesh, ensuring the desired result. The cage mesh can also exist inside or outside of the target mesh. Along with many performance refinements, the new Wrap Effector is a valuable and flexible addition to Modo 16.0.
  • Create Multiple Animation Actions Easily Using the Action Exporter:
  • Modo has a novel method of containing multiple animations for assets via the actor/action system. With Modo 16.0, actions can now be easily exported in bulk instead of having to export each action individually.
  • Modeling:
  • Improved Primitive Slice and Slice Effector Interaction:
  • Primitive Slice
  • Slice Effector
  • Primitive Slice and the Slice Effector tools enable rapid creation and iteration of Boolean modeling from curves and profiles which is an essential part of modern modeling workflows. In 16.0 We’ve added an array of enhancements to extend the capabilities and interactivity of these tools to expand the freedom of design exploration that Modo’s modeling toolset is already renowned for.
  • Conditional Loop Selection Improvements and Seam Marker:
  • Selection in general has always been central to Modo’s potent modeling workflows. The Conditional Loop Tool builds on these powerful capabilities by allowing artists to define and control how loops are selected. Create how you want, and quickly add conditions that define whether you want to allow loops to cross each other or specify an angle where you want loop selection to end.
  • Variable Strip Widths in MeshFusion:
  • MeshFusion makes it astonishingly easy to produce detailed, hard surface meshes. where previously, it was easy to put MeshFusion in a state where the mesh can't be drawn, the new Automated Variable Strip Widths adjusts the start or end values of a strip automatically to ensure that a mesh can be generated and visually notifies users where automatic adjustments have been made.
  • Bridge Tool MeshOp:
  • Modo’s procedural modeling toolset continues to grow in power with every release. The addition of the Bridge Tool MeshOp introduces an assortment of impressive modeling capabilities that are certain to give artists and designers greater flexibility when leveraging Modo’s exciting procedural modeling system.
  • Edge Subdivide MeshOp:
  • Edge Subdivide, which inserts a vertex onto an edge, has been added to Modo’s procedural modeling system. This also integrates seamlessly with Modo’s schematic workflows, allowing for precise placement of any desired number of vertices along an edge.
  • Create a Blank UV Map When New Mesh Items are Created:
  • Modo 16.0 includes a new option to make a blank UV map whenever a new mesh item is added by default.
  • Rendering and Shading:
  • Optimize Your Viewport Performance Using the Texture Cache:
  • Accurate materials require layers and layers of images and procedural textures that are often blended together. Texture Cache will automatically bake these textures down to a simplified stack, improving viewport performance, allowing for viewport display of procedural textures and dramatically simplifying the process of baking final textures. And all of this happens in the background while you are working, enabling you to focus on creating.
  • Improved Shader Tree Blend Modes, Opacity, and Group Mask Items:
  • Blend Modes and Opacity:
  • Group Mask Items:
  • Modo’s Shader Tree offers a powerful and familiar stack-based approach to shading that can be leveraged in many unique ways. It has now been enhanced to offer visualization of blend modes and opacity. Groups now display a graphic to specifically describe how a group is masking its contents. The contents of a group can also now be automatically reorganized by effects. With all of these enhancements, the shader tree is now easier to interpret than ever before.
  • Work Faster without Sacrificing Quality with the Intel Denoiser Update:
  • Render denoising allows artists to spend less time waiting for renders to complete. Modo’s legacy renderer and the new path tracer mPath both produce images very quickly but the vast majority of render time without denoising is spent refining those last bits of noise. With the latest updates to Intel Open Image Denoise, renders can be completed faster while preserving quality.
  • Save Time with Auto-Set Layer Effects:
  • Materials are often a collection of many images and each image affects a specific material attribute. For instance, an image that defines the color of a surface or an image that defines how transparent a surface is. These images often include the effect as part of the name of the texture. Auto Set Layer Effects will look at the name of an image when it’s imported to automatically determine the effect it should be set to, eliminating the need for artists to set these effects manually.
  • UI and Workflow Enhancements:
  • Perform Repetitive Tasks Quickly with Conditional Commands:
  • As an artist develops a workflow, the same set of actions are often repeated. Conditional commands in Modo 16.0 lets users define a condition that then automatically fires a command. For instance, maybe an artist notices that every time they go into vertex mode, they only ever use the vertex bevel tool. They could then use conditional commands to tell Modo “Every time I click on vertex mode, activate the vertex bevel tool for me.” This further streamlines the user customization that has always been central to Modo.
  • Measure Distances Accurately in Procedural Scenes:
  • Reliable measurement tools are an important part of asset creation and also for creation of visualizations. The Ruler/Grid MeshOp makes this easy for artists to set up as part of Modo’s procedural modeling system.
  • Rhino 7 Import and Export Workflows:
  • Modo has supported native import and export of Rhino 5 .3DM files for many years. Rhino 7 contains many new capabilities that we are now supporting direct mapping for, including subdivision surfaces with creasing, curves, points/point clouds, and meshes in general.
  • Enable and Disable Snapping Modes more Easily:
  • Modo’s snapping system is diverse and robust. Users can leverage snapping simultaneously to many different types of components and items. However, many times you just want to snap to one type of item and that requires turning off many items. Now you can use Alt-click to select a single type of component to snap to and any other types will automatically be disabled.

New in modo 15.1 (Jul 22, 2021)

  • User Experience:
  • OmniHaul:
  • One of the greatest strengths of Modo is customization. OmniHaul significantly extends this strength by incorporating gestures to quickly alter properties or channels. Artists can leverage the default settings or define exactly which movements enable the functionality they desire. This is done directly in the UI with easy to understand graphics that appear next to tool properties or channels, creating a consistently in-context experience.
  • Deferred/Paused Evaluation for MeshOps and Deformers:
  • Procedural Modeling offers tremendous power and flexibility. Some calculations can take a significant amount of time and slow down interaction within a scene. In Modo 15.1, some of these time intensive calculations can be temporarily delayed, allowing for improved interactivity when using tools, modifying channels, or playing an animation.
  • Static Analysis:
  • Sometimes artists need to be able to quickly identify and fix problems in their scene. Static Analysis is a new framework in Modo that will search through a scene to find and fix problems that have been defined in the Static Analysis test. Preset tests are provided while allowing for highly customized tests as well.
  • Direct and Procedural Modeling:
  • Curve Booleans:
  • Curves are an extremely powerful aspect of modeling workflow. Curve Booleans allows curves to be intersected to generate complex shapes and patterns, enabling artists and designers to rapidly create and iterate with curve-based modeling techniques as either direct or procedural modeling operations.
  • Curve Winding Aligner MeshOp:
  • Tools like Curve Fill streamline creation of geometry. However, if a curve is inside of another curve, the two curves need to have related directions to fill the shape properly. The Curve Winding Aligner automates this process, ensuring that artists get the result they want without having to troubleshoot a scene.
  • MeshFusion Edge Weights to Strips:
  • Edge weighting or creasing provides a fast and intuitive modeling workflow. MeshFusion can now leverage edge weights on open ended tube-like meshes to create strips. This provides a slick method to produce reliable, procedural bevels. When combined with procedural tools like Curve Sweep or Extrude it helps produce precise meshes that can easily be altered at any point of the creation process.
  • Boolean, Union All:
  • Boolean modeling offers a very intuitive method of creating complex forms. In the past, artists had to add each individual mesh as a separate operation. This significantly slows down the modeling process. The new union all mode let’s artists and designers leverage a single mesh layer with overlapping mesh islands in boolean workflows.
  • Layer selection for the Merge MeshOp:
  • The Merge Mesh MeshOp is an important part of the procedural modeling toolset that passes a mesh from one layer or stack to another. Now artists can choose a layer in a procedural stack to output instead of just the final result of the entire stack. This makes interaction between multiple MeshOp stacks far more flexible and powerful.
  • Rigging:
  • MeshOp Stack Node:
  • Both node graphs and stack/tree views are great ways to represent item relationships. The new MeshOp Stack Node visualizes the MeshOp order of operations stack within the node-based schematic view. This allows greater visibility to how the MeshOp stack and node graphs interact without having to jump between separate views, while maintaining the inherent advantages of both methods.
  • Rendering:
  • mPath:
  • mPath is the new physically based, hybrid rendering path tracer. In Modo 15.1 we’ve extended the QuickCam capabilities to include direct camera rotation enabling the ability to “look around” a scene without orbiting an item. Dispersion has also been added, enabling refractions to be more accurate by allowing the light to be split apart into separate wavelengths or colors. This is a phenomenon frequently seen in nature, further expanding mPaths powerful capabilities.
  • File Exchange:
  • USD Support for UV tiling and Real World Size:
  • USD continues to be upgraded with support for UV tiling and Real World Size values. USD is an excellent exchange format that is useful in a variety of industries. These additions further cement our commitment to USD and customers who rely on it.
  • Enhancements:
  • TuneUps:
  • Orient to selection has been added to the dimension tool, improving how designers assess the dimensions of the items they create. This has also been added to the Absolute Scale tool providing thought-free interaction. Finally, Replicators can be frozen through the right click menu in the Item list.

New in modo 15.0 (Apr 8, 2021)

  • MeshFusion:
  • MeshFusion has received a major revamp in Modo 15.0, with the UI being simplified and an emphasis being placed on a viewport-centric workflow for editing models. The inclusion of new selection modes such as Auto-Select, Source Select and Edit Attributes also now allows users to directly interact with their models, making it easier than ever to just click on a patch or source mesh to edit Surface Strips and Skirts. MeshFusion's UI has also had a major overhaul, with windows and menus being simplified and compacted, making navigation easy and quicker than ever before.
  • Select Source Mode:
  • Select source is a new mode in Modo 15.0, that allows you to select your source meshes in the viewport, instead of from the items list. Multiple source meshes can be selected and edited at the same time, making it easier and quicker to use MeshFusion than before.
  • Edit Attribute Mode:
  • Edit Attribute is another new mode in Modo 15.0 that helps to make usability a breeze. Edit Attribute allows you to isolate and edit single strips, patches and corners, making detailed edits and detailing a much simpler task.
  • Edge Weighting and Zero SubDivision:
  • MeshFusion also now supports truly accurate Edge Weighting. When used in conjunction with MeshFusion's zero subdivision functionality, this allows for traditional cage-mesh boolean operations without subdivision surfaces while also allowing you to take full advantage of MeshFusion's powerful tools such as Fusion Strips and Patches.
  • Direct Modeling:
  • Chamfer Edit Enhancements:
  • The Chamfer Edit tool has been updated to allow the editing of rounded bevels. By ensuring that source segments are set to the same segment amount used, you are now able to change the offset, segment amount and curvature of a beveled edge with ease, making editing complex models a smoother and speedier process.
  • See Edge Chamfer:
  • Cage Mode:
  • Modo 15.0 now allows you to enable cage mode by setting the subdivision level of a mesh to zero. This UX change cuts down on the amount of mouse clicks needed before a tool is ready to use and in turns allows your workflow to become more streamlined and efficient.
  • UnSubdivide:
  • UnSubdivide is a brand new modeling tool in Modo 15.0 that allows you to reconstruct subdivisions in reverse and output a low density mesh. Perfect for creating low poly meshes for baking and optimization, this tool is available as a traditional tool in the modeling tool box, or as a procedural tool in the Mesh operation window.
  • Procedural Modeling:
  • Create Vertex MeshOp:
  • This simple operator creates a single vertex and can be positioned in your scene by inputting coordinates in the X, Y and Z parameters.
  • Offset Curve by Mesh:
  • Bezier, B-Spline and Polyline curves are now supported by the Offset Curve by Mesh operator.
  • Procedural Loop Slice:
  • Loop Slice has now been added as a procedural tool, allowing you to create evenly spaced edge loops by a specific count number. Additional parameters such as Preserve Curvature and Split have also been included in the procedural version of this tool, to allow for in depth and advanced editing while using a procedural workflow.
  • Animation & Rigging:
  • Animation Editor:
  • The animation workspace this release has also had a major overhaul. The lower collapsible Graph Editor viewport layout has been replaced with a new layout that contains the Graph Editor and Dopesheet along with a Channels viewport, allowing for quick and easy navigation that is both beginner and seasoned professional friendly.
  • See Graph Editor:
  • Command Regions and Rig Clay Enhancements:
  • This powerful tool allows you to do away with the clutter of controllers on a rigged mesh, and is now supported in the 2D model view; adding more flexibility to the types and complexity of rigs that you can create.
  • This tool has also had its procedural workflow updated, with Mesh Operation nodes having been added for Polygon, Edge and Vertex Command Regions.
  • Rendering and Shading:
  • Interactive mPath Renders:
  • Modo's mPath renderer has an interactive mode, which allows you to pan, zoom, and rotate the camera in the Render viewport without adjusting the camera in the scene. See Rendering with mPath.
  • Viewport:
  • AVP Depth of Field:
  • This new addition to the advanced viewport now allows users to refine camera settings within the 3D viewport properties window, without the need to fire off a render. This powerful new tool is supremely useful for setting up renders or laying out scenes in a higher detail without the hassle of waiting for a test render.
  • Workflow and User Experience:
  • Licensing Modo:
  • How Foundry products are activated has also had an update, with the introduction of Cloud based licensing in addition to our traditional RLM licensing, making it easier than ever before to activate and manage your products. The activation window has also had a total revamp, making it easier to log into your Foundry account, select products to activate and see the expiry dates of your licenses.
  • FBX Loader:
  • Modo's FBX importer has been updated to show import progress through sub-monitors. This gives you the ability to view what part of the FBX file is being imported, allowing for a more granular view of the loader.
  • Quick Command Buttons:
  • The Quick Commands buttons have now been split up, and now sit above their relevant panels instead of being grouped together. This makes the UI easier to navigate, making their respective functions quicker and easier to use.
  • Python 3 Support:
  • Modo 15.0 also now supports Python 3 as well as Python 2. This can be easily changed in the system dropdown menu, and it's easy to now switch between the two.

New in modo 14.1v2 (Sep 6, 2020)

  • New Features:
  • Advanced Real-time Viewport:
  • Advanced Viewport Ghost & Xray Support:
  • Whether you’re modeling or animating, coherent and customizable visualization of geometry is essential. Ghost and X-Ray viewport modes help you see what you need, when you need it, letting you stay in the creative flow. Now if you want to visualize your scenes with Ghost & X-Ray you can enjoy the quality that the Advanced Viewport provides too. For more information, see Viewport Toggle Buttons.
  • Advanced Viewport Vertex Map Texture Support:
  • Visualization of your Vertex Maps allows you to make fast decisions and edits without having to fiddle with parameters. Now you can visualize Weight Maps, UV Distortion, and Vertex Colors in the Advanced Viewport. For more information, see Viewport Toggle Buttons.
  • Advanced Viewport Improved Processing:
  • Complex scenes can be a challenge to visualize at high quality. In Modo 14.1 the Advanced Viewport has been optimized for faster Shader Tree and Shader Group processing for better performance when working in complex models and environments.
  • Performance:
  • Performance Improvements:
  • Always striving to improve performance, Modo 14.1 brings a handful of performance improvements to speed up your daily work. The UV Relax Mesh Operation has been multi-threaded in Adaptive mode offering up to 5X speed increase when relaxing UVs. The Edge Remove operation has also been significantly improved for speed increases between 5 and 20 times.
  • Direct Modeling:
  • Bevel Auto Weld:
  • Worrying about overlapping geometry when beveling is a thing of the past with the new Bevel Auto Weld feature in Modo 14.1. A new option for the Polygon Bevel tool, Auto Weld computes the border loop of selected polygons and then stops the inset vertices at a point of contact. Whether direct or procedural modeling, Bevel Auto Weld is a really powerful tool many Modo modelers will appreciate. For more information, see Using Auto Weld to Manage Overlap.
  • Edge Chamfer Extend Boundary:
  • Sometimes you want to push past the boundary when Chamfering and the new Extended Boundary option in Edge Chamfer lets you do just that. The outgoing direction is computed by the outer face normal and edge vectors. This new enhancement is available both for procedural and direct modeling versions of Edge Chamfer. For more information, see Extend Boundary.
  • Polygon Make Enhancement:
  • Making simple operations smarter adds speed and agility to the modeling process. Polygon Make can now create a new quad polygon when only two edges are selected. For more information, see Polygon Make.
  • Polygon Bevel Falloff Controls:
  • Falloffs are a powerful and flexible part of Modo’s workflow and you can now use them to control Polygon Bevel. Use all your favorite falloffs with Polygon BevelShift and Inset.
  • Curve Sweep Point Mode:
  • Curve Sweep has a new mode, allowing vertices of a mesh to be swept along a curve using Curve Sweep. Point mode brings exciting new versatility to Curve Sweep for making vertices into curves. For more information, see Point Mode.
  • Procedural Modeling:
  • Unwrap and Relax Mesh Operation:
  • Unwrap and Relax is a powerful tool that makes quick work of complex UV tasks and is now available as a procedural Mesh Operation. For more information, see Procedural Unwrap & Relax.
  • UV Relax Mesh Operation:
  • Get procedural with UVs using the UV Relax mesh op. It can be used to refine an existing UV map in much the same way as the smooth tool is used to soften and regularize a model's surface. For more information, see Procedural UV Relax.
  • Rendering & Shading:
  • Denoising Improvements:
  • Denoising is an important part of a modern rendering workflow and mPath in Modo now offers two new options for denoising as well as improvements to the current Nvidia OptiX denoising.
  • Intel's Open Image Denoise - A new high quality denoiser that uses AI to improve image quality on the host CPU, with no user parameters. For more information, see Intel Open Image Denoise.
  • AMD AI - A new high quality denoiser that uses AI to improve image quality on the GPU. It is most efficient on AMD hardware. For more information, see AMD AI.
  • When looking for quick updates, Per Iteration Denoising can speed up your workflow by denoising the image between mPath iterations. It is currently available when using the Intel or OptiX denoisers.
  • MPath Embree CPU path tracing:
  • MPath takes full advantage of the latest multi core CPU systems hitting the market with the addition of Intel's Embree high performance ray tracing library. Embree enables faster ray tracing calculation for CPU platforms including MAC. For more information, see Ray Tracing Engine.
  • MPath Optix 7 Update:
  • GPU Ray Tracing on qualified NVIDIA hardware has been upgraded to use OptiX 7. mPath is now significantly faster to render your ray traced scenes with NVIDIA OptiX 7.
  • This update to mPath also adds support for ray tracing two-point polygons in OptiX, useful for rendering hair and fur. For more information, see Ray Tracing Engine.
  • MPath Automatic EIS:
  • Simplicity can remove barriers and allow focus on the artwork at hand. Environment Importance Sampling (EIS) is now automated when rendering with mPath, based on whether any image maps are affecting the environment. For more information, see Rendering with mPath.
  • PBR Loader / Set Effects:
  • PBR Loader allows you to rapidly load PBR textures created in other applications like Substance Designer into the shader tree. Quickly load in all related images, and then set their effect based on the effect in the name of the file. For more information, see PBR Textures.
  • Gaps by Pixel Enhancements:
  • The UV Pack and UV Fit mesh ops now have new attributes to set the gaps size by pixel for 14.1. For more information on the Set Gaps Size by Pixel option for UV Pack, see Pack UVs Properties - Set Gaps by Pixel. For UV Fit, see Fit UVs / UV Fit Properties - Gaps by Pixel.
  • Animation & Rigging:
  • IK/FK Switching:
  • Switching between IK and FK can be cumbersome. The new IK/FK Switching with Planar IK lets you quickly match IK to FK and FK back to IK. When animating you can easily visualize your state with fading IK lines and a custom IK Goal for IK or FK. For more information, see IK/FK Switch.
  • Disable IK & Update Rest Pose:
  • Sometimes you need to adjust your joints after Inverse Kinematics has been applied. Disable IK enables you to do just that by tweaking joint placement even after IK is setup. Both Full Body and Planar IK can now be disabled in Setup mode and commands have been added to update the Rest Pose of both types of IK chains. For more information, see Full Body IK Utility Options or Planar IK Utility Options.
  • USD Importer:
  • The UsdModo plugin, enables you to import assets authored with Pixar’s Universal Scene Description into Modo. Types of Geometry, Curves, Lights, Cameras, Material, and Animation are supported. For more information, see USD I/O.
  • Miscellaneous:
  • Licensing - Modo now includes a Japanese translation for the licensing interface.
  • Rendering - The Intel Embree libraries have been updated from version 3.9.0 to 3.11.0
  • Rendering - The Intel denoiser now uses the surface normal buffer correctly.
  • SDK - A UVBoundingBox() function has been added to the SDK.
  • Bug Fixes
  • ID 408916 - Aborting a render using NVIDIA OptiX as the ray tracing engine occasionally caused Modo to crash.
  • ID 423545 - Completing an animation render did not release memory as expected.
  • ID 436370 - Rendering a scene to .png produced a darker image in 14.1 compared to earlier versions of Modo.
  • ID 439946 - Rendering: Backface culling did not work as expected.
  • ID 441550 - Rendering: Setting Indirect Bounces to 1 caused AMD AI denoise to fail.
  • ID 442598 - The Modo Intro offline image was not consistent across all operating systems.
  • ID 442667 - USD: The scaling of a certain mesh was not consistent between macOS and Windows.
  • ID 442944 - Rendering: Selecting the mPath renderer with an environment image and preview running caused Modo to crash.
  • ID 442946 - Opening a preview with the Viewport Properties open caused Modo to crash.
  • ID 443276 - Rendering: Changing texture attributes with preview running caused Modo to crash.
  • ID 443575 - Rendering: Selecting the mPath renderer caused Modo to crash under certain conditions.
  • ID 443715 - macOS only: Modo occasionally reported errors on start-up with PowerTranslators installed.
  • ID 444426 - UVing: Selecting Show Outside Labels inside the UV editor caused Modo to crash.
  • ID 444876 (60661) - Rigging: 3Bar IK chains occasionally flipped the second and third joints during evaluation.
  • ID 444879 (60662) - Rigging: FK to IK matching on 3bar IK chains did not work as expected.
  • ID 444895 (60663) - Rigging: 3Bar IK chain solving was too inflexible, which occasionally caused flipped poses during evaluation.
  • ID 444900 (60664) - Rigging: Matching IK to FK using the 2D IK solver ignored IK chain up vectors.
  • ID 445368 - Licensing: Design Collective licenses did not work as expected with Modo 14.1 builds.
  • ID 445477 - Licensing: Permanent node-locked license messaging was not consistent with earlier versions of Modo.
  • ID 445500 - Rendering fur in a certain project displayed a Can't create Embree scene error.
  • ID 445638 (60698) - Rigging: FK to IK matching on certain 3bar IK chains did not work as expected.
  • ID 446071 - UVing: UVs with non-default names did not always return the correct bounding box.

New in modo 14.1 (Jul 24, 2020)

  • Advanced Viewport Ghost & Xray Support:
  • Whether you’re modeling or animating, coherent and customizable visualization of geometry is essential. Ghost and Xray viewport modes help you see what you need, when you need it, letting you stay in the creative flow. Now if you want to visualize your scenes with Ghost & XRay you can enjoy the quality that the Advanced Viewport provides too.
  • Advanced Viewport Vertex Map Texture Support:
  • Visualization of your Vertex Maps allows you to make fast decisions and edits without having to fiddle with parameters. Now you can visualize Weight Maps, UV Distortion, and Vertex Colors in the Advanced Viewport.
  • Performance Improvements:
  • Always striving to improve performance, Modo 14.1 brings a handful of performance improvements to speed up your daily work.The UV Relax Mesh Operation has been multi-threaded in Adaptive mode offering up to 5X speed increase when relaxing UVs. The Edge Remove operation has also been significantly improved for speed increases between 5 and 20 times.
  • Bevel Auto Weld:
  • Worrying about overlapping geometry when beveling is a thing of the past with the new Bevel Auto Weld feature in Modo 14.1. A new option for polygon bevel, Auto Weld computes the border loop of selected polygons and then stops the inset vertices at a point of contact. Whether direct or procedural modeling Bevel Auto Weld is a really powerful tool many Modo modelers will appreciate.
  • Edge Chamfer Extend Boundary:
  • Sometimes you want to push past the boundary when Chamfering and the new Extended Boundary option in Edge Chamfer lets you do just that. The outgoing direction is computed by the outer face normal and edge vectors. This new enhancement is available both for procedural and direct modeling versions of Edge Chamfer.
  • UV Relax Mesh Operation:
  • Get procedural with UVs using the UV Relax meshop. It can be used to refine an existing UV map in much the same way as the smooth tool is used to soften and regularize a model's surface.
  • mPath Embree CPU path tracing:
  • mPath takes full advantage of the latest multi core CPU systems hitting the market with the addition of Intel's Embree high performance ray tracing library. Embree enables faster ray tracing calculation for CPU platforms, including MAC.
  • Denoising Improvements:
  • Denoising is an important part of a modern rendering workflow and mPath in Modo now offers two new options for denoising as well as improvements to the current Nvidia OptiX denoising.
  • Intel's Open Image Denoise is a new high-quality denoiser that uses AI to improve image quality on the host CPU, with no user parameters.
  • AMD AI is a new high-quality denoiser that uses AI to improve image quality on the GPU. It is most efficient on AMD hardware.
  • When looking for quick updates, Per Iteration Denoising can speed up your workflow by denoising the image between mPath iterations. It is currently available when using the Intel or OptiX denoisers.
  • PBR Loader / Set Effects:
  • PBR Loader allows you to rapidly load PBR textures created in other applications like Substance Designer into the shader tree. Quickly load in all related images, and then set their effect based on the effect in the name of the file.
  • IK/FK Switching:
  • Switching between IK and FK can be cumbersome. The new IK/FK Switching with Planar IK lets you quickly match IK to FK and FK back to IK. When animating you can easily visualize your state with fading IK lines and a custom IK Goal for IK or FK.
  • USD Importer:
  • The UsdModo plugin enables you to import assets authored with Pixar’s Universal Scene Description into Modo. Types of Geometry, Curves, Lights, Cameras, Material, and Animation are supported.

