MODO Changelog

What's new in MODO 17.0v2

Mar 22, 2024
  • Experience new levels of performance and unlock your creative potential with the new Modo 17.0. With an overhauled architecture and powerful tool performance enhancements, Modo just got even better.
  • Mesh View Objects:
  • 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 a calculation to a background thread. This means that Modo can leverage two threads at once, while future additions will allow for multiple background threads. This marks the beginning of Modo taking greater advantage of modern many-threaded systems.
  • 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.
  • OctaneRender bundled with Modo:
  • Modo 17.0 brings a single GPU 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 Octane plugins for DCCs and Foundry is committed to working with OTOY to keep it that way.
  • AVP Improvements:
  • 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.
  • Procedural modeling experience enhancements:
  • 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.
  • Decal workflow improvements:
  • 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.
  • 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.
  • 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.
  • 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.
  • Radial Align enhancements:
  • 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 16.0v1 (Apr 28, 2022)

  • Primitive Slice/Slice Effector Enhancements:
  • 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 Modo 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 / 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. 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. Along with many additional capabilities, this tool provides valuable refinements.
  • 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.
  • MeshFusion Variable Strip Widths:
  • MeshFusion makes it astonishingly easy to produce detailed, hard surface meshes. However, it is very easy to put MeshFusion in a state where the mesh can’t be drawn. Automated Variable Strip Widths adjust 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.
  • Wrap Effector:
  • 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 a 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.
  • Shader Tree Enhancements:
  • 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 to quickly assess how a material is assembled. Groups now display a graphic to specifically describe how a group is masking it’s contents. The contents of a group can also now be automatically reorganized by effects.
  • 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 is spent refining those last bits of noise. With Intel’s latest updates to their denoiser, fine details are preserved more intelligently.
  • 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 and it let’s users define naming conventions.
  • Conditional Command:
  • As an artist develops a workflow, many actions are repeated. Conditional commands 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’s owner.
  • 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.
  • Ruler/Grid MeshOp:
  • 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 Support:
  • 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.
  • 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 an arbitrary number of vertices along an edge.
  • Solo Snapping Mode:
  • 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 1 type of item and that requires turning off many items. Now users can use alt-click to select a single type of component to snap to and any other types will automatically be disabled.
  • Non-Photorealistic Rendering 2 Kit:
  • Starting with Modo 16.0, the NPR 2 kit is now included for free for users with an active license of 16+.The NPR 2 kit lets you easily create unique hand-drawn looks when rendering in Modo. The stylized or expressive 3D capabilities of Non-photorealistic rendering (NPR) are useful in a wide range of applications—from technical illustration where edges and important features are emphasized to cartoons where simple colors and strong lines convey emotion. Visit the products section of your account to download the kit!

New in MODO 15.1v2 (Apr 28, 2022)

  • Assembly Preset Workflow:
  • Modo’s Preset system and Assemblies have long been a valuable workflow component. The new Assembly Preset Workflow refines this further by simplifying the creation process and making presets easier to share. Presets are now packaged, containing associated content like images within a Preset Package. When you pass a preset to another artist, you can now be sure they have the supporting content that they need.
  • Schematic Enhancements:
  • The new Preset system automatically creates an assembly in your scene, more closely linking the relationship between presets and assemblies. Assemblies no longer need to have every element exposed in a schematic assembly. The Stack Nodes and Schematic now contain the elements needed to do more of your work without leaving Schematic.
  • Primitive Slice:
  • Curves are an essential component of modeling today. Primitive slice further elevates Modo’s curve modeling capabilities by allowing users to slice primitive shapes into geometry and even produce boolean effects with depth control when leveraging the procedural variant of the tool with the slice effector.
  • Edge Subdivide Command:
  • Simple features can have a big impact on workflow. Edge Subdivide simply divides each selected edge into multiple edges, making it easier to add vertices along an edge. This is tremendously useful for quickly modifying and refining topology.
  • MeshFusion Workflow Refinement:
  • In 15.0, Mesh Fusion workflow was completely reenvisioned. With 15.2 we’ve taken this further by removing Fusion Selection Modes. Now you simply select the element you want to modify and we give you the info you need.
  • Geodesic Distance Modifier:
  • Procedurally generating 2D designs on 3D surfaces is extremely valuable for designers. The geodesic distance modifier can be leveraged to find the distance between two points and trace a path between them on the surface. This enables generation of complex patterns that can drive exciting, procedural modeling results.
  • Set Vertex Normals + Largest Normals:
  • Control over vertex normals and vertex maps in general is a very important part of 3D in general and specifically for real-time renderers. The largest normals option is now a part of material smoothing properties. The color tool and Set RGB node now have an option for Discontinuous values, eliminating color blending across the boundary of a selection. Finally, a Set Vertex Normals MeshOp has been added, further expanding what’s possible in our procedural toolset.
  • SelectionOp Stack Node:
  • Modo’s Order Of Operations system is extremely powerful. However, it can be difficult to understand the order of MeshOps and SelectionOps in the schematic viewport. The MeshOp Stack node was added in 15.1. In 15.2 we have added this ability for Selection Ops, better informing artists of how a stack relates to a node graph.
  • mPath Render Booleans:
  • mPath is Foundry’s powerful new hybrid pathtrace renderer. In 15.2 we’ve added Render booleans. This makes it incredibly easy to create cross section cutaways for product and graphical visualizations.
  • TuneUps:
  • With every release, we try to touch on existing features and workflows with meaningful refinements. The Script Editor has received many improvements to make scripting a more comfortable experience. Convert Instances to Replicas makes it easier to switch between instancing and replicators. Playblast waits for Advanced progressive let’s artists take advantage of progressive antialiasing when creating viewport playblasts. And the PBR loader will now automatically add imported PBR textures into groups that already have the correct polygon tags.

New in MODO 15.1v1 (Jul 22, 2021)

  • Direct Modeling:
  • Modo defined what good modeling workflow means... With every release it has grown in power and flexibility. Users can rapidly create and manipulate geometry with a tremendous array of context-aware tools. New additions to the 15 series include Curve Booleans, many enhancements to geometry booleans and unsubdivide. Chamfer Edit has also been improved to support an array of new capabilities.
  • Procedural Modeling:
  • When we add or enhance a direct modeling tool, those changes are often also applied to our procedural toolset. This has led to a robust set of modeling tools that can be edited at any modeling stage. The 15 series has added support for Deferred and Paused Evaluation, Loop Slice, and MeshFusion Edge Weights to Strips. The Merge Mesh MeshOp has also been updated to allow for merging a specific procedural layer instead of the whole stack.
  • Rendering & Shading:
  • Modo is renowned for its powerful preview rendering window. mPath QuickCam is the first step towards adding this functionality to the new physically-based path trace renderer. Users can now navigate through a scene within the standard render window, including the ability to “look around” similar to game navigation. Dispersion is also now supported in mPath with minimal effect on render times, even with depth of field enabled.
  • Animation & Rigging:
  • Rigging and Animation are often treated as an isolated set of features in other applications. Instead, Modo treats these tools more holistically, emphasizing their use in asset creation, design iteration and communication. The Stack Node enables visualization of stack-based relationships within the schematic node graph. Rig Clay, enables user-defined gestural control and now supports control of meshops.
  • Performance and Continuity:
  • With every release of Modo, performance improvements are treated as a feature. We’ve added support for Python 3 and QT5. The MeshFusion Workflow overhaul addresses performance from a workflow and design perspective making MeshFusion a more joyful experience. Deferred and Paused Evaluation improves interactivity for MeshOps and Deformers, reducing performance bottlenecks.
  • Viewport:
  • The viewport in many 3D applications started as a quick preview renderer. Modo helped evolve the role of a viewport into a functional and customizable authoring environment. Enhancements to command regions and rig clay further this commitment. The addition of depth-of-field to the advanced viewport lets users refine camera settings interactively without having to launch a full render and the new MeshFusion workflow emphasizes viewport-centric workflows, setting the stage for the Modo vision of what the future of content creation will look like.
  • Workflow and User Experience:
  • Modos features have always been engineered with workflow and user experience as the highest priority. OmniHaul provides customizable, gesture-based control for tools and channels directly in the 3D viewport. Enhanced boolean functionality, expanded preset capabilities and the new MeshFusion workflow introduces a completely new interaction paradigm that is the foundation for defining the future of modeling workflow.

New in MODO 15.0v1 (Apr 7, 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.
  • 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.
  • 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.
  • SDK Docs update:
  • The Developer wiki has also been updated and is now available here (https://learn.foundry.com/modo/developers/latest/SDK/index.html).

New in MODO 14.1v1 (Jul 24, 2020)

