The following list is a review of known issues in MODO 801.
If you reference a scene that already contains references, the shading of the original references may not survive. Workaround: Limit scenes with shading to one level of reference.
Assembly exported from item list context menu results in poor visual layout of nodes on import. Workaround: Save from Schematic.
Potential problems with reopening scenes saved with large particle caches. Workaround: Delete Cache before closing Modo or export the particles to CSV Cache files or Realflow BIN files by attaching one of those nodes to the particle simulation item in schematic and then pressing the Cache Simulation button.
Network Rendering currently doesn’t support Realflow particles.
Plugging in a Wacom tablet while Modo Linux is running can cause undesired movement. Workaround: Plug in before application startup or restart.
In the Shader Tree, choosing a group in the clip browser causes Add Layer to fail. Workaround: In the clip browser, choose a single image instead of the group, and then change to the image group using the Texture Layer's Properties tab.
Multi-res sculpting leaves potential artifacts when mesh is off origin. Workaround: Use Item Reference System to center mesh when sculpting.
Toggling the visibility of a color map on a mesh that also has a vector displacement map will cause the vector displacement to be reapplied additively in GL views. Workaround: Toggle visibility of the displacement map to reset displacements to the correct level.
Surface Generator has changed in 801 such that the distribution is better, however your replicated items may not be in the same location as before. Workaround: Freeze the replicator in MODO 701 before importing into 801 to get the same distribution.
Physical sun is updated to correctly use the 'Clamp' and 'Replace' modes. 701 scenes using the clamp mode will appear much dimmer in 801. Workaround: This can be fixed by changing the light's mode to 'Replace'.
Dynamics simulations run from a script may cause instability.
Dynamics scenes will come in with all dynamic items set to 'Dynamic' mode, instead of retaining the 'Kinematic' setting in 701. The scenes may solve differently as well.
Pre-801 scenes will load with color management and Preview/Render LUTs (Look Up Tables) set to (none). Workaround: After loading, edit the properties on the scene item and manually edit settings on any image maps.
Image-based sculpting can cause meshes to tear in OpenGL.
As a side-effect of a crash fix, fur distribution driven by textures in MODO 801 SP2 and later may differ slightly from previous versions. Workaround: Use MODO 801 SP1 or earlier to generate the exact same patterns, if needed.
An experimental incremental backup script is available in the MODO 801 SP2 and SP3, but is not exposed in the UI. To run the script type: “@incSaveEXP.py” in the Command Input field. This may be formally added to the UI in a future version of MODO. Unlike the File > Save Incremental script, this will write a numbered backup of your scene to disk, incrementing each time, but will not change the active scene in MODO.
The JPG2000 plugin was removed in MODO 801 SP2.
Morph maps and deformers must be turned on to sculpt on a mesh that was used as a background item in creation of the morph map. Workaround: Save and reload the scene.
Textures are not always updating in Preview/Render when painting on an image map. Workaround: Save and reload the image to force the update.
Copying and pasting a curve into the same mesh, then making it a dynamic curve can lead to a crash.
Selecting a material mask, then double-clicking to add an advanced preset (such as the car paint presets) will load the preset incorrectly. Workaround: Drag and drop the preset on the mesh in Preview or GL.
With multiple scenes open, custom and special shaders can disappear from the Add Layer dropdown in the Shader Tree. Workaround: Select the Render item or any textures below it.
Textures on procedural items (i.e. MODO native Gear item, Fusion items) don’t update in Preview when modified. Workaround: Select Options > Reset Render to reset the Preview render.
Reloading a reference after replacing it with the same file can crash MODO.
Mac: MODO windows and palettes may fail to redraw when moved between displays in certain configurations. Workaround: Click the window’s maximize (green) button twice to force a redraw.
Fur Length textures can’t be edited with the Stretch tool. Workaround: Use different fur length drivers such as hair guides or vector vertex maps.
Layer masking displacement does not work unless you drag and drop the masking layer onto the displacement layer.
Camera projections from non-render cameras show distortion in GL and baking. Workaround: Make sure that the projection camera has a film width to height ratio that matches the main render camera.
Materials assigned to a model imported from SolidWorks may disappear after saving and reopening the scene, due to illegal (long) tag names. Workaround: Load the scene, then enter the following commands from the command line, before saving.
Known issue in Unity with importing FBX blend shapes, including those from MODO. From the Unity 4.3.3 release notes: Blend shapes animation from Fbx SDK later than 2011 will not be imported. Workaround: Set the MODO Preferences > File I/O > FBX 2013 Export to FBX 2011 when exporting morphs to Unity.
Unity will ignore explicit vertex normals when loading FBX files exported by Modo, if smoothing group exporting is enabled in FBX I/O preferences. Workaround: Disable exporting smoothing groups, if exporting to Unity.
Light intensities are (intentionally) not limited to [0-200] range when exporting to FBX, to prevent data loss. Light intensity range of [0-200] is required by the FBX standard.
FBX Area light does not support height and width channels, so Modo's FBX exporter is simulating it via FBX transform scaling parameters.
Some of the combinations of Modo's materials, layers and image maps won't be fully exported due to limitations in FBX file format. Workaround: Use only one material per mesh and simple image maps as textures.
Smoothing groups are not directly imported from or exported to FBX file due to potential data-loss - Modo is generating FBX smoothing groups on export from vertex normals, and is importing smoothing based on vertex normals instead of the smoothing groups.
Exporting complex scenes with many animations and actions to FBX can be potentially slow due to exponential complexity keyframe handling code paths in the FBX SDK.
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