New in modo 14.0 (Jul 20, 2020)

  • Ghost/Xray View Display:
  • Whether you’re modeling or animating, coherent and customizable visualization of geometry is essential. Ghost and Xray viewport modes help you see what you need, when you need it, letting you stay in the creative flow.
  • Markup:
  • Art is communication. Quickly sketch notes or designs directly in the viewport, Whether it be on a single frame or across multiple, markup will help you communicate your ideas clearly.
  • Mesh Fusion Embossing:
  • Producing fine, non-destructive details on surfaces has never been easier with the introduction of embossing for Mesh Fusion. Simply sketch curves or leverage curve-based text to project precise embossed designs on your model.
  • Scale Groups in Shader Tree:
  • Making scale adjustments to complex materials just got a lot easier. Instead of having to dig through layers of textures and proportionally scaling each individual item, you can now quickly enter a scaling value that is correctly applied across all textures in a group.
  • Procedural Vertex Maps:
  • Vertex maps are useful in lots of ways. Modo contains a myriad of vertex map types and ways to use them. We’ve added support for vertex maps in our procedural modeling system, letting artists better exploit these maps procedurally.

New in modo 12.1 (Oct 25, 2018)

  • Integrated VR Viewport:
  • The new integrated VR viewport allows you to connect to a VR headset and view and adjust your model within a virtual environment. This release focuses on Item transformation, scene layout, and design review. A number of key Item editing tools are available, including move, rotate, scale, instance, duplicate and transform reset. There are also snapping options and action centres available, allowing you to accurately move objects around in your virtual environment.
  • Rendering and Rigging:
  • The Advanced Viewport has seen significant improvements, allowing you to render more complicated material setups directly in the viewport and make changes in real time. With Group Masks fully supported, you can mask multiple material layers and render highly complex, multi-layered material setups. There’s also full support for group blending modes and opacity changes, resulting in little difference between the representation of a material in AVP and in Modo’s native renderer. Other rendering improvements include the addition of a Film Roll channel, which allows you to animate a two dimensional roll of the camera relative to the camera’s film offset channels: useful in 2D animation pipelines.
  • UV tools and MeshFusion:
  • A major update to the UV Pack command brings a new algorithm that provides faster Packing times. The distance between UV islands and UV border can now be more accurately controlled with the Gaps by Pixel Option. There is a new option to Pack to a new UV map, preserving the original. And a further major addition is the ability to Pack based on Polygon Tag, which gives the ability to pack UVs to separate UDIMs based on that tag. Additional settings have been added to MeshFusion Surface Strips, giving you greater control over the generated topology.
  • Animation:
  • Modo 12.1 introduces animation workflow enhancements designed to speed up the keyframing process and reuse keyframe data. Driven Actions add the ability to reuse, retime and rig action clips in a scene, allowing you to fully utilise Actions for the first time. There’s a new default key slope type, providing smoother interpolation between keys, vastly reducing the amount of key adjustment required whilst animating. It’s now much easier to manipulate multiple keys in the Gradient Editor using the new Box Transform Tool. The Mini Gradient Editor brings a number of improvements including the addition of a menu that allows you to save and load presets.
  • Procedural Modelling:
  • Modo’s procedural modelling system continues to improve, with a range of new Mesh and Selection Operations. The ‘Surface Constraint’ mesh operation is a procedural version of the Background Constraint, which allows you to procedurally constrain geometry to another piece of geometry in the scene. Other key additions include the Convert Selection, Select Connected, and Select Loop selection operators, and the Edge Slide, Push, Edge Split, Polygon Merge and Polygon Unify mesh operations. Watch our videos for a full run-through of all these new features!
  • Direct Modelling:
  • Modo 12.1 brings significant improvements in editing and defining vertex normals. The Vertex Normal Toolkit has been updated to make it simpler but with more options for hardening or softening by specific component, by endpoint, by angle, by polygon boundary, UV boundary, and UV island boundary. There’s a new Smoothing Group manager: a UI for defining and visualizing the groups within which polygons exist. The vertex normals of a model are stored as part of Modo’s native smoothing rather than a separate vertex map, so models can now be freely edited and deformed without adverse effects on smoothing. A variety of new options for controlling surface normals have been included as part of Material Properties. And there are options for controlling the effect of smoothing groups on a per material basis.
  • UI Improvements:
  • Modo’s UI has been tweaked: To allow faster access, the tool palette buttons can now swap the tool palettes directly in the form. It’s now possible to toggle things like background mesh visibility, item drawing, weight map visibility and distortion directly in the 3D viewport, making these options easier to find and giving a clear visual indicator of their state. The Modo modes form includes a set-up mode button, render button, and nested center and pivot mode buttons, allowing for further consistency between layouts. And all KITS now exist in a KITS popover form, accessed via the KITS button in the top right of the UI. Modo also comes with a new Beta layout, showcasing a number of new UI concepts for working in a single layout.

New in modo 11.2v1 (Nov 27, 2017)

  • Direct modeling improvements:
  • Modo 11.2 brings significantly improved poly bevel features, including: Square Corner to add quadrangles at the corners of a polygon’s boundary edge; Offset Even to maintain an even distance between the inset faces and the original boundary edge; Edge Rail for beveling groups of polygons; and Thicken to maintain a closed volume. Edge bevel now has a mitering option to create co-planar polygons beside the outer edges of the bevelled area, fixing smoothing errors. The Maintain Co-Planar Edge merges unselected co-planar edges to the next unselected sharp edge, giving more predictable results. And the Snap Only Selected option snaps selected geometry to foreground geometry, speeding up geometry snapping for heavy meshes.
  • UV Tool enhancements:
  • The already powerful UV tools in Modo continue to improve, making it easier to texture games assets with consistency and efficiency. Numerous updates have been made to the Texel Density tools recently added in Modo 11.1, making them faster-to-use and providing more reliable results. Additional features quickly align UV islands and stack islands for more efficient texture usage. A UV coverage indicator shows the coverage percentage by foreground items and all items in a UV map. Extra display modes make it easier to select missing or distorted UVs, and there are multiple new commands for detecting UV errors.
  • Procedural modeling:
  • Keeping Modo at the leading edge as one of best-in-class modeling solutions on the market, the procedural modeling tools in Modo 11.2 continue to expand and provide greater flexibility. The Select by Previous operation has been updated to support slice related mesh operators, like Slice, Axis Slice, Axis Drill, Solid Drill, Boolean and Curve Slice. The new Set Polygon Type mesh operation operates on any selection of surface polygons and modifies the polygon type, converting polygons into faces, subdivision surfaces or catmull-clark polygons. Plus there’s a new Flip Polygons mesh operation to reverse the surface normal of polygons.
  • Animation performance:
  • Performance continues to improve across several areas of the rigging and animation workflow. Updates have been made to both Weight Editing performance and also Deformer Manipulation, enhancing the overall rigging and animation experience in Modo. When weight editing smaller parts of the mesh, such as a hand on a larger character, or when posing characters where smaller parts of the skeleton are deforming, such as a foot or finger, the interactive performance gains are significantly improved.
  • File I/O updates:
  • Modo 11.2 has a much enhanced replicator exporting workflow, allowing you to move data between Modo and other DCC applications more easily and efficiently. Select whether to export replicas as an Alembic particle system, geometry or both via the preferences viewport. Additionally, the FBX plugin has been updated to version Autodesk FBX 2018.1, including support for FBX 2016-2018 export/import options.
  • Cloud based preset browser:
  • Netting quick wins is now even easier! By using the Modo Preset Browser, artists can access the recently updated Modo Community share-site, with thousands of sample files, presets, and templates, directly from within Modo. Simply double-click on a preset to download it and the asset will be installed inside your default content folder structure, in much the same way as you install a regular .IPK file. Easy access to free kits and plugins, as well as direct links to purchase additional Modo Addons, will also be made available and continue to expand as the Community grows.
  • MeshFusion updates:
  • Speed up interaction with Draft Unions: a new workflow which automatically splits MeshFusion Items into active and inactive parts, temporarily disabling the union or seam geometry calculation when the contributing mesh is moved. New support for Catmull Clark Sub-D edge-weighted source geometry results in meshes that handle variable edge weights better. There’s a new method for creating material polygon tags, pie menu updates, and two new assembly presets: Rib Trim Assembly is useful for modeling structural ribbing, window/canopy framing and related geometries. ElboPipe assembly provides an easy way to create piping consisting of straight segments and short, tight turns.
  • Workflow improvements:
  • Extensive workflow improvements have been made across all areas in Modo 11.2. Unreal Bridge now has a more compact UI for push actions, including checkboxes for items, textures and materials. It also supports subfolders, works with multiple Modo scenes when the connection is live, and has more precise export progress bars. Other additions include a new shader type - Principled BDRF, based on the paper from Brent Burley of Walt Disney Animation Studios. A new Scene Cleanup command removes any empty meshes and groups, and purges any unused schematic nodes, images, materials and deformers, while the new Playblast command gives you more options when recording OpenGL viewports.

New in modo 10.2v1 Build 126693 (Oct 14, 2016)