  • Bug Fixes:
  • ID 264492 (54188) - Deleting filtered items in the item list using the Delete key did not display a warning.
  • ID 273066 (55076) - Exiting Slave Mode caused Modo to crash.
  • ID 294373 - Iridescence Materials did not work with Group Masks in the Shader Tree.
  • ID 320289 (57087) - Viewport interaction was slow compared to previous versions of Modo.
  • ID 331702 (57628) - UV handle positions ignored the aspect ratio of the image.
  • ID 344037 (58326) - Expanding the Modo interface immediately after scene load with the pointer over the Shader Tree caused Modo to crash.
  • ID 345130 (57803) - Enabling Use Image Ratio in the UV view places snapping and element action centers incorrectly.
  • ID 345188 (57507) - The Modo introduction screen was occasionally blank on start-up.
  • ID 347180 (58403) - Calling sel.hide() or sel.unhide() in a Python script caused Modo to crash.
  • ID 347876 (58437) - AVP: Multiple shader groups made viewport interaction sluggish.
  • ID 353279 - Certain test scripts failed due to strict references to file types rather than Int codes.
  • ID 371449 - Logging into Modo on more than two machines at the same time displayed the wrong error message.
  • ID 378762 (59357) - Adding a vertex map texture automatically created a weight map.
  • ID 380043 - Using Replace Icon With Image File in the Preset Browser did not apply image files as thumbnails for .lxo presets.
  • ID 380737 - Adjusting the thumbnail size in the Preset Browser caused Modo to crash.
  • ID 384909 - Applying a Vert Merge and Poly Subdivide positioned geometry incorrectly.
  • ID 389309 (59642) - Schematic: Dragging a channel output to another node’s title bar created a green link incorrectly.
  • ID 389679 (59651) - Using the Quick Align tool with snapping enabled did not display a gizmo as expected.
  • ID 391894 - Duplicate layered materials referenced from the Library folder did not render correctly.
  • ID 393564 - Child items in the viewport were not updated as expected when the parent was deselected.
  • ID 393601 - The Coplanar Polygons tool did not select all coplanar polygons.
  • ID 396485 - Sliding an edge selection in a certain scene caused Modo to crash.
  • ID 397231 - Importing a mesh containing hidden polygons using layer.import() revealed hidden polygons on the target layer.
  • ID 398020 - Adding a Freeze mesh operation to a certain scene caused Modo to crash.
  • ID 399100 - Zooming out and zooming back in on an object using the Shift+A keyboard shortcut caused the Move tool handles to freeze.
  • ID 400917 - Moving UVs was less responsive than in Modo 13.0 builds.
  • ID 403484 - The Space Navigator rotation override could not be set per viewport.
  • ID 403970 - The option to use the legacy FBX plug-in for import was still accessible in the FBX I/O preferences.
  • ID 404240 (59915) - Camera background/foreground images did not work as expected in the path tracer.
  • ID 404627 (59929) - Schematic: New nodes could not be connected to existing floating elbows.
  • ID 404786 - Rendering certain scenes in the Preview renderer caused Modo to crash.
  • ID 405278 (59954) - Rendering certain scenes using the RTX path tracer caused Modo to become unresponsive.
  • ID 405752/405759 (59975/59976) - Mesh Ops: Edge Selection Sets were not preserved on both the source and driver meshes when processed by a Boolean.
  • ID 406704 - Certain legacy scenes did not load as expected in later releases.
  • ID 407380 - Pressing Delete while editing text occasionally deleted the wrong characters or caused Modo to crash.
  • ID 407946 - Curve Fill Holes did not work as expected for curves on the X or Y axes.
  • ID 408323 - Add Layer was occasionally replaced by … (ellipsis) in the UI.
  • ID 408324 - Assigning a Light Path Expression (LPE) to a selected light displayed an error.
  • ID 409248 - Path Tracer: Diffuse coefficient renders produced incorrect output.
  • ID 410900 - Right-clicking on a tool property while editing it occasionally caused Modo to crash.
  • ID 411309 - Mouse scroll did not work as expected in embedded viewports.
  • ID 411786 - Using the Tack tool with Copy Geometry and Make Bridge enabled caused Modo to crash.
  • ID 414046 - Switching from interactive to value sliders did not update the tool handles as expected.
  • ID 414236 (60079) - Playblasts did not match the output from the AVP.
  • ID 414525 (60087) - Schematic: Links between nodes in the Schematic viewport were occasionally disconnected on load.
  • ID 414579 - Solid Drill slowed down the AVP when a Default material was assigned.
  • ID 414953 (60095) - Performing a Merge operation on polygons removed and associated materials.
  • ID 415034 - Performing an undo after using the Mirror tool caused Modo to crash.
  • ID 415158 - Using an Edge Chamfer with profiles did not handle corners well in certain scenarios.
  • ID 416584 - Viewport selection was slower in Modo 13.2 compared to previous versions.
  • ID 417104 (60113) - Performing a Jitter mesh operation followed by a Subdivide operation caused the mesh UVs to distort.
  • ID 417469 - When used with area falloffs, the Bevel mesh operation used the BevelVertexWeight() command instead of BevelPolygonWeight() to compute falloffs, which resulted in incorrect weights.
  • ID 417725 - The Transform tool Use World Transform property did not work correctly when using secondary falloffs.
  • ID 417744 - Mix Mode in the Transform tool properties did not work as Use World Transforms did not work correctly when a secondary falloff was added.
  • ID 418017 (60133) - Modo did not perform well when removing many edges from a mesh.
  • ID 418402 (60140) - Texture Locator transform properties did not update with the correct value at a given frame when scrubbing the timeline.
  • ID 418412 (60143) - OCIO settings were not saved between sessions.
  • ID 418858 (60144) - Fur could not be rendered in certain scenes.
  • ID 419050 (60148) - Axis Slice and other slice mesh operations caused mesh UVs to distort.
  • ID 419083 - macOS only: Modo crashed when disconnecting links in the Schematic view.
  • ID 419133 (60150) - The wrong tooltip displayed when the cursor hovered over gang edit icons.
  • ID 419225 (60158) - The Modo layout Discard button in the render passes form did not fit on the screen.
  • ID 419276 (60162) - Working with command regions in the Advanced viewport became difficult due to the way the regions obscured meshes.
  • ID 419331 (60166) - Item shape drawings had additional gamma correction applied in the Advanced viewport.
  • ID 419390 (60172) - There was no option to switch automatically from IK to FK on a given frame.
  • ID 419413 (60174) - Animation layers did not work with channel based actors.
  • ID 419508 (60178) - Mouse and stylus actions could often be interpreted as drag and drop instead of single-click, which resulted in failure of selection redirection or adding commands to items.
  • ID 419514 (60179) - Edge Bevel operations caused one polygon to be assigned an incorrect ptag.
  • ID 420529 (60193) - Selecting a bezier curve in Polygons selection mode sometimes changed the curve’s shape.
  • ID 420771 (60195) - Input fields lost focus if the cursor moved to the top of the screen.
  • ID 421190 (60201) - When a non-square image with Use Image Aspect was enabled in the background of the UV viewport, tool handles were drawn incorrectly.
  • ID 421191 (60202) - Modo crashed when importing a sub-scene and then performing an undo.
  • ID 421215 - Ignore Scale Groups had no tooltip.
  • ID 421516 - Grease Pencil did not support images with the same aspect ratio as the camera, causing distorted brush shapes.
  • ID 421569 (60210) - The Advanced viewport became slow when material display was set to Full.
  • ID 421651 - Rename commands on procedural vertex maps did not work.
  • ID 422358 (60212) - The IK solver could not be reset from FK correctly when the IK was using a locator with an up vector.
  • ID 422615 - Edge Chamfer performed poorly in certain scenes.
  • ID 422947 - Bezier effector bends became stepped at extreme values.
  • ID 422974 (60231) - Strange refraction behavior occurred in certain scenes using the mPath Renderer.
  • ID 423270 - Loaded image sequences used color management when they should not be color managed.
  • ID 424157 - Textures were re-read on each frame in an animation render causing decreased render performance and increased network traffic.
  • ID 424420 (60270) - Bridge with profile set to Reverse Direction used an incorrect Profile.
  • ID 424422 (60272) - Vertex Slide did not slide correctly when Merge Vertices was enabled and Stop at Edges was disabled.
  • ID 424853 - In UV view with Inactive disabled and Snapping enabled, you could still see the highlight for inactive meshes.
  • ID 424921 (60284) - The UV viewport Backdrop Image property reset between Modo sessions.
  • ID 424924 (60287) - Rotating the gizmo in the 3D viewport for the Create UV Map operation caused a drop in performance.
  • ID 425119 (60299) - Modo crashed when connecting a mesh to a Weight Map falloff.
  • ID 425197 - Changing texture locator values while previewing in certain scenes caused Modo to crash.
  • ID 425198 - The uv.relax command did not support mode and boundary settings.
  • ID 426137 - AVP did not work with component Selections Transparency settings from the Preferences.
  • ID 426696 - Modo was unstable when using certain internal scene files.
  • ID 426744 - When a weight map was selected, it overrode Ghost and X-Ray view modes in the Vertex Map viewport.
  • ID 426893 - The Multi-cut option of the Edge Slice tool did not work when Work Plane > Lock Plane to Origin was enabled.
  • ID 426898 - AVP: Scenes with a normal map and a metallic constant appear black in the AVP.
  • ID 427099 - The Topology Pen snapped to the background mesh.
  • ID 427131 - AVP: Modo renders handle negative values incorrectly in layer masks.
  • ID 427155 (60337) - New features including Unbevel and Partial Element Selection are not accessible from outside the Modo layout.
  • ID 427260 - Modo crashed when setting the Sides property of Lace Geometry to two or below.
  • ID 427284 - Modo locked up when launched for the first time with both plug-ins available and no config.cfg file.
  • ID 427484 (60342) - Activating the UV Relax tool with Angle Based mode enabled caused Modo to crash.
  • ID 427699 - The frame rate dropped when playing animations with the Mesh properties visible on the screen.
  • ID 427721 - The Slide tool had inconsistent handles when used in different states.
  • ID 427956 (60354) - Rendering an animation auto-saved images when using a Denoiser, which used up a lot of disk space.
  • ID 427957 (60355) - Markup had no basic text tool similar to the Modo paint tools.
  • ID 427964 (60357) - Markup had no autosave feature.
  • ID 427978 - The render items values did not match the saved values of the imported .lxp presets.
  • ID 427983 (60359) - Light linking for mPath renders did not work as expected.
  • ID 428072 - Modo crashed when drawing with the Pen tool in the AVP.
  • ID 428178 - The large icons for Quick Align and Ground Align were incorrect.
  • ID 428199 - Enabling Stacked from the Select Error UVs in the UV layout did not work.
  • ID 428419 (60361) - Modo crashed when adding a Merge mesh operation to meshes in certain scenes.
  • ID 428447 (60362) - Modo crashed when grouping MeshFusion items together in the Shader Tree.
  • ID 428529 (60363) - The Align Center or Align Middle Island commands could not align multiple UV islands in Polygon mode.
  • ID 428634 (60365) - Bezier curve based MeshFusion Surface Strips did not create clean strips when underlying primary surfaces had planar changes.
  • ID 429097 (60370) - Modo crashed when toggling Enable Embossing in Fusion items for MeshFusion.
  • ID 429110 (60372) - Polygon Bevel using Thicken mode failed to output the Front / Back polygon tags.
  • ID 429157 - Modo crashed on first launch when setting Usage Stats to Never.
  • ID 429611 (60382) - Modo crashed when enabling Sharp Bezier Corners on bezier curves.
  • ID 429640 - Certain scenes did not release RAM after rendering the scene, causing increased memory usage even after the render had completed.
  • ID 429790 - Editing files on disk did not update the images in the viewport or render windows until Modo was restarted.
  • ID 429823 - In some situations Edge Chamfer produced uneven edges.
  • ID 429839 - Modo crashed after performing an Edge Chamfer in certain scenes.
  • ID 429928 - Modo crashed after performing a cube Boolean operation on a mesh.
  • ID 429984 (60390) - Modo crashed when the Fusion Polygon Set was changed from Fusion! To Fusion+.
  • ID 430018 - Modo crashed when quickly selecting different Bridge tool profiles.
  • ID 430144 - Surface Strip creation occasionally failed on MeshFusion items.
  • ID 430189 (60393) - Scenes with disabled elbow links reloaded schematic links incorrectly.
  • ID 430195 - Modo crashed when clicking Simulate in certain scenes.
  • ID 430292 (60397) - Modo crashed in certain scenes when moving certain polygons.
  • ID 430404 - Enabling Render Curves and triggering a render resulted in a crash.
  • ID 430539 - The Modo introduction screen occasionally failed to load content.
  • ID 430652 - Modo crashed when importing certain .dxf files.
  • ID 430781 - Modo crashed when using the UV Unwrap tool on scenes with degenerated polygons.
  • ID 430967 - The endpoint on closed loops was incorrectly facing the wrong direction.
  • ID 431472 - Modo crashed randomly upon instancing an Assembly.
  • ID 431505 - Solidworks loader DLLs required an update to SW2020.
  • ID 431615 (60421) - The Merge command merged bezier control points when it should not.
  • ID 431720 - CloudPreset load: A corrupted .json file caused Modo to crash.
  • ID 431804 - Modo crashed when adding a mesh containing curves as a Surface Strip.
  • ID 431889 - The Recolor To effect in the Shader Tree did not handle oversaturated values consistently between Preview renders, and the Default and Advanced viewports.
  • ID 432197 - Exporting .fbx files did not retain material information.
  • ID 432417 (60436) - The mesh had to be selected and deselected in order for command regions to work properly.
  • ID 432437 - Edge Chamfer offset edges asymmetrically.
  • ID 432443 - Enabling Show Selection Normals in the 3D viewport Visibility options, when you had an operation and a face of the base mesh selected, resulted in a crash.
  • ID 432883 - The item.delete item:[name] command did not delete an item unless the item was selected.
  • ID 432920 (60445) - Modo crashed when changing the Depth value in the assembly.
  • ID 433010 - Some scenes were too slow to transfer items using the layer.import command.
  • ID 433011 - Image clip previews in the Preset Browser did not update after they were modified on disk.
  • ID 433262 (60451) - Radial Sweep did not work as expected with Square enabled on arcs that were less than 360 degrees.
  • ID 433810 - Calling MM_Destroy from a thread caused a crash during ray evaluation.
  • ID 433824 - Edge Align did not always preserve the UV island position in UV space.
  • ID 433981 - Adding mesh operations occasionally caused Modo to crash.
  • ID 434105 - Motion Vector Output rendered curves incorrectly.
  • ID 434431 (60471) - Transforming selected UVs dropped the selection.
  • ID 434723 - MeshFusion: Embossing did not work as expected for the letter E.
  • ID 434865 - Importing .fbx files and rearranging the scene caused Modo to crash on exit.
  • ID 435647 - Selecting Render > Render Animation occasionally caused Modo to crash.
  • ID 436309 (60529) - Setting a UV space control to a value less than 0.1 did not update the UI correctly.
  • ID 436423 - cloudPB temporary files occasionally caused Modo to crash on restart.
  • ID 437478 (60549) - Clicking the spans that close a curve did not select closed B-Spline correctly.
  • ID 437646 (60557) - Replica Radial Array did not use item.refSystem() correctly.
  • ID 437648 (60558) - Single-sided polygons were displayed as double-sided in the AVP.
  • ID 437689 (60559) - Combinations of internal and boundary edges caused Edge Slide to behave erratically.
  • ID 438437 - The Bridge tool did not work as expected with 1D Profiles.
  • ID 438469 (60586) - The Pen tool in Polyline and Wall Mode > Both Sides mode only drew on one side.
  • ID 438474 - MeshFusion did not work well with surface strip intersections.
  • ID 440370 - Overlapping area lights in mPath occasionally caused shading artifacts.

New in MODO 13.0v1 (Mar 27, 2019)

  • Offline GPU Rendering with AMD’s Radeon™ Pro Render:
  • AMD’s GPU accelerated path-tracer, the Radeon Pro Render, is now part of Modo’s collection of powerful rendering options and the beginning of increased rendering flexibility and improved APIs in Modo. In its first iteration for Modo 13.0, this hardware-agnostic, offline rendering solution gives artists the option of leveraging hardware that was once limited to real-time viewports.
  • AMD’s powerful denoising technology has also been added in 13.0. This provides users with additional options to reduce render times by accessing one of two options available: Bilateral and Median. Much like Radeon Pro Render, AMD’s denoiser is not vendor-specific and further expands the rendering options available to all users on Windows and OSX.
  • MeshFusion adds Kit Fusing:
  • Modo’s direct modeling toolset remains the most intuitive experience for 3D artists with new features including Relax Edge and Find Shortest Path Selection to enhance and accelerate creation workflows.
  • Building on our award-winning MeshFusion toolset, Modo 13.0 introduces Kit Fusing, allowing artists the ability to define only a portion of a mesh to be used for creating boolean operations. This powerful enhancement makes it easier to leverage complex meshes and allows for holes to create the impression of complex negative forms like fan grills with mechanical components that are visible inside a surface.
  • Elevated Animation Workflows with Layering Systems:
  • The world’s leading riggers and character artists use Modo for games, film, and TV. Using their feedback and driving Modo in production environments, we’ve been able to engineer solutions that target animation workflows. Modo’s 12 Series included huge advancements to the schematic viewport, providing a cleaner and easier-to-manage artistic experience with features such as Notes to enhance collaborative pipelines. Modo 13 adds non-destructive editing of specific actions through the new Animation Layers feature, where each layer can be controlled to override or apply additively in a top-down format.
  • Masking with the new Animation Layer system allows for individual aspects of an animation to be isolated and uniquely defined.
  • Arrays Elevate Modo’s Procedural Modeling Capabilities:
  • Modo is unique in how it enables users to create customized workflows tailored to the needs of an artist or project. Arrays are a new addition to Modo’s rigging system that allows for advanced storage, manipulation, and output of data in a variety of forms, further enabling what technical artists can engineer in Modo. Arrays help you construct complex relationships that can be leveraged across Modo’s many systems including, rigging, procedural modeling, particles, and more to create the specific tools and behaviors you need to realize your creative vision, whether it’s a custom modeling tool or an advanced motion graphics system.
  • Modo Bridge adds Unity Support:
  • Modo Bridge for Unity adds similar functionality that was present in the Unreal Bridge, now through a shared interface to streamline interaction with real-time scene creation. Users can transfer Meshes, Instances, Textures, Materials, and Cameras between Modo and Unity with bilateral communication, allowing artists to move items back and forth between either application.
  • UV Enhancements:
  • The UV toolset in Modo 13.0 has been further simplified to dramatically reduce the time required to generate clean UV maps. The new UV Cut Map allows artists to define sets of selections that are color-coded and displayed on the model in the 3D viewport. Enhancements to the UV Split, Wireframe Display, Packing, and the Edge and Vertex Slide bolster the Modo UV arsenal, allowing more control of the unwrapping and utilization of complex UV maps.