  • New Features:
  • Animation
  • Deformer Caching
  • The output of mesh operations and deformers can now be cached when animating a scene. When frames are cached, performance is limited mostly by GPU drawing performance. The Cache Deformers options greatly improve playback speed, at the expense of using more memory.
  • Direct Modeling
  • Curve Tool Improvements
  • The following improvements have been made to the Curve and Bezier tools:
  • Auto Curve Edit - When selecting a curve, the corresponding curve editing tool now automatically activates, allowing you to immediately start editing the curve.
  • Zero-weight Bezier Tangents - You can create sharp corners on Bezier curves by clicking in the viewport (as opposed to clicking and dragging to create a smooth control point).
  • Round Corner Tool - While editing Bezier curves, sharp corners now have a widget you can drag to add a rounded corner.
  • Bezier Tool: Preserve Broken Tangents by Default - You can edit the tangent handles of a Bezier curve's control point independently.
  • Close Curve by Clicking on First Control Point - Right-clicking on the first control point while creating a new curve closes it into a loop.
  • File I/O
  • Redirecting Content
  • The content location can now be controlled by the config system, making it easier to change where the content is located. You can set this in Preferences > Defaults > Application > Content Location.
  • MeshFusion
  • Compound Trim Viewport UI
  • The Schematic-free system utilizes Compound Trims. They are simple assemblies created and destroyed on the fly as you add Trim geometry consisting of multiple meshes.
  • Deferred Updates
  • The Fusion item now has a Deferred Updates checkbox. When enabled, the Fusion item doesn't update to reflect changes to the input geometry until you release the mouse button. This allows you to edit very complex setups with reasonable performance.
  • Fusion Legacy Model Conversion
  • Previous Fusion models (Schematic or Item List structure used for 3D-Tree Fusions) can be converted to the new Flat Schematic Tree used by the Schematic-free system. Legacy Fusion models still load and display properly, conversion is only required for further editing.
  • Source Mesh N-gon Support
  • MeshFusion now supports n-gons in source meshes.
  • Support Standard Transforms of Fusion Item
  • You can now use the standard Modo transforms to move, rotate, and scale your Fusion Item.
  • Fusion Tab
  • MeshFusion's toolbar has been updated with new functionality. Additionally, drag-and-drop functionality has been added.
  • Wireframe Drawing of MeshFusion Input Items
  • MeshFusion input items are now drawn in wireframe mode. This improves clarity in the viewport, and means MeshFusion no longer creates or requires custom shaders or groups.
  • Procedural Modeling
  • Assembly Aliases
  • Assemblies can be collapsed into a single Assembly Alias item. This allows more technical artists to create assemblies that are easier to use for others and makes the scene appear tidier.
  • Duplicating Geometry
  • The following procedural mesh operations have been added to Modo: Array
  • Clone
  • Mirror
  • Radial Array Radial Sweep Scatter Clone Symmetrize
  • Slice Tools
  • The following procedural mesh operations have been added to Modo: Axis Drill
  • Axis Slice
  • Boolean
  • Slice
  • Solid Drill
  • Surface Support for Merge Meshes
  • The Merge Meshes operation has been extended to accept any item with geometry in it, including MeshFusion items, procedural items, such as the Gear and Rock items, VDBVoxel meshes, the output from Fabric canvas graphs, and so on.
  • Selection Modifiers
  • The following procedural selection modifiers have been added to modify existing selections:
  • Boundary Edges - Converts a polygonal selection into an edge selection by using the boundary of the polygon selection to determine the edges to select.
  • Grow/Shrink - Grows and shrinks the selection.
  • Invert - Inverts selection operations.
  • In addition, selections have blend modes that specify how multiple selections are combined.
  • Rendering
  • Mesh Lights
  • A new light type - Mesh Light - has been added. This new light type allows you to choose a single mesh item in the scene and use it as the shape of the light.
  • Sampling Settings
  • Reflection, refraction, and subsurface scattering (SSS) sample settings have been moved from the individual materials to a global control on the Render item. If the global setting is 0, the local control on the materials is still used. Additionally, there is a quality multiplier on the individual materials if you want to have different quality levels on different materials.
  • Preview Lock
  • A new Lock button has been added to the Preview window. When enabled, it completely locks Modo, preventing you from accidentally restarting preview. Secondly, it overrides all the quality settings to make sure that everything is set up correctly for final frame rendering.
  • This makes it much easier to use preview for final frame rendering for stills.
  • Rounded Edges
  • Two new properties have been added to the Material item properties:
  • Rounded Edge Width - A new Shader Tree effect that allows the widths of rounded edges to be controlled by image maps, procedural textures, or gradients. The value of a texture using this effect acts as a multiplier on the edge width specified in the material properties.
  • Rounded Edge Angle - A new material channel that controls which edges should appear rounded based on how sharp they are. An edge appears rounded if the surface normals of the adjoining polygons vary by more than the Rounded Edge Angle setting. The default value is 40 degrees, same as the default Smoothing Angle. Lowering the setting to 0 causes all edges to appear rounded.
  • Simpler Controls in Render Window
  • The Image Processing and Compare, Region, and Options tabs in the Render Window have been tidied up and simplified.
  • Topology
  • Automatic Retopology
  • A new command has been added that generates new mesh items from the selected items. The new mesh is produced according to an automatic retopology algorithm that aims to output a clean mesh with good topology at a density you specify. The density can be controlled by Weight Maps or by the input density and the mesh flow can be controlled by edge selection sets or by sketching guide curves on the surface. For more information about sketching guide curves, see Retopo Guides.
  • The automatic retopology implementation converts a mesh into a mesh made up of all 3-, 4-, and 5- point polygons of a uniform size. To determine this polygon size, it looks at the number of polygons you request in the output, and divides the surface of the area by that number. As a result, the target polygon number, either as a number or a percent, is only approximate. An option to apply a subdivision to the mesh to produce pure quads is also available.
  • The retopology algorithm can detect sharp edges in the input mesh and preserve them by looking for faces that meet at an angle greater than the crease angle you specify. Although the process is automatic, you can guide the results using standard Modo mesh attributes, like the RetopoDensity weight map, or the RetopoEdgeLock and RetopoFlow edge selection sets.
  • Detriangulate
  • The Detriangulate tool removes diagonal edges. It allows you to control flatness thresholds and to specify one or mores edges to act as guides for where the quads are.
  • Retopo Guides
  • This tool allows you to sketch curves (polylines) on a surface that are set up as either position or edge flow guides for automatic retopology. The curves are tagged with the special selection set name that the autoretopo command looks for, and they have a vertex normal map with normals taken from the surface. These are both necessary elements for autoretopo.
  • You can activate the tool by clicking on the Retopo Guides button in the Topology layout under the Tools sub-tab.
  • UI:
  • Automatic Component Selection
  • In Auto Select mode, Modo automatically switches between Vertex, Edge, and Polygon selection mode, depending on what type of component you click on.
  • Enable/Disable Camera Images
  • You can now enable and disable foreground and background images in the Camera item's properties.
  • Fading Grid
  • The grid now fades out around the corners, providing a sense of depth and distance. Red and blue color highlights for the X and Y center axis can also be enabled to help keep your orientation.
  • Item Mode Wireframe and Selection Drawing
  • Selected items now always draw their wireframe, even if wireframe display is disabled. Optionally, the item selection can be drawn with a solid fill instead.
  • Item Work Planes
  • To make aligning the Work Plane to items easier, you can now right-click on an item in the 3D viewport and align the Work Plane to that item.
  • Morphed Mesh Drawing
  • Morph maps can be drawn as a cage, with various drawing styles, with vectors drawn as line segments from the base mesh to the morph mesh, and with color and opacity settings for the morph cage.
  • Primitive Tool Handle
  • Additional controls have been added for the interactive tools. The tool handles can now either adjust around a locked central location, or lock the opposite side to the grabbed handle, making them easier to use.
  • Proficiency Switching in Forms
  • Panels that contain controls with different proficiency levels now show Less and More buttons at the bottom of the view, allowing you to display fewer or more controls.
  • Vertex Drawing Options
  • Vertices are now automatically visible in Vertex mode, but not otherwise. They can still be explicitly enabled in other component modes.
  • Work Plane Align to Screen
  • An option to align the work Plane to the Perspective view has been added to make certain modeling tasks easier, such as drawing curves using Sketch.
  • Work Plane Bookmarks
  • Work Plane bookmarks can now be assigned to polygons and re-used later on. This is useful to store construction planes in the geometry itself. Work Plane Bookmarks work in a way that is very similar to selection sets. Different bookmarks can be saved for each of your scenes.
  • Work Plane Visibility Options
  • New viewport visibility options have been added to provide more control over the main grid and the Work Plane.
  • Miscellaneous:
  • Copy Transforms
  • The item.copyTransforms command has been added, which copies transforms from one item to another. Unlike the item.align command, this new command copies all animation and rigging as well.
  • Maximum Environment Resolution
  • A new preference for environment resolution has been added to the Display Preferences. Reducing the resolution increases performance when editing the environment.
  • Numeric Control Color Correction
  • Numeric control color correction applies color correction to the numeric values displayed in color fields. For example, this allows you to copy and paste the hex code for a color from Photoshop into Modo and have the colors match. Previously, Modo supported color correction for the drawn representation of a color in the UI but the numeric values were always drawn in linear space.
  • Particle ID Channel
  • Locator items now have a Particle ID channel that can be used to drive the Particle ID assigned to rendered surfaces. You can set this value manually or drive it by a rig and then feed it to Shaders. This is mostly useful for Gradients and Texture Switch.
  • Simulation Modifiers
  • Simulation Modifiers provide ways to control animated behaviors based on set triggers.
  • String Encode Modifier
  • This is a simple channel modifier for turning a numerical value into a text string with optional decimal precision and leading zeroes.
  • Feature Enhancements:
  • UI: There was no keyboard shortcut to quickly open popovers and to match snapping and symmetry.
  • BUG ID 14167 - Paint layout: You can now undo your settings for Image Set Resolution.
  • BUG ID 26856 - Render layout: A Rounded Edge Width has been added as a texture effect in the
  • Shader Tree.
  • BUG ID 31383 - Render layout: A Rounded Edge Angle channel has been added to the advanced Material item to control which edges should have the rounding effect applied (expressed as the minimum angle between the surface normals of the adjoining polygons). The default value of 40 degrees matches the default Smoothing Angle.
  • BUG ID 31747 - Online Help: The documentation has been updated for Environment Presets, highlighting the fact that full lighting setups can be stored.
  • BUG ID 32703 - Item List: Item filter selection by color has been added.
  • BUG ID 47652 - Volumes: The VDBVoxel item has been added to the schematic's Add > Volumes menu.
  • BUG ID 50877 - Procedurals: The ability to apply Curve Fill to pave in axis other than the Z axis has been added.
  • BUG ID 51256 - Procedurals: To improve performance, Mesh Ops are no longer evaluated in the Setup layout and in Setup mode.
  • BUG ID 51262 - GL: Color has been improved in the viewports.
  • BUG ID 52354 - File Output FBX: Added functionality for exporting replicators with multiple prototypes.
  • BUG ID 52422 - Item List: Item List > Filter Items > By Color dropdown options now matches the options in the Item List right-click context menu.
  • BUG ID 52463 - Model layout: The command select.all has been added to modo_cl.
  • BUG ID 52452 - UI: The VDBVoxel option has been added to the Schematic Preset Browser.
  • BUG ID 52455 - Procedurals: The Enable option has been added to the Curve Rebuild operation Properties.
  • BUG ID 52491 - UI: The Mesh Operations list is now consistent between layouts.
  • BUG ID 52650 - Shader Tree: The Assign Material command has been updated to display a material
  • type dropdown menu when a pre-existing material group is selected.
  • BUG ID 52651 - Shader Tree: Selecting an existing Unity or Unreal material in the Assign Material dropdown menu now updates the properties in the dialog.
  • BUG ID 53058 - Particles: Spring and Viscosity properties have been added for Dynamic Fluid.
  • BUG ID 53073 - Shader Tree: Normal Map Blend mode has been added to stack normal maps correctly.
  • BUG ID 53117 - Performance: In the Advanced viewport, the minimum GPU RAM specification has been increased from 512 MB to 1 GB.
  • BUG ID 53432 - UI: Tooltips has been added to Preview.
  • Bug Fixes:
  • Deformers: Selection drawing wasn't disabled when scrubbing or playing animations.
  • File Output: The Unreal export didn't work as expected.
  • There was no progress confirmation when re-exporting or overwriting unchanged image files.
  • The image map names were missing for warning/handling of non-alphanumeric characters.
  • The file names were missing for warning/handling of non-alphanumeric characters.
  • File names for images used in the clip view were not captured.
  • Export Substance textures was not supported.
  • File Output (Game Export): The latest version of the Unreal Modo Material Importer was not supported.
  • File Output: UV Distortion Maps were not filtered out from .fbx files when exported.
  • Network Rendering: Rendering with Use Network Nodes Only enabled caused Modo to crash.
  • Preview: There were no notification if all buckets had been processed at least once in Preview Animation.
  • Render: Occlusion-based edge rounding was skipped entirely for indirect rays.
  • Render: Render performance was slow generating scenes using indirect rays.
  • BUG ID 29134 - Shader Tree: Duplicating a nested layer mask created a nested layer mask in the group mask.
  • BUG ID 30312 - Model layout: With Symmetry on, axis transform handles were drawn in the wrong transformation. For example, the Y axis moved in the X direction and the X axis moved in the Z direction.
  • BUG ID 30417 - Render layout: Moving points on a curve broke continuous implicit UV textures.
  • BUG ID 36363 - Shader Tree: Duplicating or copying an instance in the Shader Tree set its effect incorrectly.
  • BUG ID 36881 - Presets: Selecting a material mask, then double-clicking to add presets, loaded them incorrectly.
  • BUG ID 37318 - Model layout: Undoing the workPlane.fitGeometry and workPlane.fitSelect commands did not work correctly.
  • BUG ID 38613 - Sculpt layout: Image-based sculpting sometimes broke meshes along polygon borders.
  • BUG ID 40167 - Animation layout: Pivot snapping did not work in Skeleton Edit mode.
  • BUG ID 41021 - Render layout: Using the Shadow Density render output resulted in high render
  • times.
  • BUG ID 41326 - Deformers: Wrap Deformer did not respond to deformations on the wrap mesh.
  • BUG ID 41743 - File Output: When exporting Alembic format data files, unit distances were not preserved.
  • BUG ID 42163 - Shader Tree: Blending between two masks (material presets), and altering the properties of the topmost mask, did not blend results correctly.
  • BUG ID 42391 - Dynamics: Closed polylines were simulated as if opened.
  • BUG ID 43736 - File Input: Importing Alembic format data files changed the scene to 24 fps.
  • BUG ID 44616 - File Output: When using Export Selected Layers, Modo crashed exporting layers to separate files.
  • BUG ID 44732 - Preview: Autofocus (Ctrl/Cmd+F) did not work in full-resolution mode.
  • BUG ID 45172 - GL: Performance - Zooming in and out, with the mouse in a dense scene,
  • sometimes caused a lag.
  • BUG ID 45847 - Volumes: VDBVoxel motion blur didn't orient properly.
  • BUG ID 46732 - File Input: Vertex maps without a name could not be selected.
  • BUG ID 46781 - UI: Dragging the render camera label sometimes caused Modo to crash.
  • BUG ID 47134 - Network Rendering: If the last frame was rendered on a slave system, the Render window didn't show it.
  • BUG ID 47230 - File Output: Export of Alembic format data files failed due to a custom channel called inherit.
  • BUG ID 47636 - File Output: Export of Alembic format data files failed to include User channels.
  • BUG ID 47909 - UI: Editing the Work Plane made it visible, even when its visibility was disabled.
  • BUG ID 47916 - File Output: Export of Alembic format data files failed if the scene FPS was not set.
  • BUG ID 48187- Dynamics: Compound Rigid Body Glue did not work.
  • BUG ID 48495 - File Output: Exporting unsupported face types in Alembic format data files caused Modo to crash.
  • BUG ID 48630 - UI: The command query button worked as a toggle in most forms but not in Pie menus.
  • BUG ID 48669 - UI Linux only: Meshfusion object set to Airtight Final crashed Modo when Dup & Convert to Mesh was applied.
  • BUG ID 48724 - Preview: A maximized Preview failed to update keyed color changes when switching frames.
  • BUG ID 48793 - Animation layout: Animation Baking did not work with Dynamic Parenting.
  • BUG ID 48952 - Performance: Working on FBX scenes or objects which were imported with high values for scaling causes extreme GUI lags.
  • BUG ID 49304 - UI Linux only: Selecting None for the camera's background image caused Modo to crash.
  • BUG ID 49440 - UI Mac: Target filenames were not displayed in the missing file dialog.
  • BUG ID 49810 - GL: In the Advanced viewport, a negative scale of an object displayed as flipped
  • polygons.
  • BUG ID 49857 - Deformers: Lattice deformation smoothing was incorrect.
  • BUG ID 50208 - Shader Tree: Using a procedural material as a Layer Mask rendered incorrectly until disabling and re-enabling the layer above it.
  • BUG ID 50412 - Schematic: Assembly values were not saved and reloaded with specific scenes.
  • BUG ID 50459 - UI Linux: Popover windows did not display when activated.
  • BUG ID 50601 - File Input: Importing .obj files with the material Diffuse set to 0%, produced black textures.
  • BUG ID 50623 - Volumes: Preview didn't respond to feature parameter changes made to VDBVoxel items.
  • BUG ID 50629 - GL: Changing the Preference > Color Management > Change Default View Colorspace setting with the Advanced viewport active caused Modo to crash.
  • BUG ID 50634
  • BUG ID 50657
  • BUG ID 50684
  • BUG ID 50789 memory leak.
  • BUG ID 50802 Camera.
  • BUG ID 51015 when in Maya
  • BUG ID 51021 families.
  • BUG ID 51174
  • Preview: Editing the material of an invisible item made it visible.
  • Procedurals: Translating procedural meshes was slow.
  • Deformers: The Lattice deformer did not work correctly in some cases.
  • GL: In the Advanced viewport, Screen Space Ambient Occlusion (SSAO) caused a
  • Volumes: Blobs didn't render in Preview with a Particle Source and Orthographic
  • UI: Shift + right-clicking 3D Selection Add did not work, but Alt + right-clicking did, navigation remapping.
  • Model layout: The Text tool's Font menu only displayed the first member of font
  • GL: When started in Play mode, there was no indication that Play mode was active.
  • Model layout: Using the Bevel or Inset tool caused shading issues for all polygons
  • BUG ID 51298 - File Input: Modo either crashed or displayed the error message Scene load
  • unsuccessful when importing a specific Alembic format data file.
  • BUG ID 51332 - Model layout: Make Curve Fill didn't work as expected.
  • BUG ID 51397 - Render layout: Round Edge Shader didn't work in certain situations.
  • BUG ID 51401 - Render layout: Loading a .png file into the Render Window did not work as expected.
  • BUG ID 51424 - Fusion: Alt+N and Alt+M produced errors when a non-Fusion item was selected.
  • BUG ID 51292
  • that had holding edges for holes.
  • BUG ID 51443 - GL: The Environment Map was flipped in Advanced viewport orthographic views.
  • BUG ID 51450 - Model layout: The MeshFusion trim tool produced unexpected results and displayed
  • jagged edges where the mesh quads were cut off.
  • BUG ID 51452 - Model layout: The MeshFusion trim tool displayed jagged edges.
  • BUG ID 51513 - Animation layout: The Camera Matching Line length control wasn't accurate and did not match the geometry to an image.
  • BUG ID 51529 - GL: Environment reflection did not work correctly in orthogonal viewports.
  • BUG ID 51554 - GL: The Advanced viewport roughness did not match Modo's render with Image- based lighting (IBL).
  • BUG ID 51686 - Model layout: Drawing a curve in the base mesh in the procedural with Merge Meshes and Polygon Reduce operations caused Modo to crash.
  • BUG ID 51695 - Render layout: Baking a UDIM bake item with save output for .png formats created corrupted saved images.
  • BUG ID 51772 - GL: The Default and Orthographic views of the Model layout displayed artifacts.
  • BUG ID 51809 - Schematic: Closing a scene after using select.link with no arguments caused Modo
  • to crash.
  • BUG ID 51865 - Model layout: Procedural tool handles sometimes severely affected viewport performance.
  • BUG ID 51957 - GL: Using a GL background with Gradient set in an Orthographic view looked incorrect.
  • BUG ID 52068 - Dynamics: Mesh Shatter source mode created shards incorrectly.
  • BUG ID 52081 - Particles: Particle Modifiers using a mesh as an input Point Source changed the particle color to black.
  • BUG ID 52240 - Render layout: Texture Replicators did not work correctly on vertical surfaces.
  • BUG ID 52246 - Model layout: The Polygon Extrude mesh operation only worked when the axis was
  • set to none.
  • BUG ID 52247 - Shader Tree: The Particle ID list displayed Material IDs.
  • BUG ID 52249 - File Input: Using the Image tab Add button to make a new image group failed.
  • BUG ID 52258 - Sculpting layout: Cutting and pasting part of a multi-resolution sculpt mesh removed sculpting on the part of the mesh that was not cut.
  • BUG ID 52290 - UI: Environment images didn't appear in the Images tab when loading scenes with those clips parented.
  • BUG ID 52297 - Scripting: The NEXUS_SCRIPTS environment variable did not change the location for implicit scripts run with @.
  • BUG ID 52320 - Preview: Volume items did not display the alpha output in Preview.
  • BUG ID 52321 - Sculpting layout: Unsupported falloff input options remained in the Sculpt Modifiers menu.
  • BUG ID 52325 - Model layout: Copying and pasting a closed curve caused the pasted curve item to have a sharp start/end point.
  • BUG ID 52334 - Mesh Types: Using the poly.convert command on curves produced unexpected results.
  • BUG ID 52364 - Model layout: The Extrude and Bevel mesh operations sometimes caused Modo to become unresponsive when used on a frozen Text item.
  • BUG ID 52381 - Preview did not updated correctly when visibility changed on an Item Shader.
  • BUG ID 52389 - Preview: Deleting a Cel Edges material while Preview was running caused Modo to crash.
  • BUG ID 52399 - Model layout: After having a Freeze mesh operation in the stack, any change to the Subdivision Level of the base mesh didn't update until you disabled and re-enabled the Freeze mesh operation.
  • BUG ID 52403 - Shader Tree: Deleting a Shader mask caused Modo to crash or become unresponsive.
  • BUG ID 52407 - Preview: Changing the convergence slider relaunched Preview.
  • BUG ID 52411 - Model layout: The Radial Array Merge Vertices option only merged vertices with the source geometry.
  • BUG ID 52415 - Render layout: Bump maps couldn't be baked from a mesh.
  • BUG ID 52423 - Model layout: Freezing subdivisions to quads with the Freeze mesh operation did not update when changing subdivision level on the mesh.
  • BUG ID 52442 - Model layout: The Tube tool sometimes crashed if you tried to select a non-existent preset by using a script or command.
  • BUG ID 52445 - Procedurals: A scene containing a hidden procedural mesh took a long time to open.
  • BUG ID 52470 - Model layout: Modo became unresponsive when adding a Polygon Bevel Mesh Operation to a specific item.
  • BUG ID 52480 - GL: After disabling GL visibility performance checkboxes with the Advanced viewport active Modo crashed.
  • BUG ID 52484 - Preview: When changing the Render Curve Start value while running Preview Modo crashed.
  • BUG ID 52487 - Deformers: The Add Item buttons in the Mesh Operations list and in the Item List displayed the same name.
  • BUG ID 52488 - Deformers: The Add Item list in the Mesh Operations list and in the Schematic viewport displayed as Procedural in the menu.
  • BUG ID 52490 - UI: Some deformers had no buttons in the Setup layout toolbar.
  • BUG ID 52498 - Animation: A customer project was performing significantly slower in Modo 10.1
  • than in Modo 10.0.
  • BUG ID 52500 - UI: No Apply button was displayed in the Edge Slide tool properties.
  • BUG ID 52503 - Scripting: Using a command alias for mesh cleanup caused Modo to crash.
  • BUG ID 52515 - Model layout: Running the Mesh Cleanup or Merge Vertices commands on specific meshes caused Modo to crash.
  • BUG ID 52528 - Render layout: When rendering a specific scene after deleting the B-spline Weight Map Modo crashed.
  • BUG ID 52539 - Model layout: Deleting a Weight Map with transparent materials caused Modo to crash.
  • BUG ID 52553 - Render layout: When using standard scene lights with negative intensity values, a clipped patch of black was displayed.
  • BUG ID 52556 - UI: Some area light flags were disabled but were still needed if the falloff type was changed.
  • BUG ID 52563 - Shader Tree: Two Texture Locators were created when Final Color output was defined using the Bake Wizard.
  • BUG ID 52567 - Schematic.
  • BUG ID 52582 - String Constant
  • BUG ID 52583 -
  • BUG ID 52584 - Modo to crash.
  • BUG ID 52585 -
  • BUG ID 52586 -
  • BUG ID 52599 -
  • BUG ID 52610 -
  • Deformers: The Deformer List showed graphs ordered in the opposite order to the
  • Render: The Render Output Bake item didn't save to an output directory driven by a node.
  • Render layout: Render failures occurred using Bake items.
  • Preview: Adjusting Occlusion Texture cache settings with Preview running caused
  • Model layout: Copying procedural items from one scene to another didn't work. Model layout: The Procedural Lattice Effector crashed when scaling lattice points. Deformers: Polygon rollover highlighting was incorrect for deformed meshes. UI: Texture falloff XYZ was only visible when the Locator was selected.
  • Scripting: Trying to remove an item when the value was set to None
  • BUG ID 52621 -
  • (scene.removeItems(None)) caused Modo to crash.
  • BUG ID 52633 - Shader Tree: Texture Replicators did not align to particles.
  • BUG ID 52644 - Volumes: Navigating Preview with VDBVoxel items was much slower in Modo 10.1v2.
  • BUG ID 52645 - Model layout: The Right-click Lasso selected more than expected.
  • BUG ID 52656 - Model layout: UV data was lost when freezing a procedural item.
  • BUG ID 52660 - Model layout: modo_cl crashed when running the poly.freeze command on curves with Tessellation set to false.
  • BUG ID 52665 - Model layout: New materials were not created when copying and pasting polygons into a new scene.
  • BUG ID 52668 - Preview: Right-clicking in Preview showed item masks multiple times.
  • BUG ID 52688 - UI: Profile names in the Preset Browser displayed the file path instead of the name.
  • BUG ID 52701 - Animation: The Command Region command entry field displayed the command name, not the command.
  • BUG ID 52709 - File Input: Loading a scene with a corrupt .png image caused Modo to crash.
  • BUG ID 52748 - Particles: When using a UV Constraint in a Particle Simulation Modo crashed.
  • BUG ID 52786 - Item List: Mesh item visibility couldn't be enabled in Element mode.
  • BUG ID 52793 - Paint layout: Flipping image inks created repeats, even if Repeat was disabled.
  • BUG ID 52814 - GL: Polygon selection only worked on selected items.
  • BUG ID 52826 - Procedurals: Selecting the base mesh and adding an operator placed it in the wrong location in the stack, instead of immediately above the base mesh.
  • BUG ID 52830 - Model: Right-clicking on selected edges after beveling caused Modo to crash.
  • BUG ID 52857 - Shader: Tree UV mapping was not working correctly with the Texture Switch node.
  • BUG ID 52858 - Shader Tree: Modo allowed Particle IDs to be 1.0 (previously, any ID >= 1 was set to 0) for the Texture Switch node. It added the username for the Particle ID channel.
  • BUG ID 52860 - Content: Closing a scene with a SLIK2 Studio preset in it caused Modo to crash.
  • BUG ID 52889 - UV: Using Bevel with Inset and Make UVs Connected broke the UVs.
  • BUG ID 52893 - UV: Copying and pasting from the UV lists tab sometimes broke UVs.
  • BUG ID 52899 - Procedurals: New mesh operations were always added to the top of the Mesh Operations list.
  • BUG ID 52940 - Deformers: Lattice points set up with Item Influence crashed when used as a Replicator prototype.
  • BUG ID 52969 - Deformers: Tools were not respecting the Enable Deformers option setting in the viewport.
  • BUG ID 53131 - Procedurals: The Path Generator tool operation flipped polygons.
  • BUG ID 53134 - Shader Tree: Dragging and dropping an item into a new scene reordered all associated shaders.
  • BUG ID 53137 - Preview: Replicators could not be deselected.
  • BUG ID 53172 - File Import: Loading an .fbx file with a user-defined channel name caused Modo to crash.
  • BUG ID 53194 - Network Rendering: Image processing was not possible and dummy thumbnail images were generated for offloaded (slave-only) renders after the 10th render.
  • BUG ID 53207 - File Output: Saving Substance images sometimes caused Modo to crash.
  • BUG ID 53219 - Schematic: When dragging materials from one file to the other, all schematic links were lost.
  • BUG ID 53229 - UI: The Time Offset Type channel had a dropdown menu with incorrect entries.
  • BUG ID 53248 - File Output: Alembic format data files crashed or hung when exporting a procedural mesh with a Bevel mesh operation.
  • BUG ID 53457 - UV: Selecting the next loop on a UV map caused Modo to crash.

New in modo 10.1v2 Build 120147 (Jul 21, 2016)

  • Feature Enhancements:
  • A Type option has been added to the Polygon Set Material dialog, which allows you to create a Unity or Unreal material by pressing M on the keyboard with polygons selected.
  • Ghosted mesh drawing has been improved in non-Advanced viewports.
  • BUG ID 49006 - Performance of geometry snapping has been improved.
  • Bug Fixes:
  • The Advanced viewport had memory leak and possible cross-viewport mode (Default/Advanced) update issues with tangent bases.
  • Environment reflections were incorrect in the Default viewport.
  • Help: Game tools had no context-sensitive help.
  • Newly-created layouts were starred in the Switcher Bar.
  • Ellipses weren't displayed on pop-up faces for forms and non-forms pop-ups.
  • BUG ID 32045 - Replicated references lost texturing.
  • BUG ID 36640 - The texture didn't update after a Weight Map was renamed.
  • BUG ID 41458 - Deleting an instance of a Shader Tree material with a layer mask as a child also deleted the child in the original group.
  • BUG ID 46260 - The Advanced viewport didn't display particle clouds and particle emitters.
  • BUG ID 47551 - Modo sometimes became unresponsive when changing settings in a scene with
  • volumetric particles.
  • BUG ID 48237 - The Advanced viewport displayed transparency incorrectly on RGBA images in fast mode.
  • BUG ID 48348 - Artifacts occurred when saving unpremultiplied layered images.
  • BUG ID 48413 - Mac OS X only: Pressing Cancel on a save dialog resulting from an external application quit signal (such as right-clicking on Modo in the dock and selecting quit) still caused Modo to quit.
  • BUG ID 48674 - The Nozzle brush tip's Jitter Spacing option was not working.
  • BUG ID 48681 - In Preview, progressive save did not work with multiple render outputs.
  • BUG ID 48731 - In the Advanced viewport, textures were displayed as transparent when the Effect was set to RGBA.
  • BUG ID 48978 - Some memory allocations were not freed until the end of an animation render.
  • BUG ID 49071 - Reflections of direct lights sometimes appeared too bright when Roughness was zero and Specular MIS was enabled.
  • BUG ID 49259 - When painting, artifacts appeared when the Nozzle tool's Jitter Size and Strength were not set between 0 and 100%.
  • BUG ID 49559 - Bake Geometry Cache: The quality of displacement baking regressed.
  • BUG ID 49584 - The tooltip for Preferences > Auto Create Textures did not contain information on the tool.
  • BUG ID 49643 - Image Based Lighting (IBL) reflections were blurry in the Advanced viewport.
  • BUG ID 49658 - Curve Fill did not fill some characters in a text correctly.
  • BUG ID 49788 - In the Images list, Camera items were incorrectly included in search results.
  • BUG ID 49850 - Exporting curves using FBX 2015 only exported floating vertices.
  • BUG ID 49940 - Materials from presets were lost during FBX export.
  • BUG ID 50104 - Meshes appeared black in the Advanced viewport when using environment lighting.
  • BUG ID 50156 - In Preview, the background image sequence didn't update when changing frames.
  • BUG ID 50247 - The Advanced viewport was disabled due to the driver not detecting card memory correctly on non-standard systems.
  • BUG ID 50289 - Weight Map overlays were drawn as a solid color, rather than changing opacity to show weight.
  • BUG ID 50364 - The Advanced viewport showed visible seams or noise on environment textures.
  • BUG ID 50517 - Convexity and Concavity had slower render times than other occlusion types. The minimum number of samples for computing Convexity and Concavity was reduced from four to one to improve performance.
  • BUG ID 50780 - Loading an .lxr file with a saved preview render corrupted data in extra render outputs.
  • BUG ID 50819 - When rendering only transparent materials, incorrect shadows displayed in the Advanced viewport.
  • BUG ID 50825 - Morph Influence didn't recognize procedurally created morphs.
  • BUG ID 50877 - The Curve Fill tool could only pave curves with a normal aligned to the Z axis.
  • BUG ID 50880 - Changing the Stereo Eyes setting in the Camera Effects properties was not updating correctly in Preview.
  • BUG ID 50923 - Preview did not update when assigning an existing material.
  • BUG ID 50964 - The Show as Silhouette checkbox on a mesh's Display properties only came into effect when the viewport was refreshed manually.
  • BUG ID 51026 - Modo sometimes crashed when scrubbing the color value in the Set Material (m) dialog.
  • BUG ID 51124 - Clearcoat displayed very dark in the Advanced viewport when using Image Based Lighting (IBL).
  • BUG ID 51259 - The first subtab in a form was always selected in dialogs.
  • BUG ID 51511 - In the Advanced viewport, PBR materials displayed the Modo material color when lit by area or dome lights.
  • BUG ID 51528 - The brightness of the progress bar in Preview fluctuated.
  • BUG ID 51544 - Environment lighting caused artifacts on surfaces in the Advanced viewport.
  • BUG ID 51658 - Volumetrics: An incorrect error message displayed when clicking on disabled controls.
  • BUG ID 51667 - Render Booleans: Reflections were incorrect when using Enable Surface Clipping in the Material Rays properties of glass materials.
  • BUG ID 51724 - Using Mesh Paint Instance with snapping sometimes caused Modo to crash.
  • BUG ID 51872 - Clearing the Schematic with an instanced assembly present sometimes caused Modo to crash.
  • BUG ID 51881 - Weight Maps were drawn incorrectly with a Bump Map visible.
  • BUG ID 51902 - The Render Passes command dialog showed the first pass group as selected, when none were selected.
  • BUG ID 51904 - Advanced viewport: The Banned Driver message for NVIDIA 311 drivers contained a typo.
  • BUG ID 51935 - Some AMD drivers only showed monochrome transparency in the Advanced viewport.
  • BUG ID 51942 - The Freeze mesh operation didn't update when the mesh container's Curve Refinement Angle was changed.
  • BUG ID 52001 - Exporting curves using FBX 2013 resulted in an empty mesh.
  • BUG ID 52047 - The UV transform Shear tool had Auto Size X Y Z, instead of UV.
  • BUG ID 52073 - The Gravity Channel Modifier was inadvertently disabled.
  • BUG ID 52074 - Inverse Kinematics: Changing options didn't update the Properties panel.
  • BUG ID 52086 - Executing assembly commands attached to a mesh instance caused error messages or incorrect behavior.
  • BUG ID 52096 - Brush tip selections sometimes got stuck after switching brushes.
  • BUG ID 52097 - Several options were missing from the Layout > Windows > New Window menu.
  • BUG ID 52101 - The menu bar command Layout > Delete didn't work correctly.
  • BUG ID 52124 - Selections could not be made from a pop-up form when launched from inside a pop-over.
  • BUG ID 52126 - Radial Array: Toggling Replace Source with a multi-resolution mesh sometimes caused Modo to crash.
  • BUG ID 52127 - Changing brush tips sometimes left the previous brush tip highlighted.
  • BUG ID 52130 - The Stretch Particle control was not used by Preview or Render.
  • BUG ID 52131 - Applying the Text tool, changing the split, then re-applying the tool sometimes caused Modo to crash.
  • BUG ID 52140 - Editing a Morph Map with tools using screen or selection falloffs (such as Soft Drag) didn't work correctly.
  • BUG ID 52141 - Using more than one backdrop slowed the GL frame rate.
  • BUG ID 52144 - Edge weights didn't propagate to beveled polygons when using the Bevel mesh operation.
  • BUG ID 52152 - Using the F button to search or filter images did not work.
  • BUG ID 52166 - Modo_cl sometimes crashed with custom configurations.
  • BUG ID 52172 - The Open Containing Folder context menu option didn't work for images in the Clip list.
  • BUG ID 52184 - In the Edge Bevel tool, the Edge Shape: Square option did not work as expected.
  • BUG ID 52185 - Point Count was incorrect for the Curve Particle Generator.
  • BUG ID 52186 - Canceling the Curve Extrude dialog produced a Python error.
  • BUG ID 52188 - Multiple curves weren't rebuilt individually in the same mesh.
  • BUG ID 52190 - Preview sometimes stopped rendering when scrubbing the timeline.
  • BUG ID 52197 - Activating the Make Bridges option with multiple items selected in the Item List sometimes caused Modo to crash.
  • BUG ID 52213 - Mesh operations couldn't be dragged and dropped directly onto a mesh in the list.
  • BUG ID 52214 - Tool pipe operations couldn't be dropped onto the Add Tool Pipe section of a mesh
  • operation in the Mesh Operations stack.
  • BUG ID 52217 - Grid mode only worked when using a primitive tool and moving with the center
  • handle.
  • BUG ID 52219 - Setting the Target mesh on a UV Transform to an Instance sometimes caused Modo to crash.
  • BUG ID 52222 - Selecting some vertices and edges with one mesh operation selected, then using the poly.convert command on the base mesh sometimes caused Modo to crash.
  • BUG ID 52223 - The Corner Scale option of the Pen Extrude tool and the Pen Generator mesh operation did not work as expected.
  • BUG ID 52234 - Loading Showcase scene template presets sometimes caused Modo to crash.
  • BUG ID 52248 - Enabling Specular MIS with the Visible to Reflection Rays Light item property enabled caused issues with light visibility.
  • BUG ID 52250 - Loading a progressive render into Preview with the alpha output active sometimes caused Modo to crash.
  • BUG ID 52256 - Adding a material to the Material Library caused did not update any color changes in the GL viewport.
  • BUG ID 52257 - In the Bevel tool, the Reverse Inset and Reverse Direction controls didn't update the tool results immediately.
  • BUG ID 52267 - UDIMs with overlapping UV borders could not be painted on.
  • BUG ID 52272 - Adding a curve to a Polygon Bevel with a Preset Profile sometimes caused Modo to crash.
  • BUG ID 52274 - Selecting and deselecting multiple textures at the same level of the Modifier stack did not work as expected.
  • BUG ID 52276 - A Constant texture affecting Unreal effects was showing color instead of percentage for the Metallic, Opacity, and Specular controls.
  • BUG ID 52277 - The Preset Browser didn't update when saving a new color preset.
  • BUG ID 52280 - Measurements were not readable in the bottom-left corner info area of the Games Layout.
  • BUG ID 52281 - Rendering a single full-resolution frame using Render Animation sometimes caused Modo to crash.
  • BUG ID 52282 - Creating new geometry with the Save Vertex Map Selection to Scene option enabled in the Preferences caused Modo to crash.
  • BUG ID 52291 - The Inverse Kinematics Translation Limits controls were not disabled by default.
  • BUG ID 52292 - The path dropdown in the Preset Browser was still visible when toolbars were hidden.
  • BUG ID 52295 - Texture layer forms did not update after effect changes.
  • BUG ID 52296 - Config file corruption lead to icons and menus disappearing.
  • BUG ID 52300 - Showing Vertex Map lists as pop-ups sometimes caused Modo to crash.
  • BUG ID 52305 - Clicking on the Info tab with a vertex selected sometimes caused Modo to crash.
  • BUG ID 52314 - Tool autoreset did not work correctly after undoing and redoing a tool activation and initial tool adjustment.
  • BUG ID 52333 - Deleting a segment from a closed B-Spline occasionally deleted the wrong segment.
  • BUG ID 52336 - Adding a package (such as notes) to a light sometimes caused Modo to crash
  • BUG ID 52339 - Moving a camera assembly root with the graph editor visible sometimes caused Modo to crash.
  • BUG ID 52340 - Rendering scenes with Volume items sometimes caused Modo to crash.
  • BUG ID 52342 - The Preset Browser stopped updating or accepting input after selecting a brush preset.
  • BUG ID 52359 - Selecting Edges on the base mesh, then deforming the mesh in a specific scene sometimes caused Modo to crash.
  • BUG ID 52367 - Deleting an item shader using the x icon on its right side in the Shader Tree caused Modo to crash.
  • BUG ID 52380 - Deselecting an edge loop sometimes caused Modo to crash.
  • BUG ID 52382 - Using the Topology Pen on lines created with the Pen tool sometimes caused Modo to crash.
  • BUG ID 52384 - Switching between axes did not work correctly for the Cylindrical Falloff.
  • BUG ID 52409 - Using the Delete command on multiple items, including the camera, when the 3D
  • viewport was set to Camera view sometimes caused Modo to crash.
  • BUG ID 52413 - Preview Bake displayed the incorrect bakeUV name on the status bar.
  • BUG ID 52434 - Using the Slice Selected option of the Loop Slice tool sometimes caused Modo to crash.
  • BUG ID 52443 - Modo_cl sometimes crashed during render.
  • BUG ID 52465 - Memory corruption caused Modo to crash when rendering certain scenes with fur.
  • BUG ID 52469 - Edge loop selection was not working properly in the UV view.
  • BUG ID 52502 - Deleting a mesh with edge selections and then creating a new one caused Modo to crash.