New in MODO 12.2v1 Build 525410 (Nov 16, 2018)

  • New Features:
  • Animation and Rigging:
  • Groups and Channels Viewport Filters and Search:
  • You can now filter the Groups and the Channels viewport. The Channels viewport can also be filtered in the
  • Graph Editor.
  • Int Range Nodes:
  • A set of nodes have been added for manipulating integer range values. They are:
  • Int Range Bounds
  • Int Range Clamp
  • Int Range Merge
  • IntrangeTest
  • Saving Envelope Presets from the Graph Editor:
  • Modo now allows you to save and load Envelope Presets directly from the Graph Editor.
  • Release Notes for Modo 12.2v1 |
  • Schematic Improvements:
  • The following improvements have been made to the Schematic viewport:
  • Show Instance Connections - You can now view links from instances to their original objects. They are drawn
  • With a dotted connector.
  • Show Connected Nodes - You can now isolate a nodal network based on the selection of a single node. With
  • An item selected, all other nodes not connected to that node are hidden.
  • Elbow Node - This node helps you organize the Schematic by reducing the number of visible and crossing
  • Links.
  • Draw Linear Link Option - You can now choose to draw Schematic links as straight lines, which are easier to
  • Read in complex networks.
  • Comment Node - You can now leave comments in the Schematic using the Comment node.
  • Backdrop Node - Backdrops allow you to group nodes into a container that can be collapsed and moved
  • Around.
  • Organized Duplication - When you duplicate nodes, their layout is now preserved in the new nodes and they
  • Are selected ready to be placed in the Schematic. You can either duplicate a node with or without its
  • Connections.
  • AVP and VR:
  • Selections Visible Through Geometry
  • Modeling in the Advanced viewport is now much easier as you can now see selections through shaded
  • Geometry in either a foreground or background layer.
  • Points Anti-aliased and Independent Point Size
  • Points are now anti-aliased in the Advanced viewport and they also respect the viewport point size options for
  • Both foreground and background mesh layers.
  • Modo VR Component Selection and Editing
  • You can now select polygons, edges, and vertices in VR, and use a set of common modeling tools.
  • File I/O:
  • Unreal Bridge
  • Improvements have been made to the Modo Bridge for the Unreal Engine. Transforms are taken care of
  • Automatically, lights and cameras are now supported, data transfer speed has been increased significantly.
  • Release Notes for Modo 12.2v1 |
  • MeshFusion:
  • Hybrid Strip Topology - Modo allows you to add skirt geometry to surface strips to allow greater control over
  • Topology around strip surfaces.
  • Fusion Instance Synchronization - You can now control Fusion Item instances. All or selected instances can
  • By updated, and the source can be updated from an instance.
  • New Corner Geometry - The mesh algorithm has been improved so the topology generated at the corners of
  • A Fusion Item is quad-based, resulting in a much smoother flow of polygons. This improves both positive and
  • Negative corners.
  • Surface Strip Command Tweaks - You can now quickly swap fusion states. Hold the Alt key to swap
  • Between Surface Strips' boolean states.
  • Modeling and Asset Creation:
  • Coplanar Falloff:
  • The new Coplanar falloff type affects faces that are located on the same plane as the selection and uses the
  • Angle between normals.
  • Depth Limitation Option for Snapping:
  • A new Depth Limitation
  • Procedural Curve Convert Tool:
  • A new procedural Curve Convert mesh operation has been added to convert selected curves to either a
  • Regular, Bezier, or B-Spline curve type.
  • Procedural Curve Offset by Mesh:
  • The Curve Offset by Mesh operation has been added, allowing you to create parallel curves for a curve, offset
  • By a separate mesh item. This mesh operation is also used for creating double stitching.
  • Procedural Hard Edges:
  • New mesh operations have been added to work with hard edges procedurally. They are Hard Edge, Hard Edge
  • Convert, and Select by Hard Edges.
  • Procedural Jitter Tool:
  • A new procedural Jitter mesh operation has been added to reposition selected items or components based on a
  • Seed number and a range value for the X, Y, and Z axes. It applies a random offset to each vertex for a more
  • Random, organic appearance.
  • Procedural Merge Meshes Polygon Types:
  • New polygon type properties have been added to the Merge Meshes tool to specify what type of polygons you
  • Wish to extract from a mesh.
  • Procedural Pack UVs Tool:
  • A new procedural Pack UVs mesh operation has been added to automate the process of organizing UV island
  • Data to fit into the desired UV space.
  • Procedural Rectangle Tool:
  • A new procedural Rectangle mesh operation has been added to straighten quadrangle selections of UVs into
  • Rectangular sections. This tool has options to automatically position and to regularize the spans into even grids.
  • Procedural Select Ring Tool:
  • A new procedural Select Ring mesh operation has been added to select all the vertices or edges at the same
  • Selection direction around the globe of the geometry.
  • Release Notes for Modo 12.2v1 |
  • Procedural UV Fit Tool:
  • A new procedural UV Fit mesh operation has been added to scale the currently-selected UV data to fill the
  • Normalized 0 to 1 UV space. This is a very useful tool for optimizing UVs.
  • Procedural UV Unwrap:
  • A new UV Unwrap mesh operation has been added, allowing you to create UV maps for meshes procedurally.
  • Procedural Vertex Set Position:
  • A new procedural Vertex Set Position mesh operation has been added, allowing you to reposition existing
  • Vertices to a specific position by specifying new coordinates.
  • Procedural Vertex Split:
  • A new Vertex Split operation has been added, allowing you to split a vertex into multiple vertices procedurally.
  • Stitching Workflow:
  • Modo now offers a quick and easy workflow to add and build stitches using the Stitch Mesh Setup command.
  • Performance Improvements:
  • Vertex Normal Performance:
  • Improvements have been made to the CPU performance when working with vertex normals. Vertex normals
  • Provide an efficient way to smooth shade a polygon mesh, giving it the appearance of a much higher poly mesh.
  • In addition, the rendering process is approximately 50% faster.
  • UI:
  • Bounding Box Threshold:
  • A Bounding Box Threshold option has been added to the OpenGL Display Preferences. It allows you to draw
  • Items as bounding boxes above a specified GL polygon count, when the scene is rotated, panned, or zoomed in
  • The viewport. This makes working with large scenes easier by eliminating delay in the viewport.
  • Release Notes for Modo 12.2v1 |
  • Clip Choice and Preset Browser Improvements:
  • Improvements have been made to the Clip choice and the Preset Browser to make them faster, more visually
  • Consistent, and easier to navigate. Thumbnails are now saved as part of the Dir cache when using Clip Choice.
  • Form Workbenches:
  • Workbenches are areas of the UI where tools, commands, scripts, presets, kits, channels, and macros can be
  • Grouped and organized. You can also make any form in Modo editable directly in the UI.
  • Item Notes:
  • A Notes section has been added to the Item Properties. The description and comments added here are
  • Displayed as tooltips in both the Items list and the 3D viewport. The Items list can now be filtered based on the
  • Notes associated with items.
  • Modo Markup:
  • Modo's text markup feature that allows you to add formatting to tooltips.
  • UVing:
  • Transfer UV Positions
  • The Edit UVs Transfer UV positions option has been improved. In our prior versions, transferring UVs from
  • One object to another identical object, you could only transfer one UV island at a time even if the object was
  • Continuous. Now the tool transfers all UVs of connecting polygons to the destination.
  • UV Box Transform Tool:
  • New Gaps and Gaps By Pixel options have been added to the UV Box Transform direct modeling tool to allow
  • You to add pixel border padding to your UV islands. You can manipulate the size of the gaps by using the box
  • Handles in the UV viewport.
  • Rendering:
  • NVIDIA® OptiX™ Denoiser
  • You can now use NVIDIA's OptiX Denoiser for denoising render outputs on supported systems (Windows and
  • Linux systems running NVIDIA GPUs).
  • Release Notes for Modo 12.2v1 |
  • 3D Viewport Improvements
  • Display Subdivision Weight:
  • Modo now displays the weights of Subdivision weight maps the same way as regular weight maps when the
  • Show Weightmap option is enabled in the 3D viewport settings.
  • Show Locked Mesh Items:
  • You can now see locked mesh items easily in the 3D viewport. By default, the new preference Show Locked
  • Mesh Items option is enabled. Selected vertices, edges, or polygons on a mesh item are displayed in a
  • Specified color. When loop selecting or using other selection methods, locked elements are not selected.
  • Changing the color of the locked elements, is done in the Systems > Preferences > Display > Color >
  • PSUB Mask settings.

New in MODO 12.1v1 Build 504533 (Jun 21, 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 12.0v1 Build 492947 (Mar 28, 2018)

  • glTF 2.0 Export to Facebook:
  • Developed in conjunction with Facebook's new ‘3D Posts’ functionality, artists can now create 3D objects in Modo and then share them on the Facebook News Feed. Facebook users can then grab, spin and interact with the objects to look at them from all angles. This technology presents artists with a unique opportunity to create more engaging and compelling content, whilst offering users the opportunity to enjoy interactive 3D experiences on Facebook.
  • Mesh Paint Refinements:
  • Modo's Mesh Paint tool has been brought up-to-date and enhanced, allowing you to quickly bash out models and environments faster than ever before. With the ability to now paint random presets, you can utilize asset libraries in new and exciting ways, and the new array paint modes give you greater control when painting more ordered collections of objects.
  • MeshFusion Surface Strips:
  • MeshFusion is significantly enhanced with Surface Strips, an innovative new feature that works by allowing the creation of strip geometry or topology that lies flush on any Fusion Item surface. This provides a wide range of opportunities for Post-Fusion modeling with either Procedural operations or direct modeling of the Fusion Output Mesh. The most obvious examples are channels and ridges along arbitrary paths — but the range of applications is much much wider, allowing artists to explore iterations more creatively than ever before.
  • Modeling and Design Creation Enhancements:
  • The Jitter tool has new options to randomize the position, scale and rotation of connected geometry within a single Item. It also works with connected selections, allowing you to quickly add subtle realism in situations where previously it would have been difficult. It’s now possible to model even faster in a single 3D viewport by moving objects towards you and away from you without having to interact directly with any transform handles. And a new tool handle has been added to the Vertex Slide tool, giving you greater control when tweaking the position of vertices in a mesh.
  • New Procedural Mesh Operations:
  • A Triangulate MeshOp has been added, which lets you export triangulated models in a non- destructive manner. The Merge Mesh operator can now read replicator items as geometry inputs, allowing replicated geometry to be manipulated using procedural modeling tools, and providing an easy way to convert a replicator item into a single mesh item for export. It’s now possible to modulate the shape of an Item Falloff via the Mini Graph Editor, allowing for a much wider array of falloff effects when rigging or procedural modelling. The new Falloff Operator lets you drive Mesh Operation Falloffs via a range of scene and geometric parameters.
  • Cloud Assets and Foundry Share Site:
  • Creating, sharing and downloading preset assets has been improved. Cloud Assets can now be dragged and dropped into the item tree or directly into the Modo viewport. Just want to download the assets and not apply them to your scene? Use the new download badge that appears in the upper left of the preset thumbnail. The process of preset creation has also been significantly streamlined. It’s now possible to create any preset type by simply dragging from it's location in the UI into any preset browser.
  • UV Tools and Workflow Refinements:
  • Modo's fast and nimble workflows continue to be refined, with UI optimization and new toolbar menu options making it easier to manage 3rd party Modo Add-ons. The Modo Modes toolbar has been re-organized for more consistency, with a number of modes now having improved workflows, vastly reducing the number of clicks involved in a standard Modo modelling session, while the UV viewport has new buttons to give easy access to a range of common display options. The Fit UVs command has new Gaps options to set border padding. Also, it’s now easier to align multiple UV selections in one go.
  • The Hatchet Collection:
  • Modo 12.0 comes with a selection of python scripts from the popular Hatchet Collection, enhancing core functionality in Modo and making asset creation even more efficient. There's a wide variety of tools to convert curve types, offset curves, select random, and much more.
  • Advanced Viewport GPU Acceleration:
  • The Advanced Viewport in Modo now uses Multi Sample Anti-Aliasing (MSAA) GPU hardware to speed up anti-aliased rendering. This is a faster, rough and ready version of an also-available Supersampling method. The new GPU powered Anisotropic texture filtering provides superior viewport texture quality in virtually all cases, at the slight expense of performance.
  • Rendering and Shading Improvements:
  • Providing a much more flexible way of rendering specific frames, a new frame range channel has been added that controls which frames are to be rendered during animation rendering. The new glTF Material Shader allows for complete WYSIWYG between Modo's native renderer, the advanced viewport, and any other application that supports the glTF shading model. A Shading Model drop-down has also been added that includes both PBR & Unlit settings.

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
  • Thefollowing improvements havebeen madeto theCurveand Bezier tools: • AutoCurve Edit- When selecting acurve, thecorresponding curveediting tool nowautomatically activates, allowing you to immediatelystartediting thecurve. • Zero-weightBezier Tangents- You can createsharp corners on Bezier curves byclicking in the viewport(as opposed to clicking and dragging to createasmooth control point). • RoundCorner Tool- Whileediting Bezier curves, sharp corners nowhaveawidgetyou can drag to add arounded corner. • Bezier Tool:Preserve Broken TangentsbyDefault- You can editthetangenthandles of aBezier curve's control pointindependently. • Close Curve byClickingon FirstControlPoint- Right-clicking on thefirstcontrol pointwhile creating anewcurvecloses itinto aloop.
  • FileI/O
  • RedirectingContent
  • Thecontentlocation can nowbecontrolled bytheconfig system, making iteasier to changewhere thecontentis located. You can setthis in Preferences>Defaults>Application >ContentLocation.
  • MeshFusion
  • CompoundTrimViewportUI
  • TheSchematic-freesystem utilizes Compound Trims. Theyaresimpleassemblies created and destroyed on theflyas you add Trim geometryconsisting of multiplemeshes.
  • DeferredUpdates
  • TheFusion item nowhas aDeferredUpdatescheckbox. When enabled, theFusion item doesn't updateto reflectchanges to theinputgeometryuntil you releasethemousebutton. This allows you to editverycomplex setups with reasonableperformance.
  • FusionLegacyModelConversion
  • Previous Fusion models (Schematic or Item Liststructureused for 3D-TreeFusions)can beconverted to thenewFlatSchematic Treeused bytheSchematic-freesystem. Legacy Fusion models still load and displayproperly, conversion is onlyrequired for further editing.
  • SourceMeshN-gonSupport
  • MeshFusion nowsupports n-gons in sourcemeshes.
  • SupportStandardTransformsofFusionItem
  • You can nowusethestandard Modo transforms to move, rotate, and scaleyour Fusion Item.
  • FusionTab
  • MeshFusion's toolbar has been updated with newfunctionality. Additionally, drag-and-drop functionalityhas been added.
  • WireframeDrawingofMeshFusionInputItems
  • MeshFusion inputitems arenowdrawn in wireframemode. This improves clarityin theviewport, and means MeshFusion no longer creates or requires custom shaders or groups.
  • ProceduralModeling
  • AssemblyAliases
  • Assemblies can becollapsed into asingleAssemblyAlias item. This allows moretechnical artists to createassemblies thatareeasier to usefor others and makes thesceneappear tidier.
  • DuplicatingGeometry
  • Thefollowing procedural mesh operations havebeen added to Modo: • Array • Clone • Mirror • Radial Array • Radial Sweep • Scatter Clone • Symmetrize
  • SliceTools
  • Thefollowing procedural mesh operations havebeen added to Modo: • Axis Drill • Axis Slice • Boolean • Slice • Solid Drill
  • SurfaceSupportforMergeMeshes
  • TheMergeMeshes operation has been extended to acceptanyitem with geometryin it, including MeshFusion items, procedural items, such as theGear and Rock items, VDBVoxel meshes, theoutput from Fabric canvas graphs, and so on.
  • SelectionModifiers
  • Thefollowing procedural selection modifiers havebeen added to modifyexisting selections:
  • • BoundaryEdges- Converts apolygonal selection into an edgeselection byusing theboundaryof thepolygon selection to determinetheedges to select. • Grow/Shrink- Grows and shrinks theselection. • Invert- Inverts selection operations.
  • In addition, selections haveblend modes thatspecifyhowmultipleselections arecombined.
  • Rendering
  • MeshLights
  • Anewlighttype- Mesh Light- has been added. This newlighttypeallows you to chooseasingle mesh item in thesceneand useitas theshapeof thelight.
  • SamplingSettings
  • Reflection, refraction, and subsurfacescattering (SSS)samplesettings havebeen moved from the individual materials to aglobal control on theRender item. If theglobal setting is 0, thelocal control on thematerials is still used. Additionally, thereis aqualitymultiplier on theindividual materials if you wantto havedifferentqualitylevels on differentmaterials.
  • PreviewLock
  • AnewLockbutton has been added to thePreviewwindow. When enabled, itcompletelylocks Modo, preventing you from accidentallyrestarting preview. Secondly, itoverrides all thequalitysettings to makesurethateverything is setup correctlyfor final framerendering.
  • This makes itmuch easier to usepreviewfor final framerendering for stills.
  • RoundedEdges
  • Two newproperties havebeen added to theMaterial item properties: • RoundedEdge Width - AnewShader Tree effectthatallows thewidths of rounded edges to be controlled byimagemaps, procedural textures, or gradients. Thevalueof atextureusing this effect acts as amultiplier on theedgewidth specified in thematerial properties. • RoundedEdge Angle - Anewmaterial channel thatcontrols which edges should appear rounded based on howsharp theyare. An edgeappears rounded if thesurfacenormals of theadjoining polygons varybymorethan theRoundedEdge Angle setting. Thedefaultvalueis 40degrees, same as thedefaultSmoothingAngle. Lowering thesetting to 0causes all edges to appear rounded.
  • SimplerControlsinRenderWindow
  • TheImage ProcessingandCompare, Region, and Optionstabs in theRender Windowhavebeen tidied up and simplified.
  • Topology
  • AutomaticRetopology
  • Anewcommand has been added thatgenerates newmesh items from theselected items. Thenew mesh is produced according to an automatic retopologyalgorithm thataims to outputaclean mesh with good topologyatadensityyou specify. Thedensitycan becontrolled byWeightMaps or bythe inputdensityand themesh flowcan becontrolled byedgeselection sets or bysketching guidecurves on thesurface. For moreinformation aboutsketching guidecurves, seeRetopo Guides.
  • Theautomatic retopologyimplementation converts amesh into amesh madeup of all 3-, 4-, and 5pointpolygons of auniform size. To determinethis polygon size, itlooks atthenumber of polygons you requestin theoutput, and divides thesurfaceof theareabythatnumber. As aresult, thetarget polygon number, either as anumber or apercent, is onlyapproximate. An option to applya subdivision to themesh to producepurequads is also available.
  • Theretopologyalgorithm can detectsharp edges in theinputmesh and preservethem bylooking for faces thatmeetatan anglegreater than thecreaseangleyou specify. Although theprocess is automatic, you can guidetheresults using standard Modo mesh attributes, liketheRetopoDensity weightmap, or theRetopoEdgeLock and RetopoFlowedgeselection sets.
  • Detriangulate
  • TheDetriangulatetool removes diagonal edges. Itallows you to control flatness thresholds and to specifyoneor mores edges to actas guides for wherethequads are.
  • RetopoGuides
  • This tool allows you to sketch curves (polylines)on asurfacethataresetup as either position or edge flowguides for automatic retopology. Thecurves aretagged with thespecial selection setnamethat theautoretopo command looks for, and theyhaveavertex normal map with normals taken from the surface. Theseareboth necessaryelements for autoretopo.
  • You can activatethetool byclicking on theRetopoGuidesbutton in theTopologylayoutunder the Toolssub-tab.
  • AutomaticComponentSelection
  • In AutoSelectmode, Modo automaticallyswitches between Vertex, Edge, and Polygon selection mode, depending on whattypeof componentyou click on.
  • Enable/DisableCameraImages
  • You can nowenableand disableforeground and background images in theCameraitem's properties.
  • FadingGrid
  • Thegrid nowfades outaround thecorners, providing asenseof depth and distance. Red and blue color highlights for theXand Ycenter axis can also beenabled to help keep your orientation.
  • ItemModeWireframeandSelectionDrawing
  • Selected items nowalways drawtheir wireframe, even if wireframedisplayis disabled. Optionally, the item selection can bedrawn with asolid fill instead.
  • ItemWorkPlanes
  • To makealigning theWork Planeto items easier, you can nowright-click on an item in the3D viewportand align theWork Planeto thatitem.
  • MorphedMeshDrawing
  • Morph maps can bedrawn as acage, with various drawing styles, with vectors drawn as line segments from thebasemesh to themorph mesh, and with color and opacitysettings for themorph cage.
  • PrimitiveToolHandle
  • Additional controls havebeen added for theinteractivetools. Thetool handles can noweither adjust around alocked central location, or lock theoppositesideto thegrabbed handle, making them easier to use.
  • ProficiencySwitchinginForms
  • Panels thatcontain controls with differentproficiencylevels nowshowLessand More buttons atthe bottom of theview, allowing you to displayfewer or morecontrols.
  • VertexDrawingOptions
  • Vertices arenowautomaticallyvisiblein Vertex mode, butnototherwise. Theycan still beexplicitly enabled in other componentmodes.
  • WorkPlaneAligntoScreen
  • An option to align thework Planeto thePerspective viewhas been added to makecertain modeling tasks easier, such as drawing curves using Sketch.
  • WorkPlaneBookmarks
  • Work Planebookmarks can nowbeassigned to polygons and re-used later on. This is useful to store construction planes in thegeometryitself. Work PlaneBookmarks work in awaythatis verysimilar to selection sets. Differentbookmarks can besaved for each of your scenes.
  • WorkPlaneVisibilityOptions
  • Newviewportvisibilityoptions havebeen added to providemorecontrol over themain grid and the Work Plane.
  • Miscellaneous
  • CopyTransforms
  • Theitem.copyTransformscommand has been added, which copies transforms from oneitem to another. Unliketheitem.align command, this newcommand copies all animation and rigging as well.
  • MaximumEnvironmentResolution
  • Anewpreferencefor environmentresolution has been added to theDisplayPreferences. Reducing theresolution increases performancewhen editing theenvironment.
  • NumericControlColorCorrection
  • Numeric control color correction applies color correction to thenumeric values displayed in color fields. For example, this allows you to copyand pastethehex codefor acolor from Photoshop into Modo and havethecolors match. Previously, Modo supported color correction for thedrawn representation of acolor in theUI butthenumeric values werealways drawn in linear space.
  • ParticleIDChannel
  • Locator items nowhaveaParticle ID channel thatcan beused to drivetheParticleID assigned to rendered surfaces. You can setthis valuemanuallyor driveitbyarig and then feed itto Shaders. This is mostlyuseful for Gradients and TextureSwitch.
  • SimulationModifiers
  • Simulation Modifiers provideways to control animated behaviors based on settriggers.
  • StringEncodeModifier
  • This is asimplechannel modifier for turning anumerical valueinto atextstring with optional decimal precision and leading zeroes.
  • FeatureEnhancements • UI: Therewas no keyboard shortcutto quicklyopen popovers and to match snapping and symmetry. • BUG ID 14167- Paintlayout:  You can nowundo your settings for Image SetResolution. • BUG ID 26856- Render layout: ARoundedEdge Width has been added as atextureeffectin the Shader Tree. • BUG ID 31383- Render layout: ARoundedEdge Angle channel has been added to theadvanced Material item to control which edges should havetherounding effectapplied (expressed as the minimum anglebetween thesurfacenormals of theadjoining polygons). Thedefaultvalueof 40 degrees matches thedefaultSmoothingAngle. • BUG ID 31747- OnlineHelp: Thedocumentation has been updated for EnvironmentPresets, highlighting thefactthatfull lighting setups can bestored. • BUG ID 32703- Item List: Item filter selection bycolor has been added. • BUG ID 47652- Volumes: TheVDBVoxel item has been added to theschematic's Add>Volumes menu. • BUG ID 50877- Procedurals: Theabilityto applyCurveFill to pavein axis other than theZaxis has been added. • BUG ID 51256- Procedurals: To improveperformance, Mesh Ops areno longer evaluated in the Setup layoutand in Setup mode. • BUG ID 51262- GL: Color has been improved in theviewports. • BUG ID 52354- FileOutputFBX: Added functionalityfor exporting replicators with multiple prototypes. • BUG ID 52422- Item List: ItemList>Filter Items>ByColor dropdown options nowmatches the options in theItem Listright-click contextmenu. • BUG ID 52463- Model layout: Thecommand select.allhas been added to modo_cl. • BUG ID 52452- UI: TheVDBVoxel option has been added to theSchematic PresetBrowser. • BUG ID 52455- Procedurals: TheEnable option has been added to theCurveRebuild operation Properties. • BUG ID 52491- UI: TheMesh Operationslistis nowconsistentbetween layouts. • BUG ID 52650- Shader Tree: TheAssign Materialcommand has been updated to displayamaterial typedropdown menu when apre-existing material group is selected. • BUG ID 52651- Shader Tree: Selecting an existing Unityor Unreal material in theAssign Material dropdown menu nowupdates theproperties in thedialog. • BUG ID 53058- Particles: Springand Viscosityproperties havebeen added for Dynamic Fluid.
  • • BUG ID 53073- Shader Tree: NormalMapBlendmodehas been added to stack normal maps correctly. • BUG ID 53117- Performance: In theAdvancedviewport, theminimum GPU RAMspecification has been increased from 512MB to 1GB. • BUG ID 53432- UI: Tooltips has been added to Preview.
  • BugFixes • Deformers: Selection drawing wasn'tdisabled when scrubbing or playing animations. • FileOutput: TheUnreal exportdidn'twork as expected. • Therewas no progress confirmation when re-exporting or overwriting unchanged imagefiles. • Theimagemap names weremissing for warning/handling of non-alphanumeric characters. • Thefilenames weremissing for warning/handling of non-alphanumeric characters. • Filenames for images used in theclip viewwerenotcaptured. • ExportSubstancetextures was notsupported. • FileOutput(GameExport): Thelatestversion of theUnreal Modo Material Importer was not supported. • FileOutput: UV Distortion Maps werenotfiltered outfrom .fbxfiles when exported. • Network Rendering: Rendering with Use NetworkNodesOnlyenabled caused Modo to crash. • Preview: Therewereno notification if all buckets had been processed atleastoncein Preview Animation. • Render: Occlusion-based edgerounding was skipped entirelyfor indirectrays. • Render: Render performancewas slowgenerating scenes using indirectrays. • BUG ID 29134- Shader Tree: Duplicating anested layer mask created anested layer mask in the group mask. • BUG ID 30312- Model layout:  With Symmetryon, axis transform handles weredrawn in thewrong transformation. For example, theYaxis moved in theXdirection and theXaxis moved in theZ direction. • BUG ID 30417- Render layout: Moving points on acurvebrokecontinuous implicitUV textures. • BUG ID 36363- Shader Tree: Duplicating or copying an instancein theShader Tree setits effect incorrectly. • BUG ID 36881- Presets: Selecting amaterial mask, then double-clicking to add presets, loaded them incorrectly. • BUG ID 37318- Model layout: Undoing theworkPlane.fitGeometryand workPlane.fitSelect commands did notwork correctly. • BUG ID 38613- Sculptlayout: Image-based sculpting sometimes brokemeshes along polygon borders.