New in modo 10.1v1 Build 117244 (Jun 15, 2016)

  • New Features:
  • Modo 10.1 introduces a powerful, flexible, and robust new procedural modeling system that works side-by-side with Modo's best-in-class direct modeling toolset. With Modo 10.1, artists can iterate more freely with the ability to manipulate modeling operations at any time in a flexible layer stack. Create infinite variations using procedural operations that can be driven by textures, falloffs, or dynamically changing inputs; and easily accommodate change requirements with the ability to edit selections and swap out input meshes after the fact. New curve tools, constraints, deformers, and enhancements to the MeshFusion toolset complete the Modo 10.1 modeling updates.
  • Mesh Operations:
  • At the heart of the procedural toolset are mesh operations. These are single layers within the procedural stack that are evaluated to modify the input mesh in some way. The operation can be simple, such as setting a material tag, or can be complex, such as filling a closed curve with polygons. The mesh operations are layered on top of each other in the procedural stack, and the stack is evaluated from the bottom up, passing the modified mesh from one operation to the next.
  • In addition to the new mesh operations, a subset of existing tools also have procedural equivalents.
  • Assign Selection Set:
  • The procedural Assign Selection Set mesh operation stores a collection of mesh elements - vertices, edges, and polygons - in a selection set, so they can be re-used at a later stage in the procedural evaluation. This can be useful for operating on the same set of mesh elements across a series of operations, or to store a selection for later use.
  • Curve Fill:
  • The procedural Curve Fill mesh operation fills closed curves with quads. External curves are filled, and internal curves can be used to cut holes in the closed shape. The operation provides two filling methods: grid and paving. The grid method creates quads aligned to a world axis, whereas the paving method fills a closed curve from the outside in, attempting to maintain a nice border around the edge of the filled shape. Settings are provided, allowing control over the fill density, polygon type, and UVs.
  • Curve Rebuild:
  • This mesh operation rebuilds an existing curve, placing new vertices at fixed spacing along the curve. The vertex spacing can either be controlled using a fixed point count, or a spacing distance along the curve.
  • Material Tag:
  • This mesh operation sets the material tag on all marked polygons on a procedural mesh. These tagged polygons can then be used in the Shader Tree to mask textures and shaders.
  • Merge Meshes:
  • This operation merges multiple mesh items into a single procedural layer. An option to maintain the world transform, it transforms the merged mesh by its world transform.
  • Transform UV Map
  • This operation transforms a specified UV map on a procedural mesh item. You can manipulate the tiling, position, and rotation of the UV map.
  • Freeze:
  • This mesh operation rasterizes non-face type polygons into face polygons. This is useful for converting text polygons into regular polygons, which can then be used with other procedural tools.
  • Edges to Curves:
  • The Edges to Curves operation converts edges into a series of curves of various types. The operation can either create multiple disconnected curves for each edge, or it can create one continuous curve from a series of connected edges. When combined with the Select by Border selection operation, the Edges to Curves operation can be used to easily convert a polygon island into a curve outline to be used with the Curve Fill mesh operation.
  • Lace Geometry:
  • This operation extrudes a profile shape along a guide curve. The profile shape can either be provided by a custom mesh, a content preset, or a pre-defined shape, such as a circle, square, or rectangle. As the name suggests, this operation is useful for creating geometry, such as laces on a shoe.
  • Spline Primitives:
  • The Spline Primitive tools allow simple spline shapes to be created, both procedurally and non- procedurally. You can create a series of shapes, such as Circles, Stars, Squares, Rectangles, and so on.
  • Sub-tools:
  • Content Preset:
  • The Content Preset sub-tool allows procedural tools to utilize content preset files to modulate the shape that they create.
  • Path Generator:
  • The Path Generator sub-tool provides a curve path for other tools, such as the Sweep Effector, to sweep along.
  • Path Segment Generator:
  • The Path Segment Generator generates particles along a curve from the Path Generator. This feeds into a Sweep Effector to perform operations, such as a Curve Extrude.
  • Pen Generator:
  • The Pen Generator provides a polyline to tools, such as the Sweep Effector tool, allowing a linear sweep from point to point with sharp, well-defined angles at corners.
  • Selection Operations:
  • Selection Operations exist within the procedural stack and are special items, which can be associated with a mesh operation in the selection graph. They are evaluated per element to determine if a specific element should be modified by a procedural operation.
  • The following selection operations are available:
  • Select by Border - This selection operation selects all mesh elements of the specified type, around the border of a polygon island.
  • Select by Falloff - This selection operation selects all mesh elements of the specified type, based on the weight of a falloff item. A threshold channel is provided, allowing you to specify the minimum weight that is required for the element to be selected. The associated falloff can be any of the standard falloff item types, and can also be textured for further control of the effect.
  • Select by Index - This selection operation allows element selection to be specified by element index. The selection can be defined either by a list of indices separated by commas, a range of numbers separated by a hyphen, or a combination of the two. When creating a procedural operation, if you have an element selection using the traditional Modo selection tools, a Select By Index item is automatically created and populated with the indices of the selected elements. Commands are also provided to allow elements to be added and removed from the procedural selection, using the traditional Modo selection tools.
  • Select by Range - This operation selects all elements within a particular range. You can define a start index, an end index, and a step amount. If the index of an element is within the specified range, then it is selected. The step control allows you to skip certain elements in the range. For example, if the step value is 2, every other element index within the range is selected. If the step value is 3, every third element within the range is selected.
  • Select by Selection Set - This operation allows an existing selection set to be used to define a procedural selection. This selection set can either be defined procedurally using the Assign Selection Set mesh operation, or it can be defined on the base mesh, using the traditional selection set commands.
  • Selection Operators - These are a special class of selection operations that allow more technically- minded users to build complex selection rules using the Modo rigging toolset. On each selection operator, the information about the element is provided as an output channel, for example on the Polygon Selection Operator, information such as the position, normal, area, and index is provided as a channel, and a single input channel called Select allows the selection state to be driven by a rig. When the selection is evaluated, the rig is evaluated per element and is provided with the properties of that element. You can set up complex rigs using channel modifiers to determine the selection state, using the element properties we provide, to create unique and interesting selection rules that can be shared with other users.
  • Workflow:
  • Preset Browser:
  • The Add Item button of the Procedural panel allows you to add items to your scene through the Preset Browser, instead of a dropdown menu. The Preset Browser also gives you searching capability, and different viewing options for the familiar item types.
  • Curve Particle Generator:
  • The Curve Particle Generator allows you to generate particles along a curve. Additional controls allow you to control which way the particles are pointing, how many particles to generate, the particle size parameter, and to slide the particles along the curve.
  • Freeze Mesh Operations:
  • Modo provides an option to freeze the stack up until a certain point. Everything above the selected mesh operation is maintained, but the selection operation and all items below it are baked into the mesh, becoming uneditable. A second option provides a Duplicate and Freeze method, which duplicates the stack and freezes the mesh up to a particular layer. This is useful if you want to freeze the stack, but maintain a copy as a backup.
  • Particle Modifier Enhancements:
  • The Particle Generator has a new option to have the particles it creates center around its location, rather than having particles start at its location and expand only in the positive axis direction. The Particle Look At Modifier has also been given a new additional option, which allows you to specify an explicit X,Y,Z direction for the particles to point towards.
  • UV Constraint:
  • The UV Constraint modifier allows item position and rotation to be constrained to a position on the surface of a mesh, defined by its UV coordinate. You can specify a position on a target UV map, as well as an optional UDIM, and the modifier outputs a position matrix and a rotation matrix for a corresponding surface position in world space.
  • Push Influence:
  • The new Push Influence deformer pushes geometry along its surface normal, providing the effect of inflating the mesh. The push amount can be modulated by distance, as well as using a falloff to modulate the push amount per vertex.
  • Texture Falloff:
  • A Texture Falloff allows you to use a texture to attenuate the effect of a tool, for example, a bevel.
  • Texturable Falloffs:
  • Falloff items now expose a texture input in the Schematic viewport and Mesh Operations stack, allowing textures to be connected directly to the falloff, rather than requiring you to use the complex FX tree section of the Shader Tree.
  • B-Spline Curves:
  • A new B-Spline polygon type has been introduced that provides a much nicer interpolation between points, and is simpler to manipulate than Bezier curves. A weight option is provided on each point to control the weighting of the B-Spline knot.
  • MeshFusion:
  • Strips:
  • Improvements have been made to the systems that create Strips, the geometry that connects the surfaces of a Fusion Model.
  • Strip Density:
  • Along with the new density properties, the UI has been enhanced to improve how all strip properties are edited. This includes improved stepper controls (offering easier control with complex models that respond slowly to edits). Variable density along the strip has been enhanced to automatically adapt to curvature and corner requirements.
  • Strip Corners:
  • New Strip Corner properties have been added to strip items, individually controlling rounding and densities. Internal systems have been created to smoothly reconcile disparate strip densities meeting at any given corner. A new UI has also been added to set these properties, including conveniences for propagating settings and compensating for density changes to maintain rounding.
  • MeshFusion Schematic:
  • Schematic Editing:
  • Inactive input channels have been added to Fusion operation nodes, matching each node's normal input channels. Right-click context menus for links and the operation nodes have been added to support activating/deactivating links (including conveniences like toggling, activating/deactivating all, deactivating all except the clicked link).
  • Schematic Drag&Drop:
  • Scripted methods have been added supporting 3D viewport drag and drop Schematic Fusion editing.
  • Feature Enhancements:
  • The Qbic Browser has been enhanced to better support its use with Schematic Fusion models, and offers broader, better-organized placement options.
  • Mesh Preset placement has been improved and expanded, including options to add multiple copies of the preset mesh as either individual meshes or combined into a single mesh (each method has advantages for subsequent Fusion modeling/editing goals). More thorough support has been added for placement based on selected target mesh elements (vertices, edges, and polygons). Schematic fusing support has also been added.
  • Main Bug Fixes:
  • This is a list of the most important bug fixes. For a full list, see The Foundry Community site.
  • Bezier tool: Changes behavior to create straight segments with clicks.
  • The default turn speed of the Game Input Mode was 2.0 instead of 1.0.
  • The absolute input mode was enabled when using the Game Input Mode, which caused issues on systems set up to use tablet input.
  • The Generator Particle Modifier had no Center option.
  • The up vector was incorrect when the Look At Particle Modifier was set to Planar. The Target channel had no Direction option, so there was no way to set an explicit vector to define the direction.
  • Unreal and IBL Roughness did not work correctly. No reflection type was initialized for Unreal and Unity materials.
  • Double-clicking an Assembly preset didn't add it to the current group in the Schematic.
  • Unity and Unreal materials generated incorrect Image Based Lighting (IBL) textures due to the
  • diffuse roughness not being 0.0.
  • Unreal Material: There was no GLSL clearcoat shader. Clearcoat caused black edges. The shading model didn't have an option to switch between standard shading and clearcoat shading for the Advanced viewport. Clearcoat was applied twice for Unreal material, which caused energy issues.
  • Improvements have been made to Unreal Screen-Space Reflections.
  • BUG ID 14371 - Render outputs were not working correctly with Item masks and Instances.
  • BUG ID 36261 - Foreground and background alphas were not working properly with Parametric Ink.
  • BUG ID 36430 - Color Picker: HSV numeric values greater than 360 became 300 instead of 359.999.
  • BUG ID 37130 - Shader Tree: Layer and Group masks could cause halos and fringing around them.
  • BUG ID 37272 - Some materials were not evaluated in fur layers when using multiple fur layers.
  • BUG ID 37643 - Vertex Illumination Baking didn't work with offset geometry.
  • BUG ID 38235 - Items imported through FBX didn't respect the viewport visibility settings.
  • BUG ID 38624 - Brush Blending Mode didn't function correctly with RGBA images.
  • BUG ID 41160 - Preview: there was no option to save to layered images when rendering an animation.
  • BUG ID 41732 - Changing fur spacing caused the fur width to change.
  • BUG ID 41913 - Fur rendered differently than it displayed in GL.
  • BUG ID 42480 - The gamma applied to images using image ink changed after saving and reloading the scene.
  • BUG ID 43236 - Windows only: Modo didn't have support for multiple processor groups, so it couldn't fully utilize systems with more than 64 processors.
  • BUG ID 43399 - Fur was tapering to absolute length, not parametric length.
  • BUG ID 44062 - When painting, the first click when painting on an image map was delayed.
  • BUG ID 44077 - In Full Resolution mode, clicking in Preview did not select materials in the Shader Tree.
  • BUG ID 46509 - Image maps created at the root level could not be duplicated.
  • BUG ID 46707 - Implicit UV textures on area lights were not supported.
  • BUG ID 47572 - Bezier Deformer: deformation popping occurred on animated meshes.
  • BUG ID 47829 - Topology layout: Active mesh has been set to Shaded mode to improve the visibility with color correction and transparency. The default rig lights have been made brighter to match the original Topology layout (MODO 601).
  • BUG ID 47857 - Preview: Layered EXR could be saved with incorrect channel names.
  • BUG ID 48117 - Use Clip UDIM was not working for UDIM 1001.
  • BUG ID 48448 - Item List: Layer visibility icons didn't update if a layer's parent group was made invisible.
  • BUG ID 48639 - Rendering animations to some formats didn't save the alpha channel.
  • BUG ID 48734 - Fur: Vector maps and Weight maps couldn't be used together.
  • BUG ID 48765 - Preview: Right-clicking did not show the light contributions.
  • BUG ID 48979 - RayGL synchronous update mode was grainy.
  • BUG ID 49038 - Area lights blocked indirect environment light with Environment Important Sampling (EIS) enabled, and Preview and Final render did not match.
  • BUG ID 49435 - Renders using EIS sometimes produced NaNs.
  • BUG ID 49594 - Images saved from Preview did not have an alpha channel if Render All Outputs was disabled.
  • BUG ID 49603 - The Spline Effector's visibility state didn't work.
  • BUG ID 49673 - Deferred Meshes: Items that support instancable interfaces now include automatic instancing. Render memory use was high when using instances of deferred meshes.
  • BUG ID 49897 - Double-sided meshes were not displaying correctly in the Default viewport.
  • BUG ID 49916 - Auto-added Alpha render outputs (used for border expansion) were saved when
  • baking render outputs using bake items.
  • BUG ID 49960 - Camera Matcher: The origin position derived from the line length control landed off camera.
  • BUG ID 50376 - OBJ I/O: The Importer failed to load files that other applications could load, due to it containing non-standard OBJ elements.
  • BUG ID 50395 - Bake Wizard: Bake items couldn't save each UDIM clip after baking, only all at the end.
  • BUG ID 50509 - Game Export: The texture sub-path wasn't changing in the FBX Export > PBR XML preset settings.
  • BUG ID 50608 - Particle Modifiers: Tries to maintain particle IDs from source items when multiple sources are connected.
  • BUG ID 50620 - Volumes driven by OpenVDB could not be scaled.
  • BUG ID 50634 - Editing the material of an invisible item made it show in Preview.
  • BUG ID 50696 - De-selecting certain image map layers in the Shader Tree wasn't updating in GL.
  • BUG ID 50786 - Mac OS X only: The Render window remained in focus and on top of other windows even when switching to another application.
  • BUG ID 50958 - Vertex Maps: Subdivision Weight Map values could not be cleared from vertices in Catmull-Clark polygons.
  • BUG ID 50972 - Game Export: Relative paths were being used when disabled.
  • BUG ID 50991 - Bump and Displacement were not affected by nodal shading.
  • BUG ID 50995 - FBX I/O: The UV Distortion map was exported.
  • BUG ID 51001 - Vertex Illumination Baking ignored GI and gave incorrect values.
  • BUG ID 51022 - circumstances.
  • BUG ID 51070 - Edge Slice: the multi-slice option was creating holes in the mesh in some
  • BUG ID 51205 - The Bake Wizard did not have a viewport group, and couldn't be added to layouts. Motion Vector didn't support cylindrical and spherical cameras.
  • BUG ID 51207 - frame 1. Baking to Render Outputs with an animated environment was not updating after
  • BUG ID 51325 - Unity Material in a group.
  • Game Export: the script ignored the Export PBR setting if there was an Unreal or:
  • BUG ID 51344 - A memory leak occurred when assigning image clips to shaders.
  • BUG ID 51389 - Vertex Illumination Baking: baking errors occurred on rigged/skinned meshes.
  • BUG ID 51426 - Reflections did not work in orthographic views.
  • BUG ID 51485 - Bake Wizard: The cage value was not set on the bake item.
  • BUG ID 51502 - Unreal Material: The default specular has been changed from 100% to 50%.
  • BUG ID 51524 - Windows only: In Preview, not all processors were used if there were more than 64.
  • BUG ID 51543 - The Advanced viewport often displayed environment reflections and lighting incorrectly.
  • BUG ID 51549 - In the Occlusion Processing Texture, convexity and concavity could not be represented differently, due to the lack of a Curvature option.
  • BUG ID 51557 - Unreal Material: Roughness was incorrect in the Advanced viewport compared to Unreal Engine and Preview.
  • BUG ID 51558 - The Screen-Space Reflections in the Advanced viewport did not default to off.
  • BUG ID 51598 - Replica Mirror: The BG meshes Effector option was not working.
  • BUG ID 51649 - Render Pass groups were disabled when first loading a scene.
  • BUG ID 51676 - Subdividing certain shapes created polygons with flipped normals.
  • BUG ID 51679 - MeshFusion: Fusions caused jagged meshes when strip widths were reduced.
  • BUG ID 51843 - The Apply to Item instances channel has been added to the shader group to control the behavior with instances, which is necessary, because without it the behavior is ambiguous. The new channel defaults to enabled.
  • BUG ID 51901 - Mesh Paint: Normals were flipped in some cases, when painting geometry in Item mode.
  • BUG ID 52092 - Linear Falloff: Several fields were missing from the Properties panel.
  • BUG ID 56826 - The default value of the Texture Offset Amplitude was 1 instead of 0.
  • BUG ID 57134 - Network Rendering: The Render window didn't show the last frame rendered, if rendered on a slave.

New in modo 902 Build 104740 SP2 (Feb 12, 2016)

  • Contains a single change, to update the Windows SolidWorks importer plugin to support SW 2016 files.
  • SW Import is a Windows-only feature, but 902 SP2 installers will be provided for all platforms so that users requiring SW 2016 support who also have mixed network rendering setups can continue to use network rendering (network rendering requires that master and slave systems are all running the same build number).
  • MODO 902 SP1 users on Mac and Linux, or Windows users who have no need for SolidWorks 2016 support, do not need to download and install this update.

New in modo 902 Build 101906 SP1 (Jan 8, 2016)

  • Fixes bug where LXO scenes saved from MODO 902 could be corrupted, making them unloadable. The fix prevents the corruption on save and will load files that were previously not loadable in 902.