  • BUG ID 40167- Animation layout: Pivotsnapping did notwork in Skeleton Editmode. • BUG ID 41021- Render layout: Using theShadow Densityrender outputresulted in high render times. • BUG ID 41326- Deformers: WrapDeformer did notrespond to deformations on thewrap mesh. • BUG ID 41743- FileOutput: When exporting Alembic formatdatafiles, unitdistances werenot preserved. • BUG ID 42163- Shader Tree: Blending between two masks (material presets), and altering the properties of thetopmostmask, did notblend results correctly. • BUG ID 42391- Dynamics: Closed polylines weresimulated as if opened. • BUG ID 43736- FileInput: Importing Alembic formatdatafiles changed thesceneto 24fps. • BUG ID 44616- FileOutput: When using ExportSelectedLayers, Modo crashed exporting layers to separatefiles. • BUG ID 44732- Preview: Autofocus (Ctrl/Cmd+F)did notwork in full-resolution mode. • BUG ID 45172- GL: Performance- Zooming in and out, with themousein adensescene, sometimes caused alag. • BUG ID 45847- Volumes: VDBVoxel motion blur didn'torientproperly. • BUG ID 46732- FileInput: Vertex maps withoutanamecould notbeselected. • BUG ID 46781- UI: Dragging therender cameralabel sometimes caused Modo to crash. • BUG ID 47134- Network Rendering: If thelastframewas rendered on aslavesystem, theRender windowdidn'tshowit. • BUG ID 47230- FileOutput: Exportof Alembic formatdatafiles failed dueto acustom channel called inherit. • BUG ID 47636- FileOutput: Exportof Alembic formatdatafiles failed to includeUser channels. • BUG ID 47909- UI: Editing theWork Planemadeitvisible, even when its visibilitywas disabled. • BUG ID 47916- FileOutput: Exportof Alembic formatdatafiles failed if thesceneFPS was notset. • BUG ID 48187- Dynamics: Compound Rigid BodyGluedid notwork. • BUG ID 48495- FileOutput: Exporting unsupported facetypes in Alembic formatdatafiles caused Modo to crash. • BUG ID 48630- UI: Thecommand querybutton worked as atogglein mostforms butnotin Pie menus. • BUG ID 48669- UI Linux only: Meshfusion objectsetto AirtightFinalcrashed Modo when Dup& ConverttoMesh was applied. • BUG ID 48724- Preview: Amaximized Previewfailed to updatekeyed color changes when switching frames. • BUG ID 48793- Animation layout: Animation Baking did notwork with Dynamic Parenting. • BUG ID 48952- Performance: Working on FBXscenes or objects which wereimported with high values for scaling causes extremeGUI lags.
  • BUG ID 49304- UI Linux only: Selecting None for thecamera's background imagecaused Modo to crash. • BUG ID 49440- UI Mac: Targetfilenames werenotdisplayed in themissingfiledialog. • BUG ID 49810- GL: In theAdvancedviewport, anegativescaleof an objectdisplayed as flipped polygons. • BUG ID 49857- Deformers: Latticedeformation smoothing was incorrect. • BUG ID 50208- Shader Tree: Using aprocedural material as aLayer Mask rendered incorrectlyuntil disabling and re-enabling thelayer aboveit. • BUG ID 50412- Schematic: Assemblyvalues werenotsaved and reloaded with specific scenes. • BUG ID 50459- UI Linux: Popover windows did notdisplaywhen activated. • BUG ID 50601- FileInput: Importing .objfiles with thematerial Diffuse setto 0%, produced black textures. • BUG ID 50623- Volumes: Previewdidn'trespond to featureparameter changes madeto VDBVoxel items. • BUG ID 50629- GL: Changing thePreference >Color Management>Change DefaultView Colorspace setting with theAdvancedviewportactivecaused Modo to crash. • BUG ID 50634- Preview: Editing thematerial of an invisibleitem madeitvisible. • BUG ID 50657- Procedurals: Translating procedural meshes was slow. • BUG ID 50684- Deformers: TheLatticedeformer did notwork correctlyin somecases. • BUG ID 50789- GL: In theAdvancedviewport, Screen SpaceAmbientOcclusion (SSAO)caused a memoryleak. • BUG ID 50802- Volumes: Blobs didn'trender in Previewwith aParticleSourceand Orthographic Camera. • BUG ID 51015- UI: Shift+right-clicking 3D Selection Adddid notwork, butAlt+right-clicking did, when in Mayanavigation remapping. • BUG ID 51021- Model layout: TheTexttool's Fontmenu onlydisplayed thefirstmember of font families. • BUG ID 51174- GL: When started in Playmode, therewas no indication thatPlaymodewas active. • BUG ID 51292- Model layout: Using theBevel or Insettool caused shading issues for all polygons thathad holding edges for holes. • BUG ID 51298- FileInput: Modo either crashed or displayed theerror messageScene load unsuccessfulwhen importing aspecific Alembic formatdatafile. • BUG ID 51332- Model layout: MakeCurveFill didn'twork as expected. • BUG ID 51397- Render layout: Round EdgeShader didn'twork in certain situations. • BUG ID 51401- Render layout: Loading a.pngfileinto theRender Windowdid notwork as expected. • BUG ID 51424- Fusion: Alt+N and Alt+M produced errors when anon-Fusion item was selected.
  • BUG ID 51443- GL: TheEnvironmentMap was flipped in Advancedviewportorthographic views. • BUG ID 51450- Model layout: TheMeshFusion trim tool produced unexpected results and displayed jagged edges wherethemesh quads werecutoff. • BUG ID 51452- Model layout: TheMeshFusion trim tool displayed jagged edges. • BUG ID 51513- Animation layout: TheCameraMatching Linelength control wasn'taccurateand did notmatch thegeometryto an image. • BUG ID 51529- GL: Environmentreflection did notwork correctlyin orthogonal viewports. • BUG ID 51554- GL: TheAdvancedviewportroughness did notmatch Modo's render with Imagebased lighting (IBL). • BUG ID 51686- Model layout: Drawing acurvein thebasemesh in theprocedural with Merge Meshes and Polygon Reduceoperations caused Modo to crash. • BUG ID 51695- Render layout: Baking aUDIMbakeitem with save outputfor .pngformats created corrupted saved images. • BUG ID 51772- GL: TheDefaultand Orthographic views of theModellayoutdisplayed artifacts. • BUG ID 51809- Schematic: Closing asceneafter using select.linkwith no arguments caused Modo to crash. • BUG ID 51865- Model layout: Procedural tool handles sometimes severelyaffected viewport performance. • BUG ID 51957- GL: Using aGL background with Gradientsetin an Orthographic viewlooked incorrect. • BUG ID 52068- Dynamics: Mesh Shatter sourcemodecreated shards incorrectly. • BUG ID 52081- Particles: ParticleModifiers using amesh as an inputPointSourcechanged the particlecolor to black. • BUG ID 52240- Render layout: TextureReplicators did notwork correctlyon vertical surfaces. • BUG ID 52246- Model layout: ThePolygon Extrudemesh operation onlyworked when theaxis was setto none. • BUG ID 52247- Shader Tree: TheParticleID listdisplayed Material IDs. • BUG ID 52249- FileInput: Using theImage tab Addbutton to makeanewimagegroup failed. • BUG ID 52258- Sculpting layout: Cutting and pasting partof amulti-resolution sculptmesh removed sculpting on thepartof themesh thatwas notcut. • BUG ID 52290- UI: Environmentimages didn'tappear in theImagestab when loading scenes with thoseclips parented. • BUG ID 52297- Scripting: TheNEXUS_SCRIPTS environmentvariabledid notchangethelocation for implicitscripts run with @. • BUG ID 52320- Preview: Volumeitems did notdisplaythealphaoutputin Preview. • BUG ID 52321- Sculpting layout: Unsupported falloff inputoptions remained in theSculptModifiers menu.
  • BUG ID 52325- Model layout: Copying and pasting aclosed curvecaused thepasted curveitem to haveasharp start/end point. • BUG ID 52334- Mesh Types: Using thepoly.convertcommand on curves produced unexpected results. • BUG ID 52364- Model layout: TheExtrudeand Bevel mesh operations sometimes caused Modo to becomeunresponsivewhen used on afrozen Textitem. • BUG ID 52381- Previewdid notupdated correctlywhen visibilitychanged on an Item Shader. • BUG ID 52389- Preview: Deleting aCel Edges material whilePreviewwas running caused Modo to crash. • BUG ID 52399- Model layout: After having aFreezemesh operation in thestack, anychangeto the Subdivision Level of thebasemesh didn'tupdateuntil you disabled and re-enabled theFreezemesh operation. • BUG ID 52403- Shader Tree: Deleting aShader mask caused Modo to crash or become unresponsive. • BUG ID 52407- Preview: Changing theconvergenceslider relaunched Preview. • BUG ID 52411- Model layout: TheRadial ArrayMerge Verticesoption onlymerged vertices with the sourcegeometry. • BUG ID 52415- Render layout: Bump maps couldn'tbebaked from amesh. • BUG ID 52423- Model layout: Freezing subdivisions to quads with theFreezemesh operation did notupdatewhen changing subdivision level on themesh. • BUG ID 52442- Model layout: TheTubetool sometimes crashed if you tried to selectanon-existent presetbyusing ascriptor command. • BUG ID 52445- Procedurals: Ascenecontaining ahidden procedural mesh took along timeto open. • BUG ID 52470- Model layout: Modo becameunresponsivewhen adding aPolygon Bevel Mesh Operation to aspecific item. • BUG ID 52480- GL: After disabling GL visibilityperformancecheckboxes with theAdvanced viewportactiveModo crashed. • BUG ID 52484- Preview: When changing theRender CurveStartvaluewhilerunning PreviewModo crashed. • BUG ID 52487- Deformers: TheAddItembuttons in theMesh Operationslistand in theItemList displayed thesamename. • BUG ID 52488- Deformers: TheAddItemlistin theMesh Operationslistand in theSchematic viewportdisplayed as Proceduralin themenu. • BUG ID 52490- UI: Somedeformers had no buttons in theSetuplayouttoolbar. • BUG ID 52498- Animation: Acustomer projectwas performing significantlyslower in Modo 10.1 than in Modo 10.0. • BUG ID 52500- UI: No Applybutton was displayed in theEdgeSlidetool properties.
  • • BUG ID 52503- Scripting: Using acommand alias for mesh cleanup caused Modo to crash. • BUG ID 52515- Model layout: Running theMesh Cleanup or MergeVertices commands on specific meshes caused Modo to crash. • BUG ID 52528- Render layout: When rendering aspecific sceneafter deleting theB-splineWeight Map Modo crashed. • BUG ID 52539- Model layout: Deleting aWeightMap with transparentmaterials caused Modo to crash. • BUG ID 52553- Render layout: When using standard scenelights with negativeintensityvalues, a clipped patch of black was displayed. • BUG ID 52556- UI: Somearealightflags weredisabled butwerestill needed if thefalloff typewas changed. • BUG ID 52563- Shader Tree: Two TextureLocators werecreated when Final Color outputwas defined using theBakeWizard. • BUG ID 52567- Deformers: TheDeformer Listshowed graphs ordered in theoppositeorder to the Schematic. • BUG ID 52582- Render: TheRender OutputBakeitem didn'tsaveto an outputdirectorydriven bya String Constantnode. • BUG ID 52583- Render layout: Render failures occurred using Bakeitems. • BUG ID 52584- Preview: Adjusting Occlusion Texturecachesettings with Previewrunning caused Modo to crash. • BUG ID 52585- Model layout: Copying procedural items from onesceneto another didn'twork. • BUG ID 52586- Model layout: TheProcedural LatticeEffector crashed when scaling latticepoints. • BUG ID 52599- Deformers: Polygon rollover highlighting was incorrectfor deformed meshes. • BUG ID 52610- UI: Texturefalloff XYZwas onlyvisiblewhen theLocator was selected. • BUG ID 52621- Scripting: Trying to removean item when thevaluewas setto None (scene.removeItems(None))caused Modo to crash. • BUG ID 52633- Shader Tree: TextureReplicators did notalign to particles. • BUG ID 52644- Volumes: Navigating Previewwith VDBVoxel items was much slower in Modo 10.1v2. • BUG ID 52645- Model layout: TheRight-click Lasso selected morethan expected. • BUG ID 52656- Model layout:  UV datawas lostwhen freezing aprocedural item. • BUG ID 52660- Model layout: modo_clcrashed when running thepoly.freeze command on curves with Tessellation setto false. • BUG ID 52665- Model layout: Newmaterials werenotcreated when copying and pasting polygons into anewscene. • BUG ID 52668- Preview: Right-clicking in Previewshowed item masks multipletimes. • BUG ID 52688- UI: Profilenames in thePresetBrowser displayed thefilepath instead of thename.
  • BUG ID 52701- Animation: TheCommandRegion command entryfield displayed thecommand name, notthecommand. • BUG ID 52709- FileInput: Loading ascenewith acorrupt.pngimagecaused Modo to crash. • BUG ID 52748- Particles: When using aUV Constraintin aParticleSimulation Modo crashed. • BUG ID 52786- Item List: Mesh item visibilitycouldn'tbeenabled in Elementmode. • BUG ID 52793- Paintlayout: Flipping imageinks created repeats, even if Repeatwas disabled. • BUG ID 52814- GL: Polygon selection onlyworked on selected items. • BUG ID 52826- Procedurals: Selecting thebasemesh and adding an operator placed itin thewrong location in thestack, instead of immediatelyabovethebasemesh. • BUG ID 52830- Model: Right-clicking on selected edges after beveling caused Modo to crash. • BUG ID 52857- Shader: TreeUV mapping was notworking correctlywith theTextureSwitch node. • BUG ID 52858- Shader Tree: Modo allowed ParticleIDs to be1.0(previously, anyID >=1was setto 0)for theTextureSwitch node. Itadded theusernamefor theParticleID channel. • BUG ID 52860- Content: Closing ascenewith aSLIK2Studio presetin itcaused Modo to crash. • BUG ID 52889- UV: Using Bevel with Insetand MakeUVs Connected broketheUVs. • BUG ID 52893- UV: Copying and pasting from theUV lists tab sometimes brokeUVs. • BUG ID 52899- Procedurals: Newmesh operations werealways added to thetop of theMesh Operationslist. • BUG ID 52940- Deformers: Latticepoints setup with Item Influencecrashed when used as a Replicator prototype. • BUG ID 52969- Deformers: Tools werenotrespecting theEnable Deformersoption setting in the viewport. • BUG ID 53131- Procedurals: ThePath Generator tool operation flipped polygons. • BUG ID 53134- Shader Tree: Dragging and dropping an item into anewscenereordered all associated shaders. • BUG ID 53137- Preview: Replicators could notbedeselected. • BUG ID 53172- FileImport: Loading an .fbxfilewith auser-defined channel namecaused Modo to crash. • BUG ID 53194- Network Rendering: Imageprocessing was notpossibleand dummythumbnail images weregenerated for offloaded (slave-only)renders after the10th render. • BUG ID 53207- FileOutput: Saving Substanceimages sometimes caused Modo to crash. • BUG ID 53219- Schematic: When dragging materials from onefileto theother, all schematic links werelost. • BUG ID 53229- UI: TheTimeOffsetTypechannel had adropdown menu with incorrectentries. • BUG ID 53248- FileOutput: Alembic formatdatafiles crashed or hung when exporting aprocedural mesh with aBevel mesh operation. • BUG ID 53457- UV: Selecting thenextloop on aUV map caused Modo to crash.

New in MODO 10.1v2 Build 120147 (Jul 26, 2016)

  • FEATURE ENHANCEMENTS:
  • AType option has been added to thePolygon SetMaterialdialog, which allows you to createa Unityor Unreal material bypressing M on thekeyboard with polygons selected.
  • Ghosted mesh drawing has been improved in non-Advanced viewports.
  • BUG ID 49006- Performance of geometrysnapping has been improved.
  • BUG FIXES:
  • TheAdvancedviewporthad memoryleak and possiblecross-viewportmode(Default/Advanced) updateissues with tangentbases.
  • Environmentreflections wereincorrectin theDefaultviewport.
  • Help: Gametools had no context-sensitivehelp.
  • Newly-created layouts werestarred in theSwitcher Bar. Ellipses weren'tdisplayed on pop-up faces for forms and non-forms pop-ups.
  • BUG ID 32045- Replicated references losttexturing.
  • BUG ID 36640- Thetexturedidn'tupdateafter aWeightMap was renamed
  • BUG ID 41458- Deleting an instanceof aShader Tree material with alayer mask as achild also deleted thechild in theoriginal group.
  • BUG ID 46260- TheAdvancedviewportdidn'tdisplayparticleclouds and particleemitters.
  • BUG ID 47551- Modo sometimes becameunresponsivewhen changing settings in ascenewith volumetric particles.
  • BUG ID 48237- TheAdvancedviewportdisplayed transparencyincorrectlyon RGBAimages in fast mode.
  • BUG ID 48348- Artifacts occurred when saving unpremultiplied layered images.
  • BUG ID 48413- Mac OS Xonly: Pressing Cancelon asavedialog resulting from an external application quitsignal (such as right-clicking on Modo in thedock and selecting quit)still caused Modo to quit.
  • BUG ID 48674- TheNozzlebrush tip's Jitter Spacingoption was notworking.
  • BUG ID 48681- In Preview, progressivesavedid notwork with multiplerender outputs.
  • BUG ID 48731- In theAdvancedviewport, textures weredisplayed as transparentwhen theEffect was setto RGBA.
  • BUG ID 48978- Somememoryallocations werenotfreed until theend of an animation render.
  • BUG ID 49071- Reflections of directlights sometimes appeared too brightwhen Roughnesswas zero and Specular MISwas enabled.
  • RELEASENOTES FORMODO10.1V2|FEATUREENHANCEMENTS
  • BUG ID 49259- When painting, artifacts appeared when theNozzletool's Jitter Size and Strength werenotsetbetween 0and 100%.
  • BUG ID 49559- BakeGeometryCache: Thequalityof displacementbaking regressed.
  • BUG ID 49584- Thetooltip for Preferences>Auto Create Texturesdid notcontain information on thetool.
  • BUG ID 49643- ImageBased Lighting (IBL)reflections wereblurryin theAdvancedviewport.
  • BUG ID 49658- CurveFill did notfill somecharacters in atextcorrectly.
  • BUG ID 49788- In theImageslist, Cameraitems wereincorrectlyincluded in search results.
  • BUG ID 49850- Exporting curves using FBX2015onlyexported floating vertices.
  • BUG ID 49940- Materials from presets werelostduring FBXexport.
  • BUG ID 50104- Meshes appeared black in theAdvancedviewportwhen using environmentlighting.
  • BUG ID 50156- In Preview, thebackground imagesequencedidn'tupdatewhen changing frames
  • BUG ID 50247- TheAdvancedviewportwas disabled dueto thedriver notdetecting card memory correctlyon non-standard systems
  • BUG ID 50289- WeightMap overlays weredrawn as asolid color, rather than changing opacityto showweight.
  • BUG ID 50364- TheAdvancedviewportshowed visibleseams or noiseon environmenttextures
  • BUG ID 50517- Convexityand Concavityhad slower render times than other occlusion types. The minimum number of samples for computing Convexityand Concavitywas reduced from four to one to improveperformance. • BUG ID 50780- Loading an .lxr filewith asaved previewrender corrupted datain extrarender outputs.
  • BUG ID 50819- When rendering onlytransparentmaterials, incorrectshadows displayed in the Advancedviewport.
  • BUG ID 50825- Morph Influencedidn'trecognizeprocedurallycreated morphs.
  • BUG ID 50877- TheCurveFill tool could onlypavecurves with anormal aligned to theZaxis
  • BUG ID 50880- Changing theStereoEyessetting in theCamera Effectsproperties was not updating correctlyin Preview.
  • BUG ID 50923- Previewdid notupdatewhen assigning an existing material.
  • BUG ID 50964- TheShow asSilhouette checkbox on amesh's Displayproperties onlycameinto effectwhen theviewportwas refreshed manually.
  • BUG ID 51026- Modo sometimes crashed when scrubbing thecolor valuein theSetMaterial(m) dialog.
  • BUG ID 51124- Clearcoatdisplayed verydark in theAdvancedviewportwhen using ImageBased Lighting (IBL)
  • BUG ID 51259- Thefirstsubtab in aform was always selected in dialogs.
  • BUG ID 51511- In theAdvancedviewport, PBR materials displayed theModo material color when litbyareaor domelights.
  • BUG ID 51528- Thebrightness of theprogress bar in Previewfluctuated.
  • BUG ID 51544- Environmentlighting caused artifacts on surfaces in theAdvancedviewport.
  • BUG ID 51658- Volumetrics: An incorrecterror messagedisplayed when clicking on disabled controls.
  • BUG ID 51667- Render Booleans: Reflections wereincorrectwhen using Enable Surface Clippingin theMaterialRaysproperties of glass materials.
  • BUG ID 51724- Using Mesh PaintInstancewith snapping sometimes caused Modo to crash.
  • BUG ID 51872- Clearing theSchematic with an instanced assemblypresentsometimes caused Modo to crash.
  • BUG ID 51881- WeightMaps weredrawn incorrectlywith aBump Map visible.
  • BUG ID 51902- TheRender Passescommand dialog showed thefirstpass group as selected, when nonewereselected.
  • BUG ID 51904- Advancedviewport: TheBanned Driver messagefor NVIDIA311drivers contained a typo.
  • BUG ID 51935- SomeAMD drivers onlyshowed monochrometransparencyin theAdvanced viewport.
  • BUG ID 51942- TheFreezemesh operation didn'tupdatewhen themesh container's Curve RefinementAngle was changed.
  • BUG ID 52001- Exporting curves using FBX2013resulted in an emptymesh.
  • BUG ID 52047- TheUV transform Shear tool had Auto SizeXYZ, instead of UV.
  • BUG ID 52073- TheGravityChannel Modifier was inadvertentlydisabled.
  • BUG ID 52074- InverseKinematics: Changing options didn'tupdatethePropertiespanel.
  • BUG ID 52086- Executing assemblycommands attached to amesh instancecaused error messages or incorrectbehavior
  • . BUG ID 52096- Brush tip selections sometimes gotstuck after switching brushes.
  • BUG ID 52097- Several options weremissing from theLayout>Windows>New Window menu.
  • BUG ID 52101- Themenu bar command Layout>Delete didn'twork correctly.
  • BUG ID 52124- Selections could notbemadefrom apop-up form when launched from insidea pop-over.
  • BUG ID 52126- Radial Array: Toggling Replace Source with amulti-resolution mesh sometimes caused Modo to crash.
  • BUG ID 52127- Changing brush tips sometimes lefttheprevious brush tip highlighted.
  • BUG ID 52130- TheStretch Particle control was notused byPreviewor Render.
  • BUG ID 52131- Applying theTexttool, changing thesplit, then re-applying thetool sometimes caused Modo to crash.
  • BUG ID 52140- Editing aMorph Map with tools using screen or selection falloffs (such as SoftDrag) didn'twork correctly. BUG ID 52141- Using morethan onebackdrop slowed theGL framerate. BUG ID 52144- Edgeweights didn'tpropagateto beveled polygons when using theBevel mesh operation.
  • BUG ID 52152- Using theF button to search or filter images did notwork.
  • BUG ID 52166- Modo_cl sometimes crashed with custom configurations.
  • BUG ID 52172- TheOpen ContainingFolder contextmenu option didn'twork for images in the Cliplist. BUG ID 52184- In theEdgeBevel tool, theEdge Shape:Square option did notwork as expected. BUG ID 52185- PointCountwas incorrectfor theCurveParticleGenerator.
  • BUG ID 52186- Canceling theCurveExtrudedialog produced aPython error.
  • BUG ID 52188- Multiplecurves weren'trebuiltindividuallyin thesamemesh.
  • BUG ID 52190- Previewsometimes stopped rendering when scrubbing thetimeline. BUG ID 52197- Activating theMake Bridgesoption with multipleitems selected in theItemList sometimes caused Modo to crash.
  • BUG ID 52198- In theEdgeBevel tool, Width modewas notworking.
  • BUG ID 52201- Scrubbing thetimelineafter setting keys on items sometimes caused Modo to crash.
  • BUG ID 52202- Multiplesubtools could notbeadded atoncebymulti-selecting and drag-anddropping them into theMesh Operationsstack.
  • BUG ID 52203- Selecting theShape setting on theLinetool changed back to Line.
  • BUG ID 52205- Drawing polygon selections on curves imported from a.dxf filesometimes caused Modo to crash.
  • BUG ID 52206- Drawing selection indices with ghosting enabled sometimes caused Modo to crash.
  • BUG ID 52208- Undoing InstanceClonetool actions sometimes caused Modo to crash.
  • BUG ID 52212- Dragging and dropping multipleselections from theProcedural PresetBrowser onto amesh operation's Selection inputadded all selections to theMesh Operationslist, butonly onefunctioned
  • BUG ID 52213- Mesh operations couldn'tbedragged and dropped directlyonto amesh in thelist.
  • BUG ID 52214- Tool pipeoperations couldn'tbedropped onto theAddToolPipe section of amesh operation in theMesh Operationsstack.
  • BUG ID 52217- Grid modeonlyworked when using aprimitivetool and moving with thecenter handle. • BUG ID 52219- Setting theTargetmesh on aUV Transform to an Instancesometimes caused Modo to crash. • BUG ID 52222- Selecting somevertices and edges with onemesh operation selected, then using the poly.convertcommand on thebasemesh sometimes caused Modo to crash.
  • BUG ID 52223- TheCorner Scale option of thePen Extrudetool and thePen Generator mesh operation did notwork as expected.
  • BUG ID 52234- Loading Showcasescenetemplatepresets sometimes caused Modo to crash. • BUG ID 52248- Enabling Specular MISwith theVisible toReflection RaysLightitem property enabled caused issues with lightvisibility.
  • BUG ID 52250- Loading aprogressiverender into Previewwith thealphaoutputactivesometimes caused Modo to crash.
  • BUG ID 52256- Adding amaterial to theMaterial Librarycaused did notupdateanycolor changes in theGL viewport.
  • BUG ID 52257- In theBevel tool, theReverse Insetand Reverse Direction controls didn'tupdate thetool results immediately
  • BUG ID 52267- UDIMs with overlapping UV borders could notbepainted on.
  • BUG ID 52272- Adding acurveto aPolygon Bevel with aPresetProfilesometimes caused Modo to crash.
  • BUG ID 52274- Selecting and deselecting multipletextures atthesamelevel of theModifier stack did notwork as expected.
  • BUG ID 52276- AConstanttextureaffecting Unreal effects was showing color instead of percentage for theMetallic, Opacity, and Specular controls.
  • BUG ID 52277- ThePresetBrowser didn'tupdatewhen saving anewcolor preset.
  • BUG ID 52280- Measurements werenotreadablein thebottom-leftcorner info areaof theGames Layout
  • BUG ID 52281- Rendering asinglefull-resolution frameusing Render Animation sometimes caused Modo to crash
  • BUG ID 52282- Creating newgeometrywith theSave VertexMapSelection toScene option enabled in thePreferencescaused Modo to crash
  • BUG ID 52291- TheInverseKinematics Translation Limits controls werenotdisabled bydefault.
  • BUG ID 52292- Thepath dropdown in thePresetBrowser was still visiblewhen toolbars were hidden
  • BUG ID 52295- Texturelayer forms did notupdateafter effectchanges.
  • BUG ID 52296- Config filecorruption 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 theInfotab with avertex selected sometimes caused Modo to crash.
  • BUG ID 52314- Tool autoresetdid notwork correctlyafter undoing and redoing atool activation and initial tool adjustment.
  • BUG ID 52333- Deleting asegmentfrom aclosed B-Splineoccasionallydeleted thewrong segment.
  • BUG ID 52336- Adding apackage(such as notes)to alightsometimes caused Modo to crash
  • BUG ID 52339- Moving acameraassemblyrootwith thegraph editor visiblesometimes caused Modo to crash.
  • BUG ID 52340- Rendering scenes with Volumeitems sometimes caused Modo to crash.
  • BUG ID 52342- ThePresetBrowser stopped updating or accepting inputafter selecting abrush preset.
  • BUG ID 52359- Selecting Edges on thebasemesh, then deforming themesh in aspecific scene sometimes caused Modo to crash.
  • BUG ID 52367- Deleting an item shader using thexicon on its rightsidein theShader Tree caused Modo to crash.
  • BUG ID 52380- Deselecting an edgeloop sometimes caused Modo to crash
  • BUG ID 52382- Using theTopologyPen on lines created with thePen tool sometimes caused Modo to crash.
  • BUG ID 52384- Switching between axes did notwork correctlyfor theCylindrical Falloff.
  • BUG ID 52409- Using theDeletecommand on multipleitems, including thecamera, when the3D viewportwas setto Camera viewsometimes caused Modo to crash.
  • BUG ID 52413- PreviewBakedisplayed theincorrectbakeUV nameon thestatus bar.
  • BUG ID 52434- Using theSlice Selectedoption of theLoop Slicetool sometimes caused Modo to crash.
  • BUG ID 52443- Modo_cl sometimes crashed during render.
  • BUG ID 52465- Memorycorruption caused Modo to crash when rendering certain scenes with fur
  • BUG ID 52469- Edgeloop selection was notworking properlyin theUV view.
  • BUG ID 52502- Deleting amesh with edgeselections and then creating anewonecaused Modo to crash.