New in modo 902 Build 100509 (Dec 11, 2015)

  • Note that this is a list of bug fixes and general enhancements for MODO 902 and does NOT include the new Digital Matte Painting & Camera Matching features.
  • Actors/Stability: Fixes potential crash when creating actors back-to-back without a selection.
  • Advanced Viewport: Adds support for Reset, Repeat, Mirror, and Edge texture tiling modes.
  • Advanced viewport: Adds support for shadow catcher alpha type on Shaders.
  • Advanced Viewport: Adds support for the 'Use Refractive Index' for Specular material setting and fixes the existing refractive index to work better.
  • Advanced viewport: Bans all Quadro FX cards from using the GLSL array sampler, which would lead to a solid purple viewport.
  • Advanced Viewport: Fixes bug in orthographic views where scaled-down edge loops weren't lining up to the mesh edges.
  • Advanced Viewport: Fixes bug where meshes would not appear after changing a Model view to a Model Quad view.
  • Advanced Viewport: Fixes bug where painting would get out of sync.
  • Advanced Viewport: Fixes bug where scaling a brush would temporarily remove shading from the viewport buttons.
  • Advanced Viewport: Fixes bug where Screen-Space Ambient Occlusion disappeared when switching to Advanced from non-Advanced viewports.
  • Advanced Viewport: Fixes bug where the viewport was too dark in some layouts.
  • Advanced Viewport: Updates shading when the alpha type on a Shader is changed.
  • Advanced Viewport/Stability: Fixes potential crash enabling the Show Guides or Show Cage options.
  • Advanced viewport/Stability: Fixes potential crash replacing placeholder image in the Images list after choosing to skip loading the image with an Advanced viewport open.
  • Alembic I/O: Fixes bug where the Alembic importer was not respecting import options when an .abc file was loaded as a reference.
  • Axis Drill/Stability: Prevents potential crash using the tool. (Automated crash reporting)
  • Axis Slice: Fixes bug where the tool could create bad geometry.
  • Backdrop items: Fixes bug where playback performance with image sequences on backdrop items was slow.
  • Background Images/GL: Fixes bug where background images for a camera wouldn't show up in GL if the background was set to environment.
  • Bake Geometry Cache: Adds a progress monitor, so that users don't think MODO is hanging.
  • Bevel: Fixes bug where using the tool handles would not return the mouse cursor back to the handle position.
  • Bevel/Stability: Fixes potential crash doing an edge bevel on certain geometry.
  • Bezier Deformer: Fixes bug where scene-level edits were pushed back to the setup action when changing time.
  • Bridge: Fixes bug where the Bridge tool in the Topology tools wasn't showing profiles.
  • Channel locking: Fixes bug where Channel Row was not checking for locked channels.
  • Channel locking: Fixes bug where the 'select.key' & 'select.keyRange' commands were not checking for locked channels in the Graph Editor.
  • Channel locking: Fixes bug where the Graph Editor Key, Handle & Curve selections were not checking for locked channels.
  • Channel Row: Draws keys belonging to locked channels as disabled on non-summary rows.
  • Channel Slide: Checks for locked channels. Fixes a bug when multiple channels are selected.
  • Channel Swizzling (Experimental Feature): Adds disabled Swizzling checkbox in the UI (Texture Layers properties form for image maps), but allows access to Swizzling boolean channel in the channel list for those who want to experiment. Once enabled, the color channel to be used can be selected from the properties form or the channels list. This feature will be introduced officially in MODO 903.
  • Color Management: Fixes bug where preferences weren't being loaded from the configs.
  • Custom Materials/Stability: Prevents potential crash when duplicating custom materials with gradient channels.
  • Deformers: Fixes bug where a spline deformed mesh with a falloff was not working correctly.
  • Deformers/Performance: Modifies linear deformations to skip deformer evaluation if the weight is 0.0.
  • Deformers/Stability: Prevents potential crash with invalid deformer setups.
  • Dimension tool: Fixes erratic behavior with the move tool, when the Dimensions tool was active.
  • Displacement as Bump: Reverts 901 SP3 fix for the feature not working with morphs, as it caused a regression in more general cases.
  • Dynamics: Fixes the search distance for constraint modifier where it could cause simulations to constrain incorrectly.
  • Dynamics/Mesh Shatter: Fixes potential crash using uniform shatter.
  • Dynamics/Mesh Shatter: Groups created for shards now get name instead of unique name so that modo will auto-append unique number values if needed. Also wraps the name in quotes in case source name has spaces.
  • Dynamics/Stability: Fixes potential crash enabling 'Visualize' on constraints while a simulation was running.
  • Dynamics/Stability: Fixes potential crash with the procedural shatter item. (Automated crash reporting)
  • Edge Bevel: Prevents potential crash with the tool. (Automated crash reporting)
  • Edge Loop Selection: Fixes bug where incorrect edges were being selected at boundaries.
  • Edge Slide: Prevents potential crash with the tool. (Automated crash reporting)
  • Editor Colors: Fixes bug where the Editor Colors were not working correctly in the Shader Tree.
  • Editor Colors: Fixes a bug where Editor Color tags were not always updating or working correctly.
  • EXR I/O: Fixes potential crash loading a non-layered EXR as a layered image.
  • FBX I/O: Fixes bug where cameras were not exported when using Export Selected Layers if the FBX I/O Preference for Export Type was set to Export Selection.
  • Fill: Fixes bug where the tool would not fill shapes with black outlines.
  • Fur Baking/Stability: Fixes potential crash baking GL fur to guides with a morph influence on the mesh.
  • Fur: Fixes bug with multiple fur layers, where some materials in the fur groups would be evaluated and others wouldn't.
  • Fur/Hair: Fixes bug where fur with guides was failing to render when deformed.
  • General: Fixes bug where Check for Updates (automatic at startup and through the Help menu) was failing to open a browser to the downloads page.
  • GL: Fixes bug where changing between Advanced and other viewport modes could cause the environment image to disappear.
  • GL: Fixes bug where displacements would display in GL even when disabled.
  • GL: Fixes bug where wireframes would draw aliased in vertex map mode.
  • GL/Deformers: Fixes bug where deformed meshes could draw incorrectly with deformers enabled.
  • GL/Procedurals: Fixes bug where inactive procedural meshes would draw when inactive meshes were set to invisible.
  • GL/UI: Fixes bug where the 'disable with deformers' and 'Always disable' options in the Mesh properties were both disabling only when deformers were disabled.
  • GL/UI: Fixes bug where toggling the displacement option under Visibility > Performance in the viewport options wouldn't rebuild displacements.
  • Graph Editor: Draws locked channels and keyframes in a disabled style.
  • Image Brush/Stability: Fixes potential crash loading an invalid SVG image as an Image brush.
  • Image Ink: Fixes bug where the projection image could not be turned off when using the UV mask feature.
  • Image Ink/SVG Images: Fixes apparent hang when choosing an SVG Image with Image Ink.
  • Input mapping: Fixes bug where the '3D Selection: Toggle' option was not present.
  • Instances/Drop Actions: Adds support for mesh instances to Place & Align drop actions.
  • Item List: Fixes bug where item order could change when moving multiple items to a new parent.
  • Item List/Drag and Drop: Fixes bug where dragging many items out of a group did not work.
  • Key mappings: Mac: Fixes bug where ctrl-(minus) was being mapped to cmd-(plus).
  • Key mappings: Removes 'tab' mapping to set key from the Animate layout.
  • LXO I/O: Optimizes saving of vertex maps, improving performance.
  • LXO I/O: Prevents a potential crash while saving an item channel string to an LXO file. (Automated crash reporting)
  • Mesh Fusion/Stability: Fixes potential crash when clicking the strip channel hauling button in the strip properties.
  • Mesh Fusion/Stability: Fixes potential crashes when undoing Fusion operations. (Automated crash reporting)
  • Mesh Fusion/UI: Fixes bug where multiple, conflicting popovers could appear when editing strips.
  • Mesh Paint: Fixes bug where painting instances in 'Slide' mode would cause flickering and incorrect placement.
  • Network Render: Fixes bug where slave and master systems would render different colors for missing assets.
  • Network Rendering: Fixes potential crash on slave systems, when the master was no longer available.
  • Network Rendering: Fixes bug when buckets in the first batch were rescheduled.
  • Network Rendering: Fixes bug when rendering with 'use network nodes' disabled. Fixes bug where network rendering was being enabled twice.
  • Network Rendering: Fixes bug where missing frames from a full-frame render would not be reassigned and re-rendered (i.e. when a slave falls off the network).
  • Network Rendering: Fixes bug where scenes opened while in slave mode would appear in File > Recent.
  • Network Rendering: Fixes bug where setting a Shared Directory to a read only location would cause the render to silently fail.
  • Network Rendering: Fixes bug where slaves would report 'failed' and then softlock, no longer participating in subsequent renders, if a network rendering error occurred.
  • Network Rendering: Fixes bug where slaves would sometimes stall on bucket renders.
  • Network Rendering: Fixes bug where the Network Shared Directory could not be set when Render by Frames was enabled.
  • Network Rendering: Fixes bug where the warning 'Write Bucket to Disk is not supported by Net Render' was preventing network rendering from starting.
  • Network Rendering: Fixes bug where using slave mode and setting a shared directory, didn't work with default preferences.
  • Network Rendering/Performance: Master system will now start rendering incomplete slave buckets once it completes its own. Buckets are accepted from the first machine to complete.
  • Network Rendering: Updated master/slave communication to improve reliability.
  • Particle Paint: Fixes bug where painted particles would be double-transformed when painting on a transformed mesh item.
  • Particle Paint: Fixes bug where particle paint did not work correctly with transformed items.
  • Particles to Mesh: Fixes bug where editing particles to mesh and back would cause the last frame of the simulation to be lost.
  • Particles to Mesh/Particles to Curve: Fixes bug where the commands could create bad geometry.
  • Pen: Fixes bug where the Pen tool in closed wall mode would create incorrect geometry.
  • Performance: Reduces overhead for timeline changes.
  • Performance/GL: Improves playback with rigged assets when some or all are not visible.
  • Preset Browser: Adds support for a basePathKey argument to the pbview.basePathAdd, Remove and RemoveAll commands.
  • Preset Browser: Fixes a bug where the navigation controls would be disabled until switching directories.
  • Preset Browser/Stability: Fixes potential deadlock in Preset Browser.
  • Presets: Fixes bug where renaming a color preset could overwrite the file extension.
  • Preview: Fixes bug where ctrl+alt+RMB-drag zooming was not working.
  • Preview: Fixes bug where images saved when rendering an animation from a paused Preview could be corrupted.
  • Preview: Fixes bug where preview was not updating displacement when moving the texture locator for a Gradient texture.
  • Preview/Stability: Fixes potential crash rendering preview animations.
  • Preview/Stability: Fixes potential crashes due to shader changes for replicated surfaces. (Automated crash reporting)
  • Preview/UI: Fixes bug where enabling or disabling Full Resolution mode would not update the setting checkmark, if Preview was paused.
  • Preview/UI: Fixes bug where Preview's LUT display would sometimes display 'LUT:errval'.
  • Progressive Baking: Fixes bug where the alpha was not rendering with correct padding.
  • Radial Align: Fixes bug where the result was often rotated off center.
  • Radial Align: Fixes case where tool didn't work with an item reference in a particular scene.
  • Radial Align: Fixes potential crash with the tool.
  • RayGL Bake: Fixes bug where RayGL would have to be turned off twice after using RayGL Bake to see the correct colors.
  • RayGL: Fixes bug where RayGL would get out of sync with user navigation.
  • RayGL: Fixes bug where RayGL would often fail to start when enabled.
  • Referencing: Improves tooltips for item override settings dialog.
  • Referencing: Prevents crash when referencing scenes with invalid deformer setups.
  • Render Window/Stability: Fixes potential crash when using copy from scene and then clicking another render thumbnail.
  • Rendering: Fixes bug causing different noise patterns and longer render times with multiple area lights.
  • Rendering: Splits the total irradiance cache value render statistic into two counts (primary and secondary cache values).
  • Rendering/Stability: Fixes bug where some scenes might get stuck during geometry generation due to a large numbers of UV maps.
  • Scripting: Fixes potential crash using channel.username.
  • Sculpt Layers: Fixes bug where increasing the multiresolution level after adding a new sculpt layer would erase all sculpt data.
  • Sculpt Layers: Fixes bug where turning off multiresolution on a new sculpt layer would erase all sculpt data on the other layers.
  • Sculpting: Fixes bug where sculpting on transformed geometry could cause artifacts.
  • SDK: Fixes bug in keyframe clamping that was causing ACS 2 action presets to load with incorrect keyframe weighting.
  • SDK: Fixes bug with the lxu_vector class with angle(), distance(), and lerp().
  • SDK: Fixes potential compatibility issue with LXpCameraFrustum.
  • SDK: Fixes potential crash in RayPak_HitVertex.
  • SDK: Fixes potential crash using the 'HitEdge' or 'HitVertex' methods in the raycast tool packet.
  • SDK: Properly exposes inmap.
  • Selection: Fixes bug where component selection through a camera at the origin was not working correctly.
  • Selection/GL: Fixes bug where certain lights would not be selectable after deleting the original direction light.
  • Set Position: Fixes bug where the work plane position was used the first time the vertex 'Set Position' command is fired, regardless of the argument settings.
  • Shader Tree: Fixes bug where moving one or more lights in the shader tree would move them to the bottom of the list.
  • Shader Tree/Stability: Fixes potential crash deleting two cameras in a row from under the Render item.
  • Slice: Fixes cap issue, when the mesh item was scaled.
  • Slice: Fixes bug where the 'Split' and 'Cap Section' options did not support holes.
  • Slice: Fixes bug where the cap option would fail on a mesh item with transforms.
  • Slice: Fixes the Slice tool to use local direction for filling holes.
  • Snapping: Fixes bug where snapping options could not be changed in some custom configurations.
  • Snapping/Performance: Fixes bug where snapping was very slow using a single translate handle while hovering over empty space.
  • Spline Patch: Fixes bug where spline patches created from Beziers would be twisted.
  • Stability: Fixes bug where some scenes with rigging from MODO 801 would not open in MODO 901.
  • TD SDK: Adds Scene.__contains__() to test if an item belongs to the scene using Python's 'in' keyword.
  • TD SDK: Adds method getIsland() to MeshPolygon.
  • TD SDK: Fixes bug where equality comparison would fail between references to the same item from different modules.
  • TD SDK: Fixes bug where selecting many items was slow.
  • TD SDK: Fixes bug where using modo.Scene().selected on a referenced mesh would hide/delete the geometry from the viewport.
  • TD SDK: Fixes error when calling addJointLocator.
  • Topo Pen: Fixes bug where deleting a vertex was also deleting the edge.
  • Topo Pen: Fixes bug where Fill mode was giving element hit selection priority over the fill procedure.
  • Topo Pen: Fixes bug where inner snap would only snap a vertex to vertices sharing an edge with it.
  • UDIMs: Fixes bug where UDIMs could not be painted on.
  • UDIMs/UVs: Fixes bug where the selected clip in a UDIM folder was not shown in the UV Edit view.
  • UI: Fixes artifacts over GL views for edit fields inside more (>>) buttons during form rebuilding and issues with incorrect edit field positions.
  • UI: Fixes bug where empty rectangles in the clip browser popups weren't drawing completely.
  • UI: Fixes bug where point-at popovers would have additional space at the bottom of the form after pinning.
  • UI: Fixes bug where the internal names were appearing when changing image resolutions.
  • UI: Mac: Fixes bug where the Caps Lock key was calling 'camera fit all'.
  • UI/Stability: Adds an extra test when setting the point-at box for popovers, in an attempt to avoid a random crash. (Automated crash reporting)
  • UI/Stability: Fixes potential crash clicking locator controls in Sergio Mucino's rigging training scenes.
  • UI/Stability: Fixes potential crash selecting a mesh item with an expanded command history.
  • UI/Stability: Fixes potential crash with tool choices.
  • UI/Stability: Fixes potential crash with file dialogs. (Automated crash reporting)
  • UI/Tooltips: Fixes bug where tooltips would break text entry and selection in windows, palettes and popovers.
  • UV layout: Fixes bug where adding an image layer to a mesh would cause redraw errors.
  • UV Projection tool/Stability: Fixes potential crash using the tool and undoing. (Automated crash reporting)
  • UV Relax: Fixes bug where UV pins would always be saved after the first use of Save Constraints.
  • UV Relax: Prevents a potential crash with UV relax in straight mode. (Automated crash reporting)
  • uv.toEPS/Stability: Fixes potential crash calling uv.toEPS from a script.
  • UVs: Fixes UV seam map issue, causing some VIZPARK assets to fail loading.
  • VDB Voxels: Enables the 'Voxel Source' option only for Volumes, Render Booleans, and Blobs, as other volume types don't support them.
  • VDBVoxels: Prepares OpenSource Version of the VDBVoxel plugin on Git for MODO 902.
  • Vertex Map tools: Fixes bug where the alpha value could not be painted.
  • Vertex maps: Fixes bug where subdividing a mesh with a vertex map could cause incorrect interpolation of the vertex map.
  • Weight Painting: Fixes bug where weights could not be painted on items without a material mask, if other items had displacement maps.
  • Work Plane/Action Centers: Fixes bug where transforming items with a work plane or reference set, worked incorrectly without an action center.

New in modo 901 Build 95275 SP3 (Oct 23, 2015)

  • Advanced viewport: Adjusted MONO transparency to closer match the offline renderer.
  • Advanced viewport: Disables the viewport on systems running Linux Nouveau drivers, which are not capable of supporting it.
  • Advanced viewport: Fixes bug where the FPS would drop over time when an animation was played continuously.
  • Advanced viewport: Fixes issue with wireframe drawing with Multiresolution enabled on a mesh with some AMD cards.
  • Advanced viewport: When the Advanced viewport is not available on a system, a dialog now explains why.
  • Advanced viewport/Color Management: Avoid color correction in the Advanced viewport when using RayGL.
  • Assemblies/Stability: Fixes potential crash using the 'move node(s) into parent assembly' command.
  • Baking: Fixes potential crash baking the geometry cache.
  • Baking: Fixes potential crash if a glDraw (i.e. enabling Show Safe Area) package is added to the texture locator.
  • Baking/Stability: Fixes potential crash baking multiple texture tiles.
  • Bend deformer: Fixes bug where the deformer would collapse when driven to an angle of zero.
  • Booleans: Fixes a small memory leak with non-planar polygons for the CSG boolean.
  • Color Management: Fixes bug where front-projected environment textures were not color corrected in the default viewport.
  • CSV Point Cache: Fixes skewing of dynamic replicas when used with a CSV Point Cache.
  • Drag Actions: Fixes bug where drop actions inside the 3d viewport did not work with multiple items.
  • Dynamics: Adds new config-based presets.
  • Dynamics: Fixes bug where all constraints, except springs, weren't breakable.
  • Dynamics: Fixes crash using a curve force on very low mass objects with a drag force.
  • Dynamics: Fixes issue where, depending on initial selection, compound rigid body mass source could not be set correctly.
  • Dynamics: Updates settings for presets
  • Dynamics/Stability: Fixes potential crash deleting a soft body and rigid body, if the deletion of a soft body with a cache had been previously undone.
  • Dynamics/Stability: Fixes potential crash when caching a dynamics simulation. (Automated crash reporting)
  • Edge Slide/Stability: Fixes potential crash when using the tool with 'Duplicate' enabled on a vertex of a curve.
  • Element Falloff/Performance: Improves the initialization speed of the element falloff weight in UV space.
  • Element Move/Stability: Fixes potential crash using the tool in the UV view. (Automated crash reporting)
  • FBX I/O: Adds ability to merge animation into existing item in a scene.
  • FBX I/O: Fixes bug where a scene with multiple UV maps, it was not possible to export vertex color information.
  • FBX I/O: Fixes bug where changing the timeline or playing back an animation after loading it with Auto Key set to Off would lose the keyframed data.
  • File I/O: Fixes bug where many file save dialogs were appending the file extension twice to the 'Untitled' placeholder name.
  • File I/O: Fixes bug where some file save dialogs appended the file extension to the 'Untitled' placeholder name twice.
  • Fill Quads: Fixes bug where the tool did not work on multiple selected edge loops with 'Grid Pattern' enabled.
  • Fill Quads/Stability: Fixes potential crash with the Fill Quads command.
  • Form Editor: Fixes bug where the Alternate Command on a Form Button could not be changed.
  • Freeze/Stability: Fixes potential crash freezing displacement when in the UVEdit layout.
  • Fur/Stability: Fixes potential crash loading pre-801 scenes with fur.
  • Fur/Stability: Fixes potential crash toggling the visibility of a fur density gradient with Preview running.
  • General: Fixes a small memory leak on shutdown.
  • GL: Fixes bug where tool handles could disappear during undos.
  • GL: Fixes bug where UVed images would not display correctly until GL was refreshed.
  • GL: Fixes small memory leak when rotating the 3D viewport or playing an animation.
  • GL/Stability: Fixes potential crash showing zero length geometry boundaries.
  • GL/Stability: Fixes potential crash when changing the mesh smoothing item property with a mesh with fur, when fur display was disabled in the viewport properties.
  • GL/Stability: Fixes potential instability with VBOs.
  • GL/Stability: Fixes random crash related to drawing selected polygons. (Automated crash reporting)
  • GL/Stability: Speculative fix for a crash in viewport drawing. (Automated crash reporting)
  • Headless/Stability: Mac: Fixes potential crash opening a file with opensubdiv polygons on a mesh in modo_cl.
  • Image Brush: Fixes bug where sculpting with the image brush would not use the alpha, if present.
  • Image Ink: Fixes bug where it was impossible to clear images from the tool.
  • Image Ink: Fixes bug where the clip browser would lose all icons and controls when choosing an image with another already active.
  • Image Ink: Fixes bug where the projection image could not be disabled when trying to use only the UV mask feature.
  • Item conversion: Retains the name from an instance when converting it to a mesh.
  • Item list: Fixes bug where items could not be deleted from the item list when they were selected while the transform tool was active.
  • Item List: Fixes bug where new scenes would be added at different locations in the item list.
  • Item List: Fixes bug where referenced scenes were being added to the item list as base-level scenes.
  • Item list: Fixes bug where subtrees or items in the item list would disappear.
  • Item List: Fixes bug where the the filter did not work with mesh instances.
  • Item List/Dynamics: Fixes bug where the Dynamics filter was not filtering all dynamic items.
  • Keyframes: Fixes bug where keying rotation channels with the move tool active would add keys for both rotation and position.
  • Lattice deformer: Fixes bug where the deformer would sometime deform incorrectly.
  • Layouts/UI: Fixes bug where saving layouts was corrupting their names.
  • Light and Environment materials: Fixes bug where material items for lights and environments weren't duplicated when the items were instanced.
  • Localization: Fixes bug where localization testing for command dialogs wasn't working correctly.
  • Localization: Fixes bug where messages in custom file dialogs couldn't be localized.
  • Look At Channel Modifier/Stability: Fixes potential crash when using the Look At Channel Modifier with no cameras in the scene.
  • Loop Slice/Stability: Fixes potential crash when using preserve curvature. (Automated crash reporting)
  • Macros: Fixes bug where recording a macro with a vertex join operation, then storing it in a config would lead to an 'Error! Command: Argument value missing'.
  • Mesh Fusion: Adds two buttons to the ‘More Fusion Controls’ popover in the main Fusion toolbar.
  • Mesh Fusion: Allows n-gons in the source meshes to be ignored, fixing a serious Preview rendering bug.
  • Mesh Fusion: Fixes bug where disabling Add Strip Items didn't prevent the Fusion creation process from making strip items.
  • Mesh Fusion: Fixes bug where some buttons were getting compressed horizontally when a section of the form was collapsed or expanded.
  • Mesh Fusion: Fixes bug where the Mesh Fusion tree item was not updating.
  • Mesh Fusion: Fixes the loss of mesh selection when toggling New Fusion’s ‘More Options’ > ’Strip Click Hauling’ checkbox.
  • Mesh Paint: Fixes potential crash using Mesh Paint with the background mesh hidden. (Automated crash reporting)
  • Mesh Presets/Stability: Fixes bug where attempting to rename a mesh preset could give an invalid argument dialog or lead to instability.
  • Mesh Shatter: Fixes Mesh Shatter > Source to use item transforms in Specific Item mode.
  • Multiresolution/Stability: Fixes potential crash when copying multiresolution polygons. (Automated crash reporting)
  • Network Rendering: Adds 'Render with Network Nodes Only' option in Preferences > Rendering > Final Rendering.
  • "Network Rendering: Adds network rendering status display to render window during renders.
  • Fixes vignetting being applied to slave buckets when they are added to the progress image."
  • Network Rendering: Fixes bug where slaves which come online after a render was started would not be utilized.
  • Painting: Fixes bug where changing the brush size for the paint brush via the keyboard would not update the size used to paint, only the brush size representation.
  • Painting: Fixes bug where the Text Paint tool wasn't working.
  • Painting/Stability: Fixes potential crash painting on a front-projected environment image in UV space with no mesh.
  • Painting/Stability: Fixes potential crash when painting.
  • Pen tool: Fixes bug in wall mode where 'use action axis' was not working correctly if the mesh was selected in item mode.
  • Pen tool: Fixes bug where wall mode was not respecting the action axis in perspective view.
  • Pen tool: Removes the need to activate 'Use Action Axis' in wall mode, but keeps the option there for compatibility.
  • Physical Sun: Changes Physical Sun location presets from Luxology to The Foundry, replacing London with TF London, and using more precise coordinates.
  • Pick Maps: Fixes bug where selected points did not have values assigned when creating a new map.
  • Preferences: Fixes bug where Change Tag ID did not work after creating a tag in Preferences > Item Tag Definitions.
  • Preferences: Fixes misspelling of millimeters in Wavefront and STL I/O preferences.
  • Preset Browser: Fixes random crash in Preset Browser.
  • Presets/Stability: Fixes potential crash with tooltips on presets. (Automated crash reporting)
  • Preview: Fixes bug where enabling and disabling Full Resolution in the Preview options would not update when Preview was paused.
  • Preview: Fixes bug where menu options didn't update when Preview was paused and enabling motion blur would un-pause Preview.
  • Preview: Fixes bug where Preview did not always start after pressing the play button.
  • Preview: Fixes bug where Preview was not updating on procedural mesh changes, such as with Mesh Fusion items.
  • Preview: Fixes bug where Preview was not updating when changing displacement amount on a material.
  • Preview: Fixes bug where sometimes Preview would stop updating after changing time or scene settings.
  • Preview: Fixes bug where the plane and preset sphere preview display options were not rendering.
  • Preview: Improves tooltip for 'Start Paused' preference in Preferences > Rendering > Preview.
  • Preview/Performance: Fixes bug where updating light shading would force full geometry rebuilds, causing Preview to restart.
  • Preview/Stability: Fixes potential crash switching scenes with Preview open.
  • Procedural Shatter: Fixes bug where the initial shatter didn't use the 'Age Until Break' setting.
  • Proxies: Fixes bug where duplication of a proxy would sometimes create a broken copy.
  • Proxies: Fixes memory leak with proxies and Preview enabled, where changing between scenes would cause proxies to reload without being previously freed.
  • Purge Unused Materials: Fixes bug where purging unused materials would delete clip items inside a UDIM folder.
  • Purge Unused Materials: Fixes bug where purging unused materials would delete item masks.
  • Python API/SDK: Fixes crash using the UserValueCount() method of the ScriptSys service.
  • RayGL/Color Management: Fixes bug where RayGL was not respecting the viewport LUT.
  • RayGL/Render Region tool: Fixes bug where the region would draw in other viewports and leave ghost renders, when RayGL was active.
  • References: Fixes bug where deleting a reference that didn't allow overrides would cause a 10-15 second hang.
  • Render Curves: Changes implicit UVs on render curves to be computed based on curve length.
  • Render Window: Fixes bug where the render window view LUT and exported colorspace were not matching.
  • Rendering: Fixes bug where pre-901 mesh presets would incorrectly have their materials set to Physically based.
  • Rendering: Fixes bug where the Displacement as Bump option in Render Settings was not working with morphs.
  • Rendering: Fixes percent complete state for turntable renders.
  • Rendering: Mac: Works around compiler optimizer bug causing renders to get stuck during IC pre-pass calculation during ray evaluation.
  • Replicators: Changes 'Use Source Transform' to 'Use Prototype Transform' for clarity.
  • Schematic: Fixes bug where locator labels would not accept strings from other nodes (i.e. Mesh Info modifier).
  • Schematic: Fixes bug where reordering assembly channels would break vector channels.
  • Script Editor: Appending a question mark followed by pressing the tab key will show a help string for the python object of the current line in the upper script history pane.
  • Script editor: Fixes bug where increasing or decreasing indentation with shift+brackets did not work.
  • Script Editor: Fixes bug where inline return would not retain tabbing on new lines unless the previous line ended in a semi-colon.
  • Script Editor: Fixes bug where the script editor would save blank files when its content contained double-byte characters. Changes default encoding/decoding as UTF-8 when saving/loading scripts.
  • Script Editor: Mac: Accept both ctrl and command as modifier keys, to maintain standard copy/paste behavior.
  • Script Editor: Mac: Correctly maps ctrl+Enter.
  • Scripting: Fixes bug where setting the type on an existing uservalue would cause an 'Unknown type for user value' error.
  • Scripting: Fixes bug where user value list names were not being displayed correctly.
  • Scripting/Stability: Fixes potential crash when calling app.undo too many times from a python script.
  • Sculpt Layers: Fixes bug where increasing the max resolution after adding a new sculpt layer would erase all sculpt data.
  • SDK: Adds an optional Include function to CLxItemModifierServer.
  • SDK/Stability: Fixes potential crash trying to read the gradient channel envelope.
  • Select menu: Fixes ordering of Lights in the Item types > Lights and Item types > Animated Lights menus to make them alphabetic.
  • Shader Tree: Fixes bug where copying and pasting groups between scenes using the context menu options would not copy clip items and could lead to instability.
  • Snapping: Fixes bug where drag snap rigid was not working properly on instanced meshes.
  • Snapping/Performance: Improves geometry snapping performance in heavy scenes.
  • Spline Effector: Fixes bug where spline effectors could still be selected, even when hidden.
  • Sprites/Stability: Fixes potential crash setting the image on a Sprite, when accessing the clip choice from the more (>>) button.
  • Stability: Fixes potential crash deleting a mesh with the Wireframe texture selected and Preview running.
  • Stability: Fixes potential crash toggling the visibility of an inactive scene with geometry in it.
  • Stability: Fixes potential crash with Preview thumbnail generation.
  • Stability: Fixes potential crashes in texture validation. (Automated crash reporting)
  • String Compose Channel Modifier: Windows: Fixes bug where windows file paths were corrupted after save and reload.
  • SVG I/O/Stability: Fixes bug where SVG images used as textures could cause apparent hangs when viewed in the UV view.
  • SVG I/O/Stability: Fixes potential crash loading SVG images.
  • SVG Images/Stability: Fixes crash attempting to export a backdrop item as an SVG.
  • SVG Images/Stability: Fixes potential crash trying to paint on an SVG image.
  • Switcher Bar: Fixes random crashes. (Automated crash reporting)
  • Symmetry/Selection: Fixes bug where selection with symmetry was not working correctly with morphs.
  • Tack tool: Fixes bug where more complex items would align incorrectly.
  • TD SDK: Adds a SetName() method to the ILxMeshMap interface, fixing a bug where setting a vertex maps name would have no effect unless it was done at the time of map creation.
  • TD SDK: Adds missing 'bool reverse' argument for ItemGraph.
  • TD SDK: Adds Scene.getGroups(self, gtype='') method, which returns groups of one or multiple given types.
  • TD SDK: Adds the delete method to MeshMaps.
  • TD SDK: Fixes bug encoding integer values using settingsItem.channel().set().
  • TD SDK: Fixes bug where envelope keyframe edits were lost after re-opening a scene.
  • TD SDK: Fixes bug where the 'setParent' method on items couldn't set parent to 'None' for the root of a graph.
  • TD SDK: Fixes bug where the Matrix4.fromEuler method was returning the wrong result.
  • TD SDK: Fixes bug where the modo module item class' __eq__ method couldn't handle certain situations.
  • Texture Replicators: Fixes bug where texture replicator with overlapping particles would appear to move around during animation renders.
  • Transfer Vertex Map tool: Fixes bug where the tool would not remember its previous configuration, if the user had pressed cancel.
  • Transform Tool: Limits the auto addition of position and rotation transform items to camera and light items, when activating the Transform tool.
  • UDIMs: Fixes bug where UDIM textures assigned to an image map did not render correctly.
  • UI Images: fixes bug where the Sort By... setting in Preferences > UI > UI Images would get stuck on sort by Age.
  • UI: Fixes bug where animated transform values did not update during or after playback.
  • UI: Fixes bug where the F8 shortcut and the Render > Open Preview menu fired different commands and therefore the F8 shortcut didn't show up in the menu.
  • UI: Fixes bug where typing in very large numbers into text fields could result in a -1.0 value being set.
  • UI/Painting: Fixes bug where the Image Ink, Parametric Ink, and Random Ink UI button didn't update properly.
  • UI/Stability: Fixes potential crash resetting a quad window inside of a quad window, then using File > Reset.
  • UI/Stability: Fixes potential crash using the Graph editor hide/unhide button in the Animate layout.
  • UI/Tooltips: Fixes bug where text fields in windows and palettes would be deselected when tooltips appeared.
  • User Channels: Fixes bug where the minimum/maximum value settings didn't work correctly on angle channels.
  • UV Relax/Stability: Fixes potential crash using UV relax with straighten enabled, if multiple objects were selected.
  • UV Sculpting/Stability: Fixes potential crash sculpting UVs and using the Symmetrize UVs command.
  • UV Symmetrize: Fixes potential crash when using the tool.
  • UV view: Fixes bug where selected polygons were not highlighted in the UV view with deformers enabled.
  • VDB Voxels: Moves the cache options to Preferences from item properties.
  • VDB Voxels: Upgrades OpenVDB 2.3 to OpenVDB 3.0. Updates Voxel Item to use OpenVDB 3.0.
  • Vertex Bevel: Fixes bug where beveling vertices that were part of a selection set would remove them from that set.
  • Weight Editing/Stability: Fixes potential crash editing weights on meshes with multiple deformers. (Automated crash reporting)
  • Weight Painting: Fixes bug where deformers would not update while painting weights, until the following stroke.
  • Weight Painting: Fixes potential crash when painting weights. (Automated crash reporting)
  • Wireframe texture: Fixes bug where the properties did not show the name for the active selection set.
  • Wireframe texture/Stability: Fixes potential crash when the Wireframe shader is used in nodal shading.
  • Work Plane: Adds 'Lock Plane to Origin' to the Work Plane menu.

New in modo 901 Build 92134 SP2 (Sep 10, 2015)

  • Advanced viewport: Fixes bug that could cause the Advanced viewport to be disabled on systems capable of running it due to color correction settings stored in the main config.
  • Advanced viewport: Fixes bug where lasso selection was running in the wrong GL context.
  • Advanced viewport: Fixes localization and stability issues with the Advanced viewport, especially when used in quad view modes.
  • Advanced viewport: Fixes potential crash with high-resolution geometry with some AMD cards (such as the FirePro W4100).
  • Advanced viewport: Fixes potential crash with high-resolution geometry with some AMD cards (such as the FirePro W8100 and W9100).
  • Advanced viewport: Fixes potential crash with high-resolution geometry with some AMD cards (such as the Radeon HD 8790M).
  • Advanced viewport: Mac: Fixes potential crash when switching between Default and Advanced viewports.
  • Advanced Viewport: Fixes potential instability and GL errors when changing between layouts and Advanced and Default viewports.
  • Advanced Viewport: Mac: Fixes potential instability when subdividing geometry.
  • Assemblies: Fixes bug where reparented instances would lose their parent's info when saved into an assembly.
  • Assembly Presets: Fixes a typo in the Save Assembly Preset command.
  • Backdrops/Performance: Fixes bug where dropping a large image into a camera viewport would lead to performance problems.
  • Background to Multires/Performance: Improves performance the Background to Multires command.
  • Bake Weights: Fixes crash baking weights on a Normalizing folder with an unset vertex map on the deformer.
  • Baking: Adds a 'Bake Directional Effects' option in the Render item properties (in the Baking section of the Frame settings) to include shading effects that vary with view direction (such as specular reflection and transparency).
  • Baking: Fixes potential hang using 'Bake to Render Outputs' on some scenes.
  • Brush Stamp tool: Fixes bug where images loaded into the brush stamp tool would have their black color values interpreted as transparent.
  • Brush Stamp tool: Fixes bug where the tool didn't retain aspect ratio or resolution on images.
  • Cel Edges material: Fixes bug where edges between different surfaces couldn't be suppressed.
  • Channel List: Fixes bug where deleting child transform items would deselect the parent item.
  • Channel Modifiers: Adds the MeshInfo channel modifier, which queries properties of the connected mesh, such as element count, size, center, bounding box, surface area, etc.
  • Color Management: Color corrects camera view front projection and fixes issue where changes to color space would not update in GL camera views.
  • Color Management: Fixed BG images not color corrected in UV view.
  • Color Picker: Fixes bug where sometimes multiple clicks where required to choose a color.
  • Command System/Stability: Fixes crash due to unclosed braces.
  • Command System/Dialogs: Fixes crash opening a file dialog without first specifying at least one file type.
  • Config/Stability: Fixes potential crash on launch if the config contained an &item ExoType string decoder, due to a command containing one being mapped to a key.
  • Deferred Meshes: Fixes bug where 'Render Selected' was not skipping Deferred Meshes.
  • Deferred Meshes/Stability: Fixes potential crash exporting deferred meshes in a hierarchy.
  • Dynamics: Fixes bug where making a referenced item dynamic would cause all of its polygons to disappear.
  • Dynamics: Fixes bug where Mesh Shatter in handling the center of mass calculation for non-manifold and non-closed geometry.
  • Dynamics: Fixes bug where shattering an already dynamic rigid body could have unexpected results.
  • Dynamics: Reverts soft body behavior to that of MODO 901.
  • Dynamics: Fixes bug where soft bodies with curves would not collide.
  • Dynamics: Fixes bug in the Kinematic and Dynamic Replicators where the geometry was being centered instead of matching the offset.
  • Dynamics: Fixes bugs where hull and multi-hull collision shapes weren't matching and margins were not being set correctly.
  • Dynamics: Fixes crash when combining dynamics curves with the constraint modifier.
  • Dynamics: Rigid bodies in compounds will now respect computed inward shift margin of hulls.
  • Dynamics: Using Make Compound Rigid Body will now set the mass mode to Local Density instead of Local Mass.
  • Edge Slice: Fixes potential crash when creating multiple slices without dropping the tool.
  • Edge slide: Fixes bug where warping would occur in the negative direction.
  • EXR I/O: Adds focalDist, aperture (fstop), exposureTime, and isoSpeed to EXR metadata.
  • EXR I/O: Fixes potential crash when loading a scene that requires finding missing EXR image assets.
  • FBX I/O: Adds support for exporting dynamic parents (actions as takes).
  • FBX I/O: Fixes bug when exporting scenes with multiple UV maps could cause loss of vertex color data.
  • FBX I/O: Fixes bug where exporting animation to FBX 2013 some precision could be lost on animated channels.
  • FBX I/O: Fixes bug where exporting morph maps and actions would result in errors.
  • FBX I/O: Fixes bug where loading some FBX files would set the scene animation length to 1 frame.
  • FBX I/O: Fixes bug where material assignments could get corrupted on export.
  • File I/O: Mac: Fixes bug where more than one period in a filename was not handled correctly, clipping part of the filename in file dialogs.
  • Fill Quads/Stability: Fixes potential crash when used with 'Grid Pattern' option.
  • Forms: Fixes bug where a filter could not be removed from a form.
  • Frame Markers/Keyframe selection: Use standard 2D key shortcuts for Frame Marker and Keyframe selection (i.e. control-LMB toggles selection).
  • Freeze command: Fixes bug where freezing did not work for simulated curves with some option combinations.
  • General: Updates URL for missing content dialog to direct users to the MODO product download page.
  • GL: Fixes bug in custom locator drawing.
  • GL: Fixes bug where indices were not displayed in camera views.
  • GL: Fixes bug where luminous color images were no longer showing on models in the Default or Advanced viewports.
  • GL: Fixes bug where OpenGL environment images were not obeying the GL Max Texture resolution.
  • GL/Performance: Gets the draw color from the draw cache to give a large speed increase to shaded views (and their variants) for scenes with a large number of meshes (~5X with 2,000 cubes).
  • GL/Stability: Fixes potential crash selecting one point polygons in poly mode.
  • GL/Stability: Prevents crashes on systems that do not like GL calls before contexts have been setup.
  • ‘glinfo’ command: Windows: Updates the command to handle reporting for Windows 10.
  • Gradient Editor: Fixes bug where the color picker at the bottom right of a Gradient Editor did not work.
  • group.current' Command: Deselect the group after making it current.
  • Hair Guides: Fixes bug where the Edit guides tool did not work with the mode set to relax.
  • Headless: Mac: Fixes bug where app.quit wasn't shutting down the telnet socket.
  • Help menu: Updates URL to the SDK wiki to use the Foundry address, rather than the Luxology one.
  • Image Falloff: Fixes bug where baking image falloff with 'Use Selected UV map' enabled, wasn't working correctly.
  • Images/Stability: Fixes a problem related to how cached UI images are pulled out of the cache when dealing with color correction, which could cause images to not get purged when they should be and lead to potential instability.
  • Input Remapping: Adds additional navigation presets for using the alternative alt-LMB-MMB zoom. Fixes arbitrary sorting of navigation modes in the dropdown by sorting them alphabetically.
  • Jitter tool: Fixes bug where points were jittered along disabled axes if values weren't zero.
  • Kits: Fixes bug where deactivated kits would persist in the system list, even after being deleted from source.
  • Lag Effector: Fixes potential crash when connecting a lag effector to an influence with a falloff and mesh attached.
  • Localization: Adds missing localization resources for mesh.shatter.source (Geometry menu > Mesh shatter > Source).
  • Merge Reference items: Fixes bug where merging rigged characters would lose all animation data.
  • Mesh Fusion: Fixes bug where materials included with Qbic mesh presets were loading incorrectly.
  • Network Rendering: Fixes bug where the irradiance cache was not loading on slave machines after the first frame.
  • OpenEXR I/O: Adds dataWindow support to EXR object image loading. Behaviors should match Nuke.
  • OpenEXR I/O: Improves performance for scenes using tiled OpenEXRs.
  • Painting: Fixes texture painting on nested image layers.
  • Painting/Stability: Fixes potential crash painting in the UV viewport.
  • Particle Constraint: Fixes Channel Relationship modifiers when reordering User Channels of different data types linked to them. Also fixes undo and redo of User Channel reordering.
  • Particle Modifiers: Fixes bug where the particle step modifier was not working correctly when combined with a falloff.
  • Patch Curves tool: Changes default mode from Extend to Define.
  • Pen tool: Fixes bug where polygons could be twisted for angle changes < 90 degrees when in wall mode.
  • Pick maps: Fixes bug where selected points did not have values set upon creation.
  • Pinned Viewport Options: Fixes bug where GL Background and GL Reflection dropdowns would not update correctly when the options palette was pinned.
  • Placeholder images: Fixes potential crashes and disables image functions that have no effect on placeholder images.
  • Popover forms: Fixes bug where popover forms could open in the wrong direction.
  • Preset Browser: Fixes bug where renaming images with long names could potentially crash.
  • Preview/Stability: Potential fix crash trying to read a texture filter channel on a non texture item.
  • Proxy item: Fixes bug where proxy geometry would only render at the origin and couldn't be moved.
  • Python: Fixes Python Runtime error when duplicating items from context menu in the Item list.
  • Rendercache API: Fixes bug where Mesh Fusion geometry was not accessible by the rendercache.
  • Rendercache API: Fixes bug where rendercache update events were not triggered by changes to Fusion meshes.
  • Rendercache API: Fixes Rendercache polygon vertex indices and fur problems.
  • Rendercache API: Adds support for Deferred Mesh polygons and vertices.
  • Rendercache API: Moves unused fur vertices to back of the segment list, fixing issues.
  • Rendering: Adds more clear error messages on render abort for file I/O errors and other unknown error codes, instead of simply reporting 'Unable to save rendered image' for all failures during rendering.
  • Rendering: Restricts direct MIS to only affect lights with inverse distance squared falloff (i.e. physically based).
  • Rendering/Stability: Fixes potential crash using render passes with stereoscopic rendering.
  • Replicators: Fixes bug where replicator items would appear incorrectly as a potential source for themselves.
  • Replicators: Fixes bug where some replicas would disappear when navigating the 3D view.
  • retarget.enable' command: Performs the Z offset in world space to support skeletons that may be parented to rotated locators (e.g. FBX exports from Unreal Engine).
  • Retargeting: Fixes removal of links by control-LMB.
  • Retargeting: Removes the button for setting the retargeting joint alignment tag as it's no longer used.
  • Retargeting: Rewrites of the task orientation offset calculations to work with any combination of joint alignments and differences in rest poses between the source and target skeletons. Tested with skeletons from MODO, Unreal and Unity and motion files from several different sources, BVH and FBX. The joint alignment tag on the target skeleton is no longer needed. Avoid skipping drawing of joints without child joints, to allow them to be retargeted. Skeletons from motion capture or games tend to not have joints at the end of limbs, e.g. finger tips, toes, head, as they do not carry motion.
  • Script Editor: Fixes bug where Shift+ Enter/Return in the script editor did not actually execute the current line.
  • Script Editor: Fixes unicode encoding error u2028 in the the Python Script Editor when pressing Shift+Enter.
  • Scripting: Fixes bug where layerservice's polset queries were broken.
  • Scripting: Makes ‘@scriptName.py’ read the script's filename instead of simply executing ‘Run Script...’. Making it possible to use a script that auto-generates a form (via a Form Command List), and there is no other way to set the labels of the buttons from there.
  • SDK: Adds ISO and exposureTime to the image SDK.
  • SDK: Adds support for reading the frame rate of a 3D viewport.
  • SDK: Fixes bug where ILxVoxel documentation wasn't included in the SDK, despite the API being public.
  • Shader Tree/Optimization: Fixes performance issues on large scenes caused by shader changes.
  • Shader Tree/Optimization: Fixes several issues with masked shader tree structures that could cause them to be evaluated unnecessarily and too often in GL and Preview.
  • Shader Tree/Stability: Fixes potential crash attempting to delete modifiers in the shader tree.
  • Slice tool: Fixes bug where random polygons outside of the selection would get deleted when using the cap option.
  • Snapping: Minor improvement to geometry snapping by caching item layer visibility.
  • Spline Effector: Fixes potential instability if a target spline mesh for a spline deformer was deleted.
  • Spline Patch: Fixes bug where freezing could result in twisted patches.
  • Stability: Fixes potential crash due to stale data in the item list. (Automated crash reporting)
  • Stability: Fixes potential crash in Preset Directory caching. (Automated crash reporting)
  • Stability: Fixes potential crash when changing the type of an item that serves as the input into a Particle Modifier source item.
  • Stability: Fixes potential crash when the application loses focus with a directory selection dialog open.
  • SVG I/O: Fixes potential crash loading an SVG as a backdrop image if it was also the currently opened scene.
  • SVG Images: Fixes offset tile calculation for partial tiles when rendering SVGs. Note: SVGs with font-based vectors will draw differently on systems where the font used is not available. Workaround: SVGs should be saved with font vectors converted to curves in the originating application.
  • Switcher Bar: Fixes auto-hide.
  • Switcher Bar: Fixes bug where if any layouts were starred, only the starred layouts would be shown.
  • Switcher Bar: Removes the Plug In List layout from the Switcher Bar.
  • Switcher Bar/Stability: Fixes potential crash with Switcher Bar. (Automated crash reporting)
  • Symmetry/UI: Fixes bug where setting more options from a pinned Symmetry popover would not update the settings.
  • TD SDK: Fixes bug so that modo.Group can now be initialized from derived group types like 'deform.spline'.
  • Fixes crash when passing an item as None to modo.Scene.select().
  • Changes lx.object.Unknown so that it can now be cast to modo.Item.
  • TD SDK: Fixes bug where channel lookup by name was broken.
  • TD SDK: Fixes bug where the 'Instancing a Mesh' example didn't run.
  • TD SDK: Fixes unnecessary recursion when initializing modo.Scene.
  • TD SDK: Updates Channel() to throw an exception when passing an invalid item name. Item.channel now returns None instead of throwing a LookupError.
  • TD SDK: Updates help menu entry to point at the documents on the public facing wiki instead of the 901 beta wiki.
  • TD SDK: Works around bug 46391 by setting string channels using the 'setup' action.
  • Texture Replicator: Fixes bug where using a Surface Particle Generator to drive a Texture Replicator with a group of textures.
  • Texture Switch/Stability: Fixes potential crash in the Texture Switch node when creating replicas with Preview open.
  • Tiled EXR I/O: Adds per-thread tiled EXR file handle cache and limits the EXR library to using one thread for decompression since all threads should be busy when rendering.
  • ‘time.edit' command: Adds a command enable function and notifier.
  • ‘time.edit' command: Uses different icons when editing Action keys.
  • Tooltips: Adds Preview convergence bar tooltip.
  • Tooltips: Adds some missing tooltips for animation preferences.
  • Topo pen: Fixes bug where the Topo pen could not create triangles from vertices in Duplicate mode.
  • UI: Fixes bug where the ideal size of controls would be incorrectly computed when they had previously been stored as part of an earlier customization, causing buttons in toolbars to resize when they were refreshed.
  • UI: Fixes bug where the ideal size of controls would be incorrectly computed when they had previously been stored as part of an earlier customization, causing popovers to open too narrow.
  • UI: Mac: Fixes issue where MODO would sometimes become unresponsive when rendering, playing back animations or simulating.
  • UI/Stability: Additional potential fix for tooltip random crasher.
  • UI/Stability: Fixes potential crash when an edit field focus event is triggered during form invalidation.
  • UI/Stability: Fixes potential crash when closing a window while the mouse is over a Switcher Bar. (Automated crash reporting)
  • UI/Stability: Fixes potential crashes with edit fields. (Automated crash reporting)
  • UI/Stability: Potential fix for tooltip random crasher.
  • UI/Stability: Fixes potential crash with Tooltips. (Automated crash reports)
  • UV Edit: Fixes bug where loading an image in the UV layout, while edges were selected, could break paint selection.
  • UV Relax: Improves the sealing holes algorithm for the UV Relax tool.
  • UV Relax/Stability: Ignores hidden polygons, preventing a crash.
  • UV Smooth Sculpt: Fixes bug where smooth sculpting on UVs with 'lock borders' enabled didn't smooth per-island.
  • UV Snapping: Fixes bug where snapping was only working with the center handles.
  • UV View: Fixes bug where the Backdrop image dropdown wasn't working.
  • UV viewport: Fixes bug where clicking on the scene item would cause the image showing in the UV viewport to disappear.
  • UVs: Fixes potential instability with UV view hit testing.
  • UVs/Snapping: Fixes bug where UV snapping only worked with the center handles.
  • Weight Editing/Stability: Fixes potential crashes during weight editing. (Automated crash reporting)
  • Work plane: Implements automatic work plane visibility for viewports that have work plane drawing turned off. When the work plane is aligned to a selection the grid will draw, when the work plane is reset the grid will be hidden again.