New in MODO 10.1v1 Build 117244 (Jul 7, 2016)

  • Modo 10.1introduces 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 curvetools, constraints, deformers, and enhancements to the MeshFusion toolset complete the Modo 10.1modeling 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 someway. 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 newmesh 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.
  • 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 UVMap:
  • 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 a long 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 Primitivetools 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.

New in MODO 902 (Dec 11, 2015)

  • Modo 902 adds a cohesive new solution for digital matte painting and virtual camera creation to the wealth of features in Modo 901.
  • Camera Matching is the process of calculating a camera viewpoint so that a camera's background image matches the perspective of the Modo 3D world.
  • The Camera Plane Modifier adjusts the size, position and rotation of an item so that it matches the image plane projected from the camera at a specified depth.
  • Additional options are available in the Camera View sub-tab of the Camera Item's properties. Camera Items can now override the render resolution, and set background and foreground images.
  • You can use the Projection Texture to project a texture onto an object for a given value, like diffuse color, stencil, and so on. In addition, various improvements have been made to Modo's Projection Shader.
  • The Projection Ink lets you paint using a camera's backdrop image and projection.
  • You can now use the EXIF metadata of .jpg and .tif image files to set the focal length of the Modo camera to match the focal length of the image. You can also use the EXIF data to auto-generate a Physical Sun directional light to mimic the sunlight in the image. This is calculated using the time, date, and location information stored in the EXIF file.
  • New Screen Overlays include support for more non-standard camera configurations using Overscan, Offset, and so on; support for using the image size instead of the film back for the safe area; and guides to help you with the staging and composition of your shots including golden ratios and horizon lines.
  • Auto Create Textures - A new option was added to the Defaults preferences to auto create textures. If the Auto Create Textures option is enabled, and an image map doesn't exist, Modo creates one automatically when you paint on a mesh.
  • Fit View - The new Fit View option in the Image Ink's properties allows you to use the screen resolution for scaling the image.

New in MODO 901 (Dec 11, 2015)

  • Now included with every seat of Modo 901, MeshFusion takes away the challenge of complex and frustrating Boolean operations, making it easier to consistently produce high-quality models. You can interactively intersect, add and subtract subdivision surface (SDS) objects, control the blending between, and intuitively edit the assembly instructions. MeshFusion also comes with a library of preset primitives that you can use to construct your object; final output is a watertight mesh suitable for further editing in Modo or export to .stl.
  • Animation workflow enhancements - Various navigation enhancements and commands were added to the following animation tools:
  • Time tool
  • morphDeform.create command
  • Channels
  • Keyframes
  • Spacing Chart
  • Constraint Modifier - The constraint modifier is a new feature of Modo 901 that allows you to glue objects by proximity or contact, clump them by volume or area, and support multiple constraint types, with clear viewport representations of the glued groups. For more information on using the constraint modifier, see Constraint Modifier.
  • Procedural Shatter - Modo's new procedural shatter item lets you automatically shatter meshes based on collisions. For more information on how to apply procedural shatter, see Procedural Shatter.
  • Simulation Cache - Modo 901 improved the handling of simulation caches. Cached simulations are now retained when you do a live simulation, and caches can be saved and loaded. For more information on this, see Dynamics Overview.
  • Shatter Tool - The Shatter command in Modo is now faster and you can set meshes as a source for shattering.
  • Collision Emitter - A new item of Modo 901, a collision emitter emits particles into a particle simulation whenever a collision event happens between two or more dynamics bodies.
  • Angle Limits on Dynamic Curve Joints - This new feature allows you to adjust the elasticity of a curve.
  • 3D Viewport Presets - Modo 901 allows you to store and recall 3D Viewport settings as presets.
  • Apply Current Morph Setting - Modo 901 can disable applying the current selected morph to inactive meshes. For more information on this setting, see 3D (OpenGL) Viewport.
  • Viewport UV Edge Seams and Boundary Edges - You can now choose to display UV edge seams and boundary edges with different colors in the 3D Viewport.
  • Switcher Bar - This new UI addition allows you to easily switch between layouts. It is similar to a root-level tabbed viewport, but provides extensibility and an easy way to hide tabs that you don't want to see.
  • Visibility Options for Performance - In Modo 901, viewport visibility of fur, displacement, mesh smoothing, and Shader Tree layers can be disabled for all meshes to enhance viewport playback speed.
  • Tiled EXR Conversion - In Modo 901, you can convert existing scene image clips to Tiled EXR, using various export options, saving the image alongside the original or in a new location. You can also access the converter through the command system. For more information on this, see Clips List
  • OpenEXR 2.x Support - The Modo 901 OpenEXR library has been updated to version 2.x. For more information on image formats, see Write Formats.
  • MDD Export - Modo 901 contains a set of commands, allowing you to export selected meshes as MDD point caches. For each selected mesh, a single MDD file is created, containing all of the vertex positions over the specified time range. This can be useful for exporting animation to another software package, or for round-tripping back to Modo as part of a production pipeline. For more information, see Export MDD.
  • SVG Mesh and Image items - Modo 901 supports SVG files: you can use SVG artwork as texture files or as curves that can then be manipulated in 3D, or act as a framework for you to construct meshes. Edited vector compositions can also be exported to SVG for use downstream in the design or manufacturing process. For more information on SVG files, see Import and Export File Formats in Modo and Write Formats.
  • Categorized Mesh Properties - Modo 901 minimizes clutter in the Properties panel by breaking surface data and curve data into separate sub-tabs. For more information, see Mesh Item.
  • Mesh Cleanup - The new Remove Disco Weight Values command allows you to remove unnecessary discontinuous weight values from Weight Maps in active meshes. For more information, see Mesh Cleanup.
  • Topological Symmetry - In Modo 901, you can work with models that are topologically but not spatially symmetrical, so you can edit both sides of a posed model at once. For more information on this feature, see Symmetry.
  • Freeze Deformations into Morphs - a new option in the Freeze command, Save Deformation to Morph, allows you to automatically save a mesh's current deformed state as a relative morph map. For details on how to do this, see Freezing Geometry.
  • Edge Loop Selection - Modo 901 allows you to easily select continuous edges on complex topology. For information on this feature, see Selection Modifiers.
  • Polygon Fill Selection - This is a new polygon selection that allows you to select polygons connected to a specific polygon. For details on how to use this feature, see Selection Modifiers.
  • Slice Tool Split Option - The Slice tool now offers the option to automatically split the sliced mesh into separate parts and to cap the cross sections. The new Gap option sets the distance between split parts. For further details, see Slice.
  • Axis Rotation Tool Improvement - You can now snap the advance handles of the Axis Rotation tool to the indicators of the rotation ring to quantize your rotation angle. For information on this improvement, see Axis Rotate.
  • Curve Fill Polygon Type - Modo 901 allows you to convert a closed curve or series of curves into a flat polygon surface. For information on how to do this, see Polygon Tools.
  • UV Rectangle Tool - With this new tool you can align strips that have regular grid pattern. For details on how to use this tool, see Rectangle.
  • Curve Generator Twist Option - You can set a Twist value to control the rotation of elements. For more information on this option, see Curve Clone or Curve Extrude.
  • Linear Align Tool - Modo 901's new Linear Align tool allows you to align selected vertex or UV positions along a line. For information on this tool, see Linear Align.
  • Radial Align Tool - Modo 901's new Radial Align tool moves selected vertex or UV positions along a circle or polygon. For information on this tool, see Radial Align.
  • UV Copy Improvement - Modo allows you to copy and paste UV transfers between geometries with the same topologies. For information on this, see UV Editing.
  • UV Viewport Options - Modo's UV Viewport has new options for UDIM workflow: Show UDIM Number and Auto Spans. For more information on these fields, see UV Viewport.
  • UDIM Indicator - This new option provides an outline to help target the current UDIM space, as well as some optional commands to easily move UV elements around. For information on this feature, see UDIM Indicator.
  • Pack UVs - This new tool automates the process of organizing UV island data to fit into the desired UV space. For details on Pack UVs, see Pack UVs.
  • UV Relax Straightening option - The new Straighten option of the UV Relax tool straightens the boundary edge sections of the UV islands and relaxes the internal points according to the new boundary. For more information, see UV Relax.
  • Multi Edge Slice - This new feature allows you to cut multiple polygons at once. For more information, see Edge Slice.
  • Add Loop and Add Point Improvement - These tools have a new option, called Split at the Middle. For more information on this, see Add Loop and Add Point.
  • Fill Quads Pattern Fill - A new grid pattern mode that fills any open holes within a mesh with only quad polygons. For more information, see Edge Tools.
  • Calculate Mesh Volume - A new Calculate Mesh Volume command is available at the bottom of the Items list. For more information, see Item List.
  • Calculate Mesh Center of Mass/Gravity - This new command calculates the center of mass/center of gravity for a mesh and places a locator parented to the mesh at that location as a visual aid. For more information, see Item List.
  • Convert UVs to Mesh - Modo 901 allows you to convert the selected UVs to planar meshes. For more information, see Convert UVs to Mesh
  • UV Flip and Fit Improvements - In Modo 901, the Flip UV command flips UVs per UV island at the center of the UV island by default, and a Fit option was added to the Fit UVs command. For details, see Flip UV and Fit UV.
  • Masking with Gradients - Modo 901's Parametric Ink tool has a new Mask option that lets you use parameters including displacement, slope, altitude and incidence angle to vary the opacity of the applied paint. For more details on this feature, see Inks.
  • General painting improvements - Modo 901 delivers faster, higher quality painting, with better blending, interpolation, stroke evaluation, sub-pixel sampling and brush orientation during drawing among the improvements, leading to a superior overall experience.
  • OpenSubdiv - Modo 901 now supports the OpenSubdiv library. The OpenSubdiv options are available in the Mesh Item's properties. For more information, see Mesh Item.
  • Drop Mappers - This is a new viewport embedded in the Drop Mappings section of the Preferences that allow you to change the order of drop actions relative to each other within specific modifier combos.
  • Material Presets - Modo 901's presets allow you to easily click and drag out materials per item, without having to create an additional item mask.
  • Preset Browser - Before 901, Modo kept the directory cache up-to-date by scanning the disk for changes to the hierarchy when you switched back to Modo from another application. By default, Modo 901 updates the cache only when it is actively being used. You can change this back to the pre-901 behavior in Default Preferences > Application > Dir Cache Updates.
  • Image Path Utilites - Modo 901 has new commands that help manage image files used in presets and fix broken image paths. The new tools are accessible by right-clicking on any preset in the Preset Browser. For more information, see Preset Browser.
  • Nodally Driven Render Outputs - Render outputs can be driven nodally, on a per-sample basis, through input channels for the color (Output Color) and value (Output Value) of each render output. This allows any shader or procedural texture to completely specify the pixels of the render output. See Driving Render Outputs Nodally.
  • Preview Updates - For information on the updates, see Preview Viewport.
  • Fast shading updates
  • Faster pixel convergence
  • Progressive Render Reset Prevention - Preview no longer restarts when you click in the UI when rendering in full resolution mode.
  • Progressive Render Auto-Save - When in full resolution mode, Preview can now auto-save the preview image at regular intervals.
  • Preview Slave - Preview can be set to Slave mode, meaning that it reacts to any changes to the current scene by saving the current render, reloading the scene and restarting.
  • Material Updates - For information on the updates, see Material.
  • Physically Based Shading Model - Controls how light and surfacing attributes are evaluated for final rendering.
  • New Defaults - Some material channel default values have been changed: Shading Model, Specular Amount, Specular Fresnel, Match Specular, and Blurry Reflection.
  • Use Refractive Index - Sets the specular amount at normal incidence by plugging the material's refractive index into the dielectric Fresnel equations. This accounts for the refractive index of the incoming ray's material as well.
  • Clearcoat Amount - This setting allows you to easily add an additional un-blurred and un-tinted reflective layer to a surface, simplifying the simulation of multiple layers of paint, which can be especially useful for automotive surfaces.
  • Deferred Meshes - In complex or geometrically-dense scenes the Deferred Mesh option works to convert an existing non-deforming mesh to an externally saved .lxdf file. This action removes the geometry from the scene, while remaining as a renderable element. The main benefits to using deferred meshes are a reduced memory footprint, better scene interactivity, and faster scene save times. See Deferred Meshes.
  • Tension Texture - The Tension Texture is a special case gradient that changes a surface's colorization or value based on the amount of deformation applied to it. This is done by either calculating the difference of angle between each polygon's deformed and undeformed states, or its difference in area.
  • Wireframe Texture - The Wireframe Textureis a special type of procedural texture that can be applied to draw lines along the polygon edges of the target surface.
  • Physical Daylight - When Physically-based Daylight is selected as the Environment Type, a few additional options become available, allowing you to fine-tune the look of the lighting simulation. Global illumination needs to be enabled in order for the Physically-based Daylight function to work. See Environment Material.
  • Direct Light Improvements - For information on the updates, see Render Item: Settings.
  • Multiple Importance Sampling (MIS) - MIS has been implemented for diffuse and specular shading due to area light sources, greatly reducing visible noise in some cases.
  • Directional, Point, Spot, Photometric, and Cylinder lights can now be made visible to the camera, to reflection rays, and to refraction rays.
  • Adaptive Light Sample Allocation - Modo 901 has a new direct illumination method that adaptively allocates samples from a global count to each light based on its estimated contribution.
  • Image Processing - There are now two ways to control the brightness of the rendered image for a particular render output and two types of tone mapping available. See Render Outputs.
  • Digital Matte Painting - A number of features specifically targeted at improving the texture projection workflow have been added, see Projection Shader and Texture Locator.
  • Render Hide Polygons - Polygons can be hidden for rendering with two new commands in the View system menu: Render Hide Selected and Render Unhide. Documentation for this feature is currently not available. The online help is continuously updated, so please check back later.
  • Mikk tangent space baking - Modo lets you apply a Mikk Tangent Basis to vertex maps. This provides greater compatibility with the Unreal engine and other engines that support Mikk tangent space basis. For more information, see About Tangent Space.
  • Gradient Fill Image - The Gradient Fill Image layer is a hybrid texture, as it is procedurally-generated gradient but it is based on a dynamically created bitmap image.
  • Whole Frame Network Rendering - Improves network rendering performance for animation renders, especially those with IC enabled. For more information on this feature, see Rendering Preferences.
  • Command Regions - Command Regions allow you to execute commands or scripts and to select other items in the scene by clicking on areas of a mesh. Command regions are defined from a selection of polygons on a Mesh Item and can be assigned a color to help identify them in the 3D views.
  • Channel Modifiers - Channel Modifiers provide you with different ways to procedurally control elements by overriding or modifying channel values as they are fed into other nodes in a schematic graph.
  • Channel Probe -The channel probe is a Channel Modifier that can read channel values from another item. The Channel Probe is primarily used to simplify assemblies. For example, suppose you have an assembly that requires multiple channels from a camera in order to work. In order to use the assembly, you would normally have to link up each required channel from the camera you want to use. Using a Channel Probe in the assembly saves time, requiring just one item link for the camera to allow the assembly to read as many channels as it needs. See Probe Modifiers.
  • Curve Constraint Effector - Modo 901's Constraint Effector has various workflow improvements. For more information on this feature, see Curve Constraint Effector.
  • Texture Switch - The Texture Switch Node allows you to dynamically choose between multiple textures based on an Input Value. The input textures connections are ordered from bottom to top, so that when Interpolate is on, only adjacent neighbors are interpolated. The Input Value is also wrapped, meaning that the last texture is interpolated to the first, and negative values are interpolated in the reverse direction.
  • Raw Texture Outputs - Raw Texture Outputs has been added to texture nodes to allow you to use the texture alpha directly in nodal shading.
  • Particle Constraints - This new feature allows for particles to move towards targets through constraints. For more information on Particle Constraints, see Particle Constraints.
  • Quaternion Channel Modifiers - A Quaternion is a complex data type that represents a rotation in 3D space. The Quaternion makes it easy to perform rotation transform operations such as Slerps (Spherical Linear Interpolation) and other complex transforms. See Quaternion Modifiers.
  • Sculpting Layers - Modo 901's multiresolution sculpting supports layers, allowing you control sculpting in multiple passes. For information on working with sculpting layers, see Sculpting Layers.
  • Background to Multiresolution Mesh - A new sculpting command that lets you generate displacement vectors for multiresolution meshes. For more information, see Background to Multiresolution Mesh.
  • Macro Recorder Controls - New controls have been added to the Command History viewport to make the Macro Recorder easier to access. For more details on the Macro Recorder, see Macro Recorder.
  • Drag and Drop - Modo 901 uses ILxDrop servers throughout the interface, providing context-sensitive drop operations in all viewports where drag and drop is supported.
  • Pinned Popovers - In Modo 901, popover forms can be pinned to the interface. For more information on pinning popovers, see User Interface Conventions.
  • PyQT and Py Side UI Support - Modo 901 brings Qt support to Mac OS X and Windows, already available on Linux.
  • Channel Cut, Copy and Paste - Channel values can now be cut, copied and pasted onto other compatible channels in Modo. For more information on how to do this, see Channels Viewport.
  • Volume Items in Schematic - Volumes sub-menu has been added to the Add... button in Schematic views to allow you to add volume items directly to the workspace.
  • Improved Drag and Drop - Schematic viewports now support improved drag and drop functionality, with additional pop-up options. For more information on this feature, see Schematic Viewport.
  • Drag to Expose Channels and Relationships - In Modo 901, you can now expose one or more channels as assembly inputs by dragging those channels onto the + symbol on the Input and/or Output nodes of the assembly. For more information on this feature, see Schematic Viewport.
  • Scripting: Query Item Node - To better support scripting of schematic operations, Modo 901 has a new command to query the node ID for an item in Schematic.
  • Assemblies Improvements. For more information on the following enhancements, see Schematic Viewport.
  • Assign Channel Handles from Schematic - In Modo 901, you can add Channel Handles to a node in the Schematic viewport by right-clicking on it and clicking Assign Handles....
  • When creating a sub-assembly from selected nodes, Modo 901 centers the node within the location of the original nodes.
  • When exposing external links of newly created assemblies, Modo 901 also exposes the relationships.
  • Exposing Individual Relationships - Modo 901 lets you expose individual input relationships of an item by right-clicking on the relationship row. You can also rename the exposed relationship by right-clicking on it.
  • Rock Item - The Rock Item automatically generates geometry that can be made to look like a variety of stone elements, such as pebbles, rocks and boulders.
  • Replica Rigging - In Modo 901, you can drive parameters of prototypes attached to Replicators (for prototypes with compatible implementation, such as procedural items like the Sphere and Rock items), as well as rigid rigs. Feature packages have been added to the Replicator so that it is aware of all particle features, and quantized variants for time and random variations.
  • Tool Global Flags - You can override the Auto Activate and Select Through flags with the Global Flags option in the Preferences panel. For information on this feature, see Defaults Preferences.
  • VDB Voxel - The VDB Voxel item allows you to render externally created simulations stored in the open-source VDB Voxel format, as well as generate volume data from meshes or particles. The OpenVDB format is a super-efficient method of storing hierarchical data structures.