New in modo 901 Build 88298 SP1 (Jul 21, 2015)

  • Advanced viewport: Adds an option for overriding primitive visibility.
  • Advanced viewport: Disables the Advanced viewport for AMD/ATI FirePro V Series cards. These are old cards that are not supported by AMD/ATI anymore, with too many GLSL issues to get working in MODO.
  • Advanced viewport: Disables default light sources and applies scene light sources, when the visibility is set to 'render' in the Advanced Viewport options.
  • Advanced viewport: Disables the Advanced viewport for Nvidia cards on OS X 10.8.4 and earlier, due to driver issues. Those running OS X 10.8 should update to 10.8.5.
  • Advanced viewport: Disables the Advanced viewport on AMD/ATI cards on OS X versions 10.8.4 and earlier, due to driver issues. Those running OS X 10.8 should update to 10.8.5.
  • Advanced viewport: Disables the Advanced viewport on systems with less than 512 MB of video RAM.
  • Advanced viewport: Fixes bug where certain tools handles were not drawing.
  • Advanced viewport: Fixes bug where vertex and edge selections were very difficult to see.
  • Advanced viewport: Fixes crash on launch on some AMD systems.
  • Advanced viewport: Fixes potential crash with some localized fonts.
  • Advanced viewport: Forces the Advanced viewport to use the Environment texture as the Background and Reflection when the visibility is set to Render.
  • Advanced viewport: Improves cast shadows.
  • Advanced viewport: Makes default non-scene sourced lights cast shadows.
  • Advanced viewport: Updates libraries, containing mainly minor optimizations.
  • Alembic I/O: Fixes potential crash on load when a streaming simulation mesh has more than 5 vertices per polygon, improving compatibility with simulations exported from Houdini.
  • Backdrops/Color Management: Adds color management support to backdrop images.
  • Bevel tool: Removes experimental inline Bevel tool properties, which slipped into release.
  • Bezier Effector/Stability: Fixes potential crash when changing 'Use Scale' in the channels tab.
  • BVH Import: Fixes a couple of bugs that could cause an out of memory error in some situations when loading multiple BVH files.
  • Clone tools: Fixes bug where setting Source to All BG wasn't working.
  • Color Management: Fixes bug where moving objects with image maps between scenes would lose the colorspace information.
  • Cone tool: Fixes bug where setting a high number of sides would lead to vertices near the tip of the cone being merged incorrectly.
  • Deferred meshes: Fixes bug where clicking cancel was still creating an empty Deferred mesh, causing the original mesh to be lost, when changing a mesh to a Deferred mesh.
  • Deferred meshes: Fixes bug where dialog to locate missing LXDF files only allowed selection of image files by default.
  • Deferred meshes: Fixes bug where item masks did not work for replicators using referenced deferred meshes.
  • Documentation: Updates internal documentation to latest version.
  • Drag and Drop: Fixes bug where dragging and dropping an image from the images palette or clips list into schematic was not working.
  • Drag and Drop/Stability: Fixes potential crash attempting to drag and drop from browsers (like a ClipChoice popover) that don't actually support it.
  • Dynamics: Fixes bug where cached simulations of soft bodies would be lost if the timeline was scrubbed to frame 0.
  • Dynamics: Make Dynamic Curves script will now turn off 'Static' channel so that default dynamic curves will act as expected.
  • Dynamics: Windows: Fixes bug where dynamics curves would not always follow deforming meshes.
  • Dynamics/Stability: Fixes potential crash simulating large numbers of dynamic curves.
  • Dynamics/Stability: Windows: Fixes potential crash undoing after playing a live simulation with rigid bodies in a scene.
  • Edge Slide: Fixes bug where points on boundary edges weren't sliding in the right direction.
  • Embedded Gradient Editor/Stability: Fixes potential crash when properties forms with embedded gradient editors were floated.
  • EXR I/O: Fixes bug where the DPI setting in the Render settings was not being written correctly into EXR images.
  • EXR I/O: Fixes bug where tile handling threads could deadlock when rendering.
  • EXR I/O: Fixes potential hang when the EXR loader encounters badly formed EXR images.
  • Falloffs: Fixes bug where using multiple falloffs was not working.
  • FBX I/O: Adds support for exporting just the current Action.
  • FBX I/O: Exports UV maps in alphabetical order for consistency.
  • FBX I/O: Fixes bug where children in imported hierarchies would have their visibility set to 'Yes', instead of 'Default'.
  • File I/O: Fixes bug where file open dialogs were showing all files instead of filtering the desired type.
  • File I/O: Windows: Restores DDE support on Windows, which is important since it is used for opening files from Explorer and for third party apps like GoZ.
  • Flex tool: Fixes bug where the transform handles were not positioned correctly.
  • Forms: Fixes bug with 'Save Form' with embedded viewport arguments.
  • Geometry Cache Baking/Stability: Fixes crash baking the geometry cache in modo_cl.
  • GL meter: Improves accuracy and stability of 'glmeter' display.
  • GL: Fixes bug where animation playback was not updating textures with image sequences.
  • GL: Fixes bug where image sequence playback performance was erratic (speeding up and slowing down).
  • GL: Fixes bug where UV Boundaries weren't updating on UV map selection changes.
  • GL: Fixes bug where viewport modes supporting Independent Draw, did not correctly handle inactive mesh drawing.
  • GL: Fixes reflection shading mode for static meshes.
  • GL: Mac: Updates the 'glinfo' command to now report both the GL Core and Compatibility versions.
  • GL/Performance: Improves performance when a hidden item is selected in item mode, while showing weights on active and inactive meshes.
  • GL/Stability: Fixes potential crash when changing the Drawing and Control > Light Item setting in the 3D viewport properties (gear or 'o').
  • GL/UVs: Fixes bug where tiled images weren't drawing correctly in GL if they UV offsets.
  • Gradient Paint tool/Stability: Fixes crash using the Gradient Paint tool in the UV view.
  • Hair Smooth tool: Fixes bug where the entire guide was being effected, regardless of brush size.
  • Help: Adds links to Learn MODO page from MODO 901 Showcase and the Help menu.
  • Image Preview: Fixes bug where grayscale tiled EXRs could not be displayed by image preview.
  • Incremental Save: Fixes bug where the script was sometimes choosing the wrong file to increment.
  • Input: Mac: Fixed bug where all input was being lost in random circumstances.
  • Key Mappings: Fixes bug where polygons could not be shift-selected when the Maya key remapping was used.
  • Lattice Deformer: Fixes bug where the influence of the lattice would extend beyond the divisions in the lattice.
  • Localization: Adds missing resources for localization of 3d viewport presets.
  • Localization: Fixes resources for Deferred mesh.
  • Localization: Windows: Fixes some issues with unicode paths not working.
  • Lock Selection: Fixes bug where the command would not work with Lazy Selection on.
  • Merge Layers: Fixes bug where the command did not work correctly with parent/child items.
  • Merge Layers/Stability: Fixes crash merging layers with transform Compensation enabled.
  • Mesh Fusion: Fixes hang opening a specific scene with Mesh Fusion items.
  • Mesh Fusion: Fixes incorrect script error alerts.
  • Mesh Fusion: Fixes potential crash converting to mesh with certain settings.
  • Mesh Fusion: Fixes potential crash dragging a Qbic preset onto the Fusion tree.
  • Mesh Fusion: Fixes potential crash subtracting a mesh from a fusion item.
  • Mesh Fusion/Stability: Fixes bug where creating a fusion item then undoing would result in an error message and further undos could lead to instability.
  • Mouse input: Mac: Fixes bug where shift+scrollwheel was not zooming in Preview.
  • Multiresolution Displacement: Fixes bug where the detail on deformed objects would be lost.
  • Network Rendering: Fixes a bug where output filenames could vary between master and slaves.
  • Network Rendering: Fixes a potential crash on slaves when rendering stereoscopic animations.
  • Network Rendering: Fixes bug where exiting the save dialog when entering slave mode with an unsaved scene open would close the scene and lose data, instead of canceling the entire process.
  • Network Rendering: Fixes bug where network renders would fail if the master had missing assets.
  • Network Rendering: Fixes bug where slave systems were reloading the master's irradiance cache for each new set of buckets being rendered.
  • Network Rendering: Fixes bug where slaves were not generating their own irradiance caches in full-frame mode.
  • Network Rendering: Potential fix for full-frame network renders failing with multiple render output.
  • Network Rendering: Potential fix for network renders failing if the master had missing assets.
  • OpenSubDiv: Fixes potential crash when the display and render subdivision levels are different.
  • Particle Generator/Stability: Fixes potential crash setting the source surface to a mesh.
  • Play Mode: Enables all render commands, as well as layer.active and group.current.
  • Play Mode/Stability: Fixes potential crash closing a scene while in play mode.
  • Play Mode/Stability: Fixes potential crash that can occur when a button has no label.
  • Polyline polygons: Fixes a bug when subdividing two point polyline polygons.
  • Preset Browser/Mesh Fusion: Fixes bug where the Mesh Fusion Qbics preset browser did not always display the Qbic presets when initially opened.
  • Preview: Fixes bug where Effect/Render Output would change back to the default (shading) when changing between scenes.
  • Preview: Fixes bug where the Effect/Render Output would change back to the default (shading) if any item properties were edited.
  • Preview/Stability: Fixes potential crash altering texure properties with preview open.
  • Preview/Stability: Prevents crash if rendering was aborted.
  • Proxies/Stability: Fixes potential crash when using proxy items with Preview.
  • Python SDK: Adds implementations for MeshMap::EnumerateDiscontinuous() and EnumerateEdges().
  • Qt/Stability: Mac: Fixes bug where using the fullscreen button to exit fullscreen mode would crash.
  • Qt/UI: Mac: Fixes bug where 'F9' shortcuts in the render menu were replaced by '8's.
  • RayGL: Fixes bug where enabling then disabling RayGL would make viewport shading darker.
  • RayGL/Advanced viewport: Fixes bug where turning on RayGL when in the Advanced viewport would disable it.
  • Referencing/Stability: Fixes instability when replacing a reference.
  • Render Window: Fixes small memory leak.
  • Render Window: Updates the render window's Copy from Scene and Paste to Scene functions to handle the Exposure Control, Film Speed, and Tone Map Type channels.
  • Rendercache API: Fixes bug where the rendercache was ignoring the LXfRENDERCACHE_GEOCACHE_DISPLACE flag.
  • Rendercache API: Fixes bug where the rendercache was not providing geometry for items with a fur shader.
  • Rendercache API: Fixes crash with rendercache and VDB Voxel items.
  • Rendercache API: Fixes problems with furry surfaces.
  • Rendercache API/Stability: Fixes potential crash with fur covered geometry.
  • Rendercache: Fixes bug where the rendercache did not have per-vertex velocity data.
  • Rendering: Changes subsurface scattering to account for indirect illumination by default. The old default is used when loading pre-901 scenes.
  • Rendering: Fixes a bug in which adaptive light sample allocation was not accounting for spotlights with a nonzero radius when determining if the point being shaded is inside the light cone.
  • Rendering: Fixes bug where F9 renders would produce an 'Unable to save rendered image' if an invalid path was set in a render output.
  • Rendering: Fixes frame number rounding when rendering between frames.
  • Rendering: Modifies light sources that are visible to the camera to appear in the Luminous Shading render output.
  • Rendering/Stability: Fixes bug causing an 'Unable to save rendered image' error to pop up during some renders, due to an internal abort.
  • Replica effector/Stability: Prevents potential crash in replica effector with non-locator prototypes.
  • Schematic: Adding a Particle Modifier with a link selected will again insert it into that link.
  • Sculpting: Fixes bug where subdividing a mesh with multiresolution sculpt data on a different sculpt layer would cause the sculpt displacement to increase.
  • SDK: Replaces references to 601, modo & Luxology with 901, MODO & The Foundry Group.
  • Selection sets: Fixes case where selection sets couldn't be assigned.
  • Selection: Fixes bug where zooming and then selecting polygons could erroneously select additional polygons behind the camera or perspective view.
  • Shader Tree: Fixes bug where Filter on Selection was not working.
  • Shader Tree/Stability: Fixes crash when selecting a Mesh Fusion Q-material in shader tree in a specific scene.
  • Shader Tree/UI: Fixes bug where the render camera under the Render item would not update when changed.
  • Shortcuts: Mac: Fixes bug where cmd-X/C/V weren't working.
  • Skeleton tool/Stability: Fixes crash closing a scene with the Skeleton tool active.
  • Skeleton tool/Stability: Fixes potential crash undoing after moving a skeleton joint.
  • Smooth Channel Modifier: Fixes issue where inputs were not being accepted on the input channel.
  • Softlag/Stability: Fixes crash connecting a mesh into a Softlag Effector input.
  • Stability: Fixes bug which could cause session recovery to fail.
  • Stability: Fixes crash attempting to paint on a backdrop image.
  • Stability: Fixes crash when using the select.deformer command with bad arguments (select.deformer mesh set).
  • Stability: Fixes potential crash when changing the VDB Voxel item to another type, while it is being rendered with volume items.
  • Stability: Fixes potential crash when running commands which open dialogs directly from a menu.
  • Stability: Fixes potential crash when the input to a Particle Modifier has its type change to a non-particle source type.
  • Stability: Fixes potential random crash. (Automated crash reporting)
  • Stability: Fixes random crash. (Automated crash reporting)
  • Stability: Mac: Fixes commonly reported random crash. (Automated crash reporting)
  • Statistics viewport: Fixes bug where previously added materials could not be deleted from a polygon selection.
  • Statistics viewport: Fixes bug where the wide version of the viewport was showing the incorrect column headings.
  • SVG I/O: Fixes bug where imported closed curves weren't closed.
  • SVG I/O: Fixes bug where SVG export failed if no mesh layers were selected. Now all relevant layers are saved.
  • SVG I/O: Fixes bug where the opacity for paths was being set incorrectly when fill-opacity was set.
  • Switcher Bar: Various Switcher Bar updates, including preferences (Prefs > Defaults > Switcher Bar) to apply it to any side of the MODO window (not just top and bottom), as well as configure how it behaves on palettes, etc.
  • Tack tool: Fixes bug where the Tack tool was scaling tacked geometry when moved on the target mesh surface.
  • TD SDK: Documentation:
  • Adds example: Accessing Skin Weights
  • Adds note/example of checking the undo state before invoking commands from servers (listeners)
  • item.py:
  • Added properties:
  • Deformer.numMeshes :getter: Returns the number of meshes connected to this deformer
  • Deformer.meshes :getter: Returns a list of connected meshes
  • GeneralInfluenceDeformer.mapName :getter: Returns the UI version of the map name as string
  • meshgeometry.py:
  • MeshPolygons.accessor :getter: Returns the shared PolygonAccessor object (lx.object.Polygon)
  • VertexMap: The implicit angular bracket methods can now deallocate assignments (by setting to None) and detect unallocated assignments (returns None)
  • VertexMap.clear :param int index: If not None, the vertex of this index is deallocated from the map. Otherwise all values of the map are deallocated.
  • Added classes VertexNormalMap (with example) and PickMap
  • scene.py:
  • Scene.addItem raises a TypeError now instead of returning None when failing
  • TD SDK:
  • Adds the 'with' statement Python idiom to MeshGeometry.
  • Fix for Group.addItems and Group.removeItems, where it would fail when a tuple was passed.
  • Adds property Scene.locators as a shorthand way to list all locators in a scene.
  • Filled in missing docstrings in many places and added 'The Big Picture' section to the docs.
  • Adds more examples:
  • Loading and Storing Poses
  • Creating an Assembly
  • Event Listener Callbacks
  • PySide Qt Render Button and Web Browser examples (taken from Tom Ward's examples in the 801 FotW wiki section)"
  • TD SDK: Documentation: Marks all properties as such using the :getter: and :setter: directives of Sphinx.
  • TD SDK: Fixes bug where Scene.renderCamera was returning the wrong camera object.
  • TD SDK: Fixes typo in util.makeQuickCommand.
  • TD SDK: Fixes vertex map bug, where vertex maps' accessors were selecting the wrong ID when looked up by name.
  • Text tool: Fixes bugs where Text tool was producing incorrect results.
  • Topo view: Fixes bug where back-facing selection brightness was the same as that for front facing selections.
  • Topological Symmetry: Fixes incorrect error message when using a Selection Set.
  • Topology Sketch/Stability: Fixes potential crash using the topology sketch tool.
  • Transform tools: Fixes bug where transform tools could deactivate in component mode when working with heavy Catmull-Clark meshes.
  • Tree View API: Makes it possible to define input maps entirely through server tags, significantly increasing the usefulness of tree views.
  • UDIM Indicator: Fixes bug where the move buttons could cause UVs to move to the wrong location.
  • UDIMs/Stability: Fixes potential crash switching blend modes for UDIMs.
  • UI: Adds tooltip to 'Select Through' button.
  • UI: Fixes bug where attempting to set a vmap dropdown to 'none' would result in the Subdivision map being selected.
  • UI: Fixes bug where switching between layouts quickly could sometimes pop up an "Unknown Command" error.
  • UI: Mac: Fixes bug where file dialogs would lose focus when switching to other applications.
  • UI: Removes the Deferred Surface entry from the Add Item > Other list.
  • UI: Windows: Fixes bug where popovers weren't dismissing when clicking the window title or menu bars.
  • UI/Performance: Fixes issue where installing kits with many buttons and icons could reduce 3d viewport performance.
  • UI/Stability: Fixes bug causing forms to become unresponsive after enabling linked edits in ganged edit fields, then typing a value and hitting "enter".
  • UI/Stability: Fixes potential crash switching tabs in Item Properties when the tabs are in a 'more' (>>) popover.
  • UI/Stability: Fixes potential crash when changing a ganged input field by pressing 'tab'.
  • UI/Stability: Windows: Fixes potential crash when selecting a vertical tab in a form when a dropdown was open.
  • User Channels/Stability: Fixes potential crash when editing a divider user channel.
  • UV Boundaries: Fixes bug where UV Boundary display in GL did not update consistently when editing UVs.
  • UV Rectangle/Stability: Fixes potential crash when the command is used with partial selection.
  • UVs: Fixes bug where selecting the UV map for a hidden mesh would result in an 'Unknown vertex map 'Texture' ?' error message.
  • UVs: Relaxes the rule about polygon type for topological UV paste.
  • UVs/Performance: Improves UV sculpting by optimizing UV border detection.
  • VDB Voxel item: Fixes issue where the Voxel Item could not be converted to a mesh.
  • VDB Voxel item: Improves the cache system and fixes some minor bugs.
  • VDB Voxel item: Moves the item from the Other section to the Volumes section of the Add Item list.
  • Vertex Map Mirror: Fixes bug where weights in the vicinity of the symmetry line did not mirror correctly.
  • Viewport options/Stability: Fixes potential crash when toggling the Visibility > Performance > Displacement option with Rock items in a scene.
  • Wireframe texture: Fixes bug where the texture would not update on edge map changes.

New in modo 801 SP 3 Build 77509 (Apr 1, 2015)

  • Modeling:
  • Snapping: Completely overhauled snapping offers simplified workflow and consolidated feature set.
  • UDIM Workflow: New UDIM support for more easily working with multiple UV tiles.
  • Shatter Command: New tool for dicing up and destroying any model into many small individual pieces.
  • UV Unwrap: New unwrapping methodology for angle based flattening which can provide better results on some models.
  • Symmetric UV: New function to make UVs symmetrical on symmetrical meshes.
  • Merge UVs: New function to merge multiple separate UV maps into a single map.
  • Transform Normals: New option on transform tool to directly modify the mapped normals or to update with edits.
  • Clay Brush: New 'Clay' sculpting brush allows users to easily build up surfaces to a set level.
  • Polyline-- New polygon type, 'Polyline' a string of two-point polygon, used specifically as long hair guides.
  • Set Vertex Normals-- Additional options added to the Set Vertex Normals command.
  • Edge Extend-- Now options added to the 'Edge Extend' tool to control the direction of extending edges.
  • Slip UVs State-- Preference added to automatically disable the Slip UVs option when any applicable tool is disabled.
  • Polygon Freeze-- New curve freezing options allow conversion of curves to polylines for fur guides.
  • Polygon Type UI Indicator-- New Preference options 'Polygon Type' shows viewport overlay of the Polygon type in a layer.
  • Handle Tooltips-- New UI enhancement for tooltips that open over tool handles.
  • Pack UVs-- Pack UVs tool updated to support extended UV area with options for UDIM support.
  • Vector Vertex Maps-- A new vertex map type used for controlling size and orientation of Fur fibers and Replicators.
  • Rendering:
  • Nodal Shading- Users can now drive shading channels on a per-sample basis open up a host of new shading options.
  • Shading Nodes- New color and sampling nodes offer powerful control of the modo shading system at the sub-pixel level.
  • MC/IC Hybrid Rendering- There is now an option to control IC and Monte Carlo for light bounces.
  • Multi-Importance Sampling: New sampling method further increases quality of global illumination sampling for IBL.
  • Maximum Radiance: A new control to limit the amount of radiance carried by any ray, helps reduce noise and fireflies.
  • Thin Film and Iridescent Materials: New physically based materials for simulating rainbow like diffraction effects.
  • Poisson Cellular Texture: New cellular type procedural texture produces more regular pattern that can be seamlessly tiled.
  • Frame Passes and DOF-- Depth of Field has been added to the list of features that can be enhanced by Frame Passes
  • Added Render Output Support: New Render Outputs added and enhancements added for better Nuke compatibility.
  • Render Output Pattern-- New option for the output pattern function for 'None', which eliminates output renaming entirely.
  • OpenEXR-- Additional controls and caching options will speed up working with lots of OpenEXR files.
  • Vertex Irradiance Cache: Irradiance Cache values can be cached at the vertex level to speed up SSS, fur and IC shading.
  • Surface Generator: New options added to better control density of the generated particles as well as Vector Vmap support.
  • Random Texture Offset: New functionality for the Texture Locator to randomly shift textures based of different criteria.
  • Preview Enhancement: New option to render all available render outputs simultaneously when preview rendering.
  • Render Outputs-- Anti Aliasing can be enabled/disabled on a per Render Output basis for a single render.
  • Irradiance Cache Optimizations-- I.C. lookup time has been optimized resulting in significantly faster rendering in some cases.
  • Baking:
  • Cage Baking: New options adding to Normal map baking to specify a vertex morph map used as a baking cage.
  • Rounded Edges: Baking now supports the rounded edge function found in the Material Item.
  • Independent Bake Resolution: Frame setting to specify independent resolution when baking render outputs.
  • Bi-Tangent Normals: New bi-tangent option for controlling the tangent basis for image based normal maps.
  • Animation:
  • Spacing Chart: New UI tool to quickly build and time animations without needing to explicitly make keyframes.
  • Inbetween Tool: New tool to quickly make a pose between two other poses or to adjust existing poses.
  • Time Markers: New UI tools to assign markers to the timeline.
  • Bezier Deformer: New Bezier curve deformer type for animating lone tube-like structures.
  • Wrap Deformer: New deformer allows users to build and assign a low resolution cage for deforming a target mesh.
  • Lattice Deformer: New deformers automatically assigns a cage to a mesh for deformation.
  • Falloff Probe: New channel modifiers for reading the falloff strength value at a particular position in 3D space.
  • Channel Handles: New option for Locators to act as in-viewport controls for building rig user interfaces.
  • Actors Action Pose: New options enhance the 'Actor', 'Action', 'Pose' workflow.
  • Onion Skinning: A new OpenGL stepped drawing method that allows users to see incoming and outgoing motions on Actors.
  • Channel Behaviors: Channel behaviors have been updated with new options and enhancements to existing functions.
  • Stepped Timeline Playback: New timeline control 'Play Keys' allows the stepped playback for easier visualization of key poses.
  • Time Tool: In viewport flipping controls added as enhancements to the time tool for easier navigation of the timeline.
  • Channel Cycle: New option added to channel interpolations to allow for seamless cycling of an animation.
  • Dynamics:
  • Dynamic Replicators: Particle systems can now be used to spawn dynamic objects using Replicators!
  • Interface:
  • Show Inactive UVs: A new option to toggle the visibility of UV maps for background item layers
  • Default Scene: You own default settings, every time. 'Nuff said!
  • GL Measures: New GL display function for making customize HUDs for animation rigging.
  • Preset Palette: Updated Preset Browser with new options for organizing, searching and user markup.
  • General:
  • Color Management: New End-to-End color management solution 'OpenColor IO' added to enhance the overall workflow
  • CSV Point Cache: New item to cache particle simulation data into an easily readable/editable CSV txt format.
  • Referencing: Completely overhauled referencing offers much more robust and feature rich solution.
  • Grow Curves: New Start and End attributes on curves allows users to animate the growth of the curve over time.
  • Hair Styling: Revamp of the hair styling tools offers more predictable results and smoother workflow.
  • Fur Tools: Enhancements made to fur tools for better workflow of long hair styles.
  • Use Alpha: New option to disable the alpha from an Image map texture so it won't display in the 3D viewports.

New in modo 801 SP 2 Build 73514 (Aug 12, 2014)

  • In MODO 801, nearly every element of the end-to-end 3D workflow has been improved upon and tweaked in response to extensive customer feedback from a wide range of industries.
  • This version provides even more out-of-the-box functionality with the introduction of large new features like Nodal Shading for complex shader building, and a completely rewritten Referencing workflow for large scene management. There are also huge updates to core content creation workflows like animation and particles.
  • Other MODO 801 highlights:
  • Powerful node based texturing with built-in presets making complex tasks accessible to less technical users
  • Enhanced dynamics for large scene handling and destruction
  • Improved scattering tools for scene layout and environment creation
  • New baking and modeling tools specific for games artists
  • Big updates to the animation framework, making it easy for users to animate believable characters
  • OpencolorIO integration and improved data exchange with the The Foundry’s COLLECTIVES

New in modo 701 SP 1 Build 59358 (Jun 5, 2013)

  • Procedural particle engine with an easy to use pre-set workflow
  • Audio playback and a sound channel modifier, bringing animations to life
  • Schematic improvements, reducing scene graph complexity
  • Dedicated dynamics simulation layer, significantly improving performance
  • Simplified complexity of materials and layered shaders
  • Large scene performance improvements by as much as 175x
  • Preview render synchronization improvements, over 50x faster in large scenes
  • New Python interpreter, making python execution many times faster
  • Unlimited network rendering

New in modo 302 (Apr 4, 2008)

  • Feature: Implemented Physical Sky and Physical Sun rendering options. Sun position is based on its time and place channel values (sun position defaults to Luxology world headquarters). A custom luminal function allows sunlight to use solar intensity and color from Physical Sky model when sun position is enabled. The size of solar disc (when viewing the sun itself) is adjustable. Sky haze can be set. A �north� channel is provided to change orientation of physical world in relation to physical sun.
  • feature > modo is now location aware. Locate your model�s locations in latitude-longitude and modo will use this plus your timezone/day/time of day for automatic calculations of sun position.
  • Feature: A new modo File I/O SDK is available to facilitate reading and writing of data to/from modo. Source code samples for loaders and savers are provided for developers.
  • Feature: modo can now be run in a �headless� mode
  • Feature: Added new Trackview animation editor to modo. Allows cut/copy/paste operations on keys
  • and is ideal for making high level adjustment to keys such as �ripple edits�. Trackview can be
  • switched between a mode which displays animated channels on selected items to a Dope Track
  • mode where the current selected channels are grouped and sorted into a hierarchy for editing.
  • Feature: Added a �bloom� post-processing feature to the modo renderer.
  • Feature: Added new Select Close Loop command. Lets you select two polys that define the direction of
  • the loop and the command will automatically select the rest of the polys in the loop plus all polys
  • on one side of the loop.
  • Feature: Added new �selection border� action center. Works nicely in combination with the new Select
  • Close Loop command. Places the action center (for say a rotation) aligned with the border edges
  • of a selection set.
  • Feature: Added new camera navigation method which allows world space moves on XZ or Y plane. This
  • is useful for arch viz navigation and is bound to Alt-Shift MMB and Alt-Shift-RMB for XZ and Y
  • respectively.
  • Feature: A new Flex tool leverages the new selection border action center and selection based falloff and
  • provides the ability to �pose� meshes with transforms.
  • Feature: Added support for targeting items with cameras and lights. Focus distance for the camera can be
  • specified and a roll percentage can be set for both cameras and lights.
  • feature > Vertex map deformers are introduced. This simplifies the creation of subtle organic animation.
  • Feature: Added a shader item channel to control the color saturation of the indirect illumination. It can be
  • left at 100% for physical accuracy or reduced for VRay-like results.
  • Feature: New Edge Split tool allows coincident edges to become �unglued� from one another, Makes it
  • easy to, for example, rotate the lid of a once closed box up from the others.
  • Improvement: Added spline interpolation for sculpting strokes.
  • Improvement: Changed Smooth brush to use a Bezier interpolation. Added in/out slope parameters, and
  • augmented the shape presets including bulge, fat, sharp and very sharp.
  • Improvement: Added rotation and scale handles to Edge Extend tool. This will be appreciated by those
  • used to a 3ds max workflow.
  • Improvement: Re-parenting speed is now faster on complex models.
  • Improvement: Large scene editing has been sped up in certain cases (such as item delete).
  • Improvement: When Layered PSD files are imported, the texture channels are now based on the name of
  • the layer in the PSD file.
  • Improvement: Gradients can now be animated.
  • Improvement: Curves (such as Bezier or simple splines) now support morph maps.
  • Improvement: Reduced both memory consumption and render time in scenes with off-screen displaced
  • geometry.
  • Improvement: Selection falloff is supported. Steps can be controlled by RMB (right mouse button)
  • Improvement: Added �Freeze Deformation� option to freeze command so you can now freeze a deformed
  • mesh such as those that come from an MDD file.
  • Improvement: Added �slave� switch to force modo into slave mode without having to click a button in the
  • UI. Useful for people with watchdog programs or scripts that re-launch modo automati-
  • cally. You can also leverage this to make a slave mode icon that you can double-click.
  • Operates identically to clicking the slave mode option in the license dialog, with modo
  • quitting once slave mode is exited, thus making it suitable for unlicensed machines.
  • Improvement: Added both a combine mode and also a new key drawing style option to the time slider
  • viewport options menu. Combine mode is �on� by default and the key drawing style is
  • initially set to �ticks� for the time slider channel rows.
  • Improvement: It is now easier to select polygons by clicking on their faces in wireframe mode.
  • Improvement: The sculpt shader image quality is improved and thus works well on smaller polycount
  • meshes.
  • Improvement: Standard Film backs are provided and can be extended by modo users.
  • Improvement: Added an option in viewport options menu to automatically track selection type. When
  • active, the Dope Sheet will change mode based on the most recent item/channel selection
  • type.
  • Improvement: You can now select a locator via a marquee selection operation over a locator�s spines as
  • well as its center.
  • Improvement: Added Pivot & Center selection options to the viewport context menu.
  • Improvement: Loading of large DXF files is faster.
  • Improvement: FBX file loading is improved.
  • Improvement: Enabled the selection of vertex and edge which is connected to both face and subd poly-
  • gons.
  • Improvement: Added user names and associated functions for render buffers. Render output names
  • assigned by you are now saved in PSD files.
  • Improvement: Added an animation preference to set whether or not to keep key timings when the scene
  • frame rate is changed, this defaults to On.
  • Improvement: Added world snap option to Slice and Spikey tools.
  • Improvement: Enabled selection of discontinuous UV vertices or edges with SHIFT-LMB
  • Improvement: Loading scenes with large numbers of items is now over 2X faster in test cases.
  • Improvement: The symmetry tool now has a surface topology mode (Use Topology option). This mode
  • fixes the symmetry starting from known symmetrical vertices and then heals neighboring
  • vertices step by step.
  • Improvement: Edge beveling is improved on keyhole geometry.
  • Improvement: Radial sweep now creates UV�s without you having to select an empty UV map first.
  • Improvement: Added a new browse button for MDD filename and also added an MDD preload option in
  • the MDD properties.
  • Improvement: Optimized the performance of Smooth brush, and added a new �bulge� preset. Improved
  • the brush stroke preview quality.
  • improvement > Added Time Zone to accuracy preferences, including GMT variants.
  • Improvement: Increased bump amplitude in the OpenGL shader to more closely approximate the final
  • render.
  • Improvement: Changed image map pixel blending option into a 3 way choice: nearest, bilinear, bicubic.
  • Newly created displacement textures now use bicubic interpolation.
  • Improvement: Added new render outputs that show the incoming direct, indirect, and total illumina-
  • tion. Multiplying these by the diffuse coefficient output yields the direct, indirect, and total
  • diffuse shading.
  • Improvement: Added new render outputs that show the specular and mirror reflection coefficients.
  • Improvement: Added an option to specify a constant alpha value for a shader item for creating �holdout�
  • objects. Useful for integrating modo renderings into a compositing system.
  • Improvement: Changed fps preference to an integer value with hints in the user interface for standard
  • rates. Added an additional preference for a custom rate and also a checkmark next to the
  • current frame rate.
  • Improvement: Image resampling is now multi-threaded.
  • Improvement: Added a White Level control which specifies the radiance or luminance corresponding
  • to white (a pixel value of 1.0). It�s an alternate method of displaying or editing a render
  • output item�s exposure multiplier channel.
  • Improvement: Added create keys (for animated channels) input mapping, assigned to middle mouse button (MMB).
  • Improvement: Added edit selected keys input mapping, assigned to RMB.
  • Improvement: Added a �normalize� channel to envMaterial, used to toggle normalization of physical sky luminance based on sun luminance.
  • Improvement: Vertex (weightmap) deformers can now be parented.
  • Improvement: Updated the item effector tool to support multiple selected locators. This allows tools such
  • as the Clone tool, which use the item effector, to support multiple selected items when cloning.
  • Improvement: Curve extrude has been improved to now work with edges.
  • Improvement: Vertex map deletion now presents a warning dialog before deleting the map.
  • Improvement: The Viewport option called Orbit Selected now works with non mesh items.
  • Improvement: Changed Edge Extend to relocate the haul position to the vertex position on mouse down
  • for improved geometry snapping.
  • Improvement: It is now easier to select discontinuous UV vertices or edges with Shift-LMB.
  • Improvement: Added new edge.join command to weld edges.
  • Improvement: Reversed direction of vertical panning in LightWave camera navigation to be consistent
  • with the convention that modo uses.
  • Improvement: Item renaming is now disabled on click if the item is selected and auto visibility is on.
  • Improvement: Added UV symmetry command to modo tool bar.
  • Improvement: Network rendering can now take advantage of Walkthrough Mode, and this will generally
  • speed up network rendering when the master is faster than the slaves. When rendering
  • over a network the master now writes its irradiance cache to a file in the assets directory,
  • and slaves read the file when starting a new frame.
  • Improvement: Changed the default state of Vertex Merge option of mirror tool to be True.
  • Improvement: UV projection tool will now work with Auto Activate.
  • Improvement: Changed the # of the clone setting so that when Replace Original is deactivated the Clone
  • value of 1 results in a single clone rather than requiring the user to increase the value to
  • two.
  • Improvement: The Bend tool has been improved so that it pays attention to the orientation of the bound-
  • ing box.
  • Improvement: Duplicating shaders in the Shader Tree now has consistent behavior with that of item
  • duplication.
  • Improvement: Action Centers now correctly preserve the initial Auto Action center position in the case of
  • off-handle clicks in other orthographic views.
  • Improvement: Mirror Instance is now in the drop-down menu like Array, Radial Array, Clone, etc.
  • Improvement: Texture MIP mapping is now multi-thread aware using the maximum number of threads
  • available as set in the global rendering preference.
  • Improvement: Ortho and perspective tabs can now be linked so that they now share center, scale and
  • rotation. Changed the default viewport options to linked perspective.
  • Improvement: modo no longer spends time to update displacement values when a displacement layer is
  • disabled, resulting in faster OpenGL response.
  • Improvement: Constrain to Background remains active and is no longer cleared by a toolpipe clear (e.g.
  • tap Spacebar).
  • Improvement: The vertex hit distance has been given slightly more priority compared to edges and
  • polygons to make it easier to select/grab vertices when using the Element Move tool.
  • Improvement: Removed a noticeable delay that could occur when setting a texture map�s effect to dis-
  • placement.
  • Improvement: Improved response (e.g. speed) when using the Range slider.
  • Improvement: Changed instance clone to use the last mesh selected if nothing is currently selected.
  • Improvement: Added the Gradient Editor to the Layouts -> Palettes menu.
  • Improvement: Image reloading now works on entire image selection set, not just one image.
  • Improvement: You can now dismiss an inline edit field with tab or shift-tab. ESC works more reliably
  • now as well.
  • Improvement: The selection rollover for element action center and element falloff work as component
  • pre-highlight in item modes. Previously, the element action center worked in item mode
  • -- setting the center and axis based on the mesh element under the mouse -- but gave no
  • visual feedback.
  • Improvement: Changed Boolean command so that the command checks whether the meshes have closed
  • (solid mesh) or not before the operation.
  • Improvement: Fixed element falloff tool to draw the radius ring in the world space when the mouse
  • cursor is on a mesh item.
  • Improvement: Added a Displacement Ratio control to the render item�s properties form. Also added
  • dependencies for the Alpha Value and Bloom Threshold controls.
  • Improvement: The viewport fit command now considers a deformed mesh (from MDD or Morph deform-
  • ers).
  • Improvement: modo will now apply locator xform items (e.g. position, rotation, size) from saved material
  • presets.
  • Improvement: The Vertex Map List viewport no longer has hard-coded context menus. It is now a form
  • with input remapping support.
  • Improvement: Edge selection is improved by better internal handling of boundary edges.
  • Improvement: Tooltips are now suppressed to keep them from opening when edit fields are active, as this
  • could be distracting and sometimes stole input focus.
  • Improvement: Pivots are now visible with Group items.
  • Improvement: Enabled fourth and fifth button support on Windows.
  • Improvement: inline renaming in the Shader Tree now works on camera and light items.
  • Improvement: Fixed sculpt tearing condition that could occur when using an interpolated stroke on a
  • displacement map.
  • Improvement: modo no longer automatically shows groups in expanded form in the Item list when items
  • are parented inside (example: Instance Hierarchy).
  • Improvement: Improved the speed of texture updates during animation playback.
  • Improvement: Removed a limitation where layered PSD files would not persist through a scene save-load sequence. Layered PSD files can now be loaded and used as texture layers and their state is persistent in the LXO file.
  • Improvement: The sculpt tool now respects current Edge selection.
  • Improvement: Upon loading, material presets are now added above the current shader selection (instead
  • of at the bottom of the Shader Tree).
  • Improvement: Bake From Object now renders black with zero alpha in voids (areas that are present in
  • the low poly object but missing from the high poly object).
  • Improvement: Object Baking no longer applies UV border expansion to the alpha channel, making it
  • easier to get the exact profile of high polygon count geometry for say, a clipmap used in a
  • game engine.
  • Improvement: Changed the process of loop and ring selection to ignore hidden edges. Hidden geometry
  • is no longer considered during these selection processes.
  • Improvement: Slice tool, Pen Slice and Drill all now support text polygons.
  • Improvement: Slave rendering jobs are now assigned from the end of the master�s bucket list. Also,
  • slaves with exactly 4 cores will now get 8 jobs instead of just 4.
  • Improvement: Partial texture updates can be handled in Render Preview without a new rendering being
  • initiated from scratch.
  • Improvement: Sculpt mesh update is faster when ending an interpolated stroke outside of geometry.
  • Improvement: Currently selected polygons are now taken into account when you are doing standard
  • projection painting.
  • Improvement: Improved the selection sensitivity of the center node in Solid Sketch.
  • Improvement: Removed an annoying pause that sometimes occurred when mesh sculpting with symme-
  • try On.
  • Improvement: Added support for units with ? n and ?-n. Lets you, for example, assign a hot key to set
  • end angle on Radial Sweep.
  • Improvement: Improved the ability to extrude edges on text polygons.
  • Improvement: Auto Action Center now returns the center of the bounding box instead of the averaged
  • position.
  • Improvement: Added support for �Gimble� rotation to the �Y� transform tool
  • Improvement: Added option to save to HPGL (for printing).
  • improvement > Updated modo Exploration to include the �modo in Focus� video album
  • Improvement: Added �Always Raycast� option to the edge slice tool to help in using the tool in wireframe
  • mode on back faces (in which case you would want this checked off).
  • Bugfix: Previously, if you selected a nozzle brush and had speed control the size, it would stutter and
  • you will never obtain a consistent stroke size. This is corrected.
  • Bugfix: Curve tool previously allowed the creation of a �closed� curve with just 2 points. This is fixed.
  • Bugfix: Fixed a timeout situation where PC slaves could lockup unexpectedly.
  • Bugfix: Fixed a case where a camera viewport was changing to a perspective view if you closed the
  • scene.
  • Bugfix: Falloffs are now working with item level transforms
  • Bugfix: Fixed a crash bug that could occur when saving a specular color texture.
  • Bugfix: Eliminated a condition where if you were viewing objects within a scene that are referenced
  • imports from another scene, the fit to view function did not work.
  • Bugfix: Mesh Paint density now correctly accounts for falloff.
  • Bugfix: Fixed a condition where if image ink was used with a soft border, the right edge and bottom
  • edge would not be affected.
  • Bugfix: Revised the way modo stores recorded macros in memory. This fixes possible crashes or other
  • corruptions when nesting command blocks.
  • Bugfix: Corrected a case where modo rendering slaves were attempting to load irradiance files from the
  • wrong directory.
  • Bugfix: Fixed a sculpt update error which could happen when using the Stamp brush and interpolated
  • strokes together.
  • Bugfix: Fixed a bug in object-to-object baking of render outputs in which the shading was using the UV
  • coordinates from the low poly object instead of the UVs from the high poly object.
  • Bugfix: Fixed a crash bug that could occur with the Edge Slice tool.
  • Bugfix: Materials are no longer removing previous bump/displacement shaders for OpenGL evaluation.
  • This was causing rendering issues with vector displacements using blend modes, as the material
  • was replacing the displacement rather than adding to the effect.
  • Bugfix: The Freeze command now correctly uses the deformed mesh when the deformation is enabled
  • on the tool viewport.
  • Bugfix: Fixed a bug that could result in artifacts while painting in symmetry mode using the Procedural
  • brush.
  • Bugfix: Fixed issues with Stamp painting tools when they were used in the UV view.
  • Bugfix: Edge Bevel now functions correctly when used in symmetry mode. Resolved an Edge Bevel
  • crash bug that could occur in certain conditions.
  • Bugfix: Fixed a crash bug in UV view when using Local action center when some polygons were
  • unmapped.
  • Bugfix: When painting, the text paint tool to will now better handle areas where edges are crossed.
  • Bugfix: Fixed a bug where the Text tool was failing if there was no mesh item present in the scene.
  • Bugfix: Faces of text polygons now point in the correct �up� direction when created on the Y-axis.
  • Bugfix: Fixed a bug that could crash modo for cases where UV textures had no vmap for the mesh item.
  • Bugfix: Indexed image formats are now correctly displayed in clip list (for example 8 bit TGA files).
  • Bugfix: Fixed material selection mode support in transform tool.
  • Bugfix: Fixed a bug where falloffs were not working with grouped polygons. patcharea after dropping
  • the tool, would crash.
  • Bugfix: Fixed the direction of displayed axis handles in the Item Clone Tool when there is an item level
  • transform applied.
  • Bugfix: modo no longer appears to �hang� when the Path falloff is used.
  • Bugfix: Lasso falloff now works reliably when tools remain active.
  • Bugfix: UV editing works as expected now when trying to move polygons with Tear Off enabled Off.
  • Bugfix: Fixed a bug that was breaking symmetry when the user disabled symmetry after using the Soft
  • Drag tool.
  • Bugfix: The Cube Primitive Round Edge amount was not updating automatically. This has been rectified.
  • Bugfix: Attempting to change the network shared directory on a Slave could crash modo. Now the slave
  • window�s Set Shared Directory button aborts any rendering in progress and then opens the
  • directory picker.
  • Bugfix: Animation playback of scenes that used Morph data on a mesh with UV maps could crash modo.
  • Bugfix: Fixed problem where duplicated items did not always have the same transform as the original.
  • Bugfix: Fixed a hang/crash bug when using a doubleclick operation to select all keys on a channel, then
  • deleting them followed by undo or simply adjusting their time/value.
  • Bugfix: Eliminated a crash condition when creating a Preview while the render item was not at the root.
  • Bugfix: Fixed a form duplication error that resulted when you moved a form from one group into another
  • and closed and then re-opened modo.
  • Bugfix: Fixed a problem where unselected geometry that shared a UV border was still being modified.
  • Bugfix: Fixed a situation where switching to a different layout was causing image ink to disappear and
  • lose interactivity. Fine tuned image ink stamp mode to work with a tablet and also to only affect
  • visible polygons.
  • bugfixes in modo 302, continued
  • Bugfix: Fixed a problem where symmetry could easily break when not using paint select.
  • Bugfix: Corrected a displacement update bug that was occurring when changing material displacement
  • amount. This could result in increased displacement effect in the OpenGL viewports.
  • Bugfix: Fixed a problem where Curve Extrude was still using hidden geometry to extrude.
  • Bugfix: Fixed a problem where modo did not realize that it was missing an image sequence when a
  • scene was opened.
  • Bugfix: Fixed a bug of edge.join command when a pair of edges shared one identical vertex.
  • Bugfix: Fixed crash bugs on texture generation and hit testing for 2 point polygons. Encountered when
  • loading scenes that contained UV mapped materials as well as 2-point polygons (as are often
  • created for Solid Sketch nodes or skeletal/bones representations from imported data).
  • Bugfix: Fixed a problem where if you had a displacement texture and you moved a bump layer below it,
  • the displacement was affected.
  • Bugfix: Resolved a user interface bug where the tool properties form wasn�t switching to UV mode until
  • you clicked on some part of the form.
  • bugfix > Corrected the result from using a flatten layer operation with two vector displacement maps in
  • the Shader Tree.
  • bugfix > Corrected the result from using Image Invert on sculpted data.
  • bugfix > Fixed orientation of the drawing compass on ortho views with Z-up and X-up.
  • bugfix > Fixed a user interface bug on Windows systems where it was taking two clicks to get rid of
  • items that started with an inline edit.
  • bugfix > Fixed a bug where using the sculpt-tools on an object placed in a layer could cause another
  • piece of geometry placed in one of the following layers to not be visible.
  • Bugfix: modo could become instable after you hid geometry on complex objects and modo attempted to
  • display a UV view.
  • Bugfix: Nozzle brush resizing was not being displayed correctly when sizing was set to pen pressure
  • Bugfix: Fixed saving of tabbed viewports on a Quit operation.
  • Bugfix: If an entry in the form editor was dragged out of the window (without letting go of the mouse
  • button), modo would previously crash as soon as it was dragged back into the form editor window.
  • Bugfix: Fixed a situation where if a surface had a displacement layer, updates to another texture layer could cause an update of the displacement on top of the existing displacement.
  • Bugfix: Fixed a crash that occurred when a reflection shader inside a group material was the top shader
  • in the Shader Tree.
  • Bugfix: Fixed a crash that came from sculpting on a mesh with no vmap entries for the current vmap selection. The original reported case was using a �background� mesh with a morph vmap active when the active mesh had no morph maps at all.
  • Bugfix: Fixed a scene loading bug in which the user was prompted to locate the format of an image file if they had chosen �No� when asked about locating the image file itself.
  • Bugfix: Using grid snap with Auto Action center will now let you accurately snap to the grid.
  • Bugfix: Fixed issues related to cloned objects getting bad pivots and transforms in certain cases
  • Bugfix: Fixed linear generator to draw the handles correctly. If you rotate the viewport with the clone
  • tool active, the handles now stay put.
  • Bugfix: Fixed a condition where slaves that were unable to render were still being assigned buckets, resulting in the master having to clean this up at the end and more functional slaves not being assigned the buckets to render.
  • Bugfix: Sequenced clips are now handled correctly during drag & drop operations in the Shader Tree.
  • Bugfix: While still not officially supported, we removed a limitation that was preventing modo from starting up in the Microsoft Vista operating system
  • Bugfix: Fixed a problem where deletion of UV maps was not multi item aware.
  • Bugfix: Layer masks now update the Shader Tree correctly.
  • Bugfix: Fixed a bug where selection of textured items in a reference scene were not showing the textures in OpenGL or final rendering.
  • Bugfix: Corrected name of color picker viewport which was displayed as �Indexed RGB 24� .
  • Bugfix: When recording a macro, �Store in config� now properly saves.
  • Bugfix: Fixed an intermittent bug where textures would not always reload correctly.
  • Bugfix: Edits to a displacement image are now no longer retained if you close the image and don�t save.
  • Bugfix: The center of the Bevel tool now shifts correctly with the selected geometry.
  • Bugfix: OpenGL view will now correctly update instance materials.
  • Bugfix: Fixed a bug where if you added an alpha render output in the Shader Tree it would render separately with F9 but fail to display in the Preview render window.
  • Bugfix: Fixed translation bug with �Local� axis for items in a hierarchy where one or more parent items were being scaled.
  • Bugfix: The Tack tool now works properly on transformed items.
  • Bugfix: Freezing an item-scaled mesh now stores the morphs properly.