New in MODO 701 SP1 Build 59358 (Jun 6, 2013)

  • Modeling:
  • Edge Bevel- New 'Edge Shape - Square' mode makes adding holding edges for SubD cages a breeze.
  • Bridge Tool- Expanded functionality with new 'auto connection' and 'continuous bridge' options.
  • Contour Tool- Retopology booster generates section silhouettes based on slices of a surface.
  • Topology Pen- New 'Point' and 'Fill' modes make retopology work even faster.
  • Boolean commands- Boolean, Solid and Axis Drill have new controls and options.
  • Freeze command- New 'Tessellation' option toggle allows freezing a deformed mesh without affecting its current Sub-D state.
  • Work Plane Tool- Allows for interactive placement of the Work plane using a transform widget.
  • Pen Tool- Retopology enhancement, 'Select New' option allows for selection toggling while the tool is still active.
  • Vertex Tool- Now creates single point polygons instead of straight vertices.
  • Mirror Vertex Map- New command allows users to easily mirror a vertex map to any destination.
  • Split Vertex Normals- New options for adding creased and smoothed edges to an existing vertex normal map.
  • Clipboard Enhancement- Copy and Paste of Edges will now result in a string of two-point polygons.
  • Copy & Paste Behavior- New Preference option to control what is selected/deselected in a Copy/Paste procedure.
  • Merge and Unmerge- New Item List menu command to combine and break apart mesh pieces within a layer.
  • Sculpting:
  • Convert to Multiresolution- New commands converts any type of image based sculpting to the superior MultiRes format.
  • Sculpting Masks- Users can now interactively paint sculpting masks defining areas that wont be affected.
  • Sculpting HUD- Viewport palette for visually controlling MultiRes levels as well as important Brush controls.
  • Paint tool Performance improvements now also work with the sculpting tools making sculpting much faster across the board.
  • Dynamics/Particles:
  • Particles- Newly introduced procedural Particle system is fully integrated into the dynamics system allowing for interactions between particles and rigid bodies.
  • Fluid Solver- Combined with a Particle Simulation, Dynamic Fluids can be achieved by adding the new Fluid Solver.
  • Flocking- New Particle Flocking behavior that creates groupings of particles in motion.
  • Particle Modifiers- Modifiers can be added to Point Clouds and Particle simulations providing greater control.
  • Dynamics- Overhauled dynamics system is now more robust and many times faster.
  • Forces- New 'Wind' force and 'Curve' force options provide additional controls to Particle and Dynamic Simulations.
  • Animation:
  • Audio Support- Audio files can now be added to a scene for sync and exported with Quicktime video files.
  • Graph Editor- Completely reworked graph editor with many new functions and controls to enhance the animation workflow.
  • Dope Sheet- New enhancements to the Dope Sheet/Track View give users better control over the visible length of time.
  • Pose Tool- New Dynamic Pinning options allows users Dynamic Parenting-like functionality when posing and animating.
  • Add User Channel- New channel 'Type' options make Users Channels even more flexible.
  • Timeline Rollovers- When 'Show Rollovers' is enabled, highlighted elements will also display any associated keyframes.
  • Time Tool- Middle Mouse Button click automatically scrubs the timeline at the correct speed when animating.
  • Dynamic Parenting- New drag and drop interface for easier Dynamic Parenting.
  • Motion Path Editing- Bezier-style motion path editing directly in the 3D viewport.
  • Keying Hierarchy- Hierarchy controls allow users to designate which items in a hierarchy receive keyframes automatically.
  • Keyframe Tool- The Keying Tool provides a convenient interface for keyframing directly in the 3D viewports.
  • Channel Sets- Groups of channels from a variety of items can be gathered and displayed in the Channel Haul interface.
  • Key Sets- Provide a convenient and quick way to assign keyframes to multiple channels at once, even on unrelated items.
  • Channel Sound- Audio Channel Modifier allows users to use any waveforms amplitude as a channel controller.
  • New Modifiers- Waveform, Math Operators, additional Matrix controllers, Expression, Random and more.
  • Shading:
  • Item Based Shading- Users can now easily apply Shaders outside of the Shader Tree making it possible to make single items invisible to the camera for instance without any Shader Tree layer shenanigans.
  • Texture Offset- New layer Effect type allows any texture map values to displace those of another layer.
  • Variations Texture- New Shader Tree layer allows users to add easily add color variations to multiple objects without masks.
  • Scattering Filter Distance- New Hair Shading option helps to reduce or eliminate noisy renders when using Fur.
  • Occlusion Texture Cache- New cache options for Occlusion can speed up renders and smooth out the resulting shading.
  • Fur Vertex Map controls- New Fur options allow vertex weight maps to be used to controls density and length.
  • Material Mode- The Shader Tree has a new 'Material' mode view that displays layers by Tag and/or Item selection.
  • Shader Tree Folder- More easily organize layers in the Shader Tree.
  • Shading Library- Scenes can contain a Library of Materials, like Presets, that can be easily applied and modified.
  • Rendering:
  • Render Preview- Greatly enhanced Preview viewport allows saving and loading of progressive renders, respects the Render items Antialiasing settings, allows Drag&Drop functionality, and provides a modal progress bar when rendering animations.
  • Render Curves- New option to 'Render Curves as Polygons' allowing users to use Displacement Maps. Radius Gradient option allows users to easily control the radius of the resulting curve along its length.
  • Improved Physical Daylight Illumination Model- The old method has been completely replaced by a much more realistic model.
  • Environment Fog- Fog can now be applied as part of the Environment material with a new 'Layered' fog option.
  • Environment Importance Sampling- New option for Global Illumination produces cleaner results using far less rays.
  • Animateable Render Camera- Current Render camera can be animated and assigned to individual Passes.
  • Render Proxies- Users can convert individual layers to render-time Proxies, external files that only load when rendering.
  • Vignetting- Physically accurate vignetting is available as an option for the Final Color render output.
  • Bake Geometry Cache- Convert complex rendertime geometry, such a Displacement and Fur to actual Mesh Items.
  • Interface:
  • 701 Interface- New streamlined workspaces refine modo's already fluid workflow for even greater accessibility and speed.
  • Enhancement to viewport icons to maximize/minimize windows within a group and open the viewports Options panel.
  • Layout Switcher- New shortcut for layout switching increases productivity and screen real-estate by eliminating tabs.
  • Embedded gradient editors allow the easy modification of values for many items, such as curve width along its length, emission strength of particle along a curves length, tapering of Fur fibers and many more.
  • Drag to Toggle- Users can now simply drag over multiples of layers in the Items List to automatically toggle them all.
  • Colored Coded Layers- Coloring of layers in Lists viewports can be applied using the contextual menus.
  • Point-At Popovers- New Popover type of viewport points at the button that spawned the window.
  • Item List Keyboard Navigation- The keyboard arrow pad can now be used to navigate the Items list selections.
  • Viewport Display Options- New viewport controls to independently customize the display of active and inactive layers.
  • Miscellaneous:
  • Python Support- New Python interpreter allows much faster and broader Python support.