Modo 11 is now available

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MODO 11 is now available.

Video: Modo 11 - What's new

New Features 
Game Export Improvements - The Game Asset Exporter has been redesigned to make it more useful and easier to manage. 

Progressive Baking Accessibility - Progressive Baking is now available from the menu bar, by clicking Render > Open Progressive Baking. 

Unreal Material Importer Workflow Improvements - Some improvements have been made to the material importer workflow for Unreal, you can now: 
• Import materials to any folder in Unreal Engine's Content Browser. 
• Import textures into the texture sub-path, which can be specified in Modo's Game Asset Exporter. 
• Import and update only selected materials in the Content Browser. 
• Import and update only the materials that are used by selected meshes in the Content Browser. 
• Assign materials to imported meshes, instead of instances in the scene. 
• Use both the Modo Material button and Unreal Engine 4's Import button to import materials. 

Auto Retopo Improvements - The following new options have been added to the Automatic Retopology tool: 
• Shortest EdgePoly Scaling option 
• CurvaturePoly Scaling option 
• Adaptive Poly Count mode 
• New Mesh option 

Auto-activating Ghosting and Edit Base Mesh Command - Accessing the base mesh in procedural modeling has been simplified. When any base mesh is selected, ghost mode is now automatically enabled. Secondly, the Edit Base Mesh command has been added in the mesh options. This command directly sets up the editable base mesh mode for the selected item. 

Implicit Mesh Operation Selection - Items that are related to the same Mesh Operations list are now implicitly selected, so all their properties are visible at the same time. 

MeshFusion Workflow Enhancements - The following improvements have been made to the MeshFusion workflow: 
• In-place Compound Trim creation and editing - a new workflow has been added for automating the creation and editing of Compound Trims. 
• Cut, Copy, Paste, and Split tools - new commands have been added for cutting, copying, pasting, and splitting elements of a Fusion Item. 
• Optimization Control - you can now optimize MeshFusion performance by either caching Boolean operation, or by caching meshes. 

Remove-Delete Keyboard Shortcuts - The keyboard shortcuts for deleting and removing components have been changed. The Delete and Backspace keys delete components, while Shift+Backspace removes polygons. 

Sculpt Brush Preview - When a brush-based tool is activated, a circle is now drawn under the mouse when you hover over a surface, to make painting and sculpting easier. 

Select by Previous Operation - This new mesh operation allows you to select previously created elements in the Mesh Operations list. 

Grid Display - A new panel has been added to specify Work Plane and grid display. You can click Work Plane > Grid and Work Plane settings to open the panel. 

Installation Streamlining - The following improvements have been made to the installation process: 
• License dialog - the License dialog has been updated. 
• Application name - Modo now installs using a proper Foundry naming convention. 
• Start after install - the Windows installer now includes an option to start Modo after completing the installation process. 
• Core content - Modo now includes a core set of content. Basic sets of assemblies, aliases, brushes, colors, matcaps, basic and sculpting meshes, profiles, paint and sculpt tools, and image links are provided. The Preset Browsers point to these core presets by default, where applicable, while still providing access to external content. 
• Start-up messages - the various start-up messages have been consolidated into one dialog. 
• New version warning - when a new Modo version is available, a notification is displayed, prompting you to download it.

Introduction Screen - The new introduction screen allows you to quickly open and create projects, and access learning materials. 

Motion Blur for Procedural Meshes - Procedural meshes now support motion blur. This allows procedural geometry that has been generated by mesh operations, to appear blurred as the polygonal elements move through the frame. 

Preview Render Region Toolbar - A toolbar has been added to the Render tab to activate and set a render region in Preview, as well as change the render camera. 

Safe Mode - To aid customer support in debugging issues, you can now run Modo without loading any kits, plugins, or custom configurations. 

Tool HUD - The Tool HUD, a context-sensitive form containing recently used tools, is available in the 3D viewport for every layout. You can toggle its visibility by pressing Ctrl/Cmd+Tab. 

VDBVoxel Improvements - The following improvements have been made to the VDBVoxel item: 
• Transform options - the VDBVoxel item now has Transform options in the Properties panel. 
• Velocity Scale - velocity data can now be loaded if a voxel is created from particles that have velocity information. Velocity Scale is used for scaling velocity data, by default it is set to 0, so as to match the results in previous Modo versions. The value of velocity impacts generated voxels and the generated mesh. 
• Motion Blur - a scale value for motion blur, applicable to voxels created from particles that have velocity information. 

Backdrop Item Visibility - A Show in Perspective checkbox has been added to the Backdrop item properties, which enables and disables the visibility of Backdrop items in the Perspective view. 

Curve Particle Generator Improvements - The Curve Particle Generator's alignment has been improved and new End of Curve behaviors have been added. 

Item Draw Cache - To speed up the display of items, several improvements to internal item drawing have been made, especially in the cases of locators and animation. The animation display is now cached for every frame for faster playback. 

Faster Viewport Switching with Gradient - The speed of switching from the Default to the Advanced viewport has been improved. 

Fur in the Advanced Viewport - With fur material, fur can now be displayed as segmented lines in the Advanced viewport, but its color can not be set. 

GL Drawing Performance - The speed of drawing instance items, replica surfaces, and replica bounding boxes has been improved. 

Item List Improvements - The following improvements have been made to the Item List: 
• Fast item hiding - you can now quickly hide and reveal items using the Alt+click and Shift+Alt+click keyboard shortcuts. 
• Select button - the Select button at the top of the Item List now allows you to select items using a specific text pattern. 
• Render camera icon - the render icon is displayed next to the render camera, and its name is bold. You can now also set the render camera by right-clicking the camera in the Item List. 

OpenSubdiv Drawing Package - The OSD drawing override now draws Pixar subdivision surface using OpenSubdiv 3.0 instead of native Catmull-Clark and Subdivision polygon mesh drawing. This improves the drawing speed for high subdivision levels. 

Schematic Improvements - The following improvements have been made to the Schematic viewport: 
• Node snapping - nodes are snapped into position when added to the Schematic. 
• Instancing links - instances are highlighted in pink when you select their source item. 
• Select Inputs - you can now select a node and all its incoming nodes by right-clicking the node, then in the context-menu, clicking Select Inputs. 

Selection Sets 
• Selection set groups - you can now organize items using a specific selection set into a selection set group. 
• Selection set UI - selection sets have been made more accessible by adding a button to the modes toolbar, which opens the Selection Sets panel. 

Spline and Bezier Deformer Improvements - Modo 11.0 adds an improved method for computing the setup of deformed transformation, to avoid twisting problems. The following properties have also been added to the Spline and Bezier Effector's properties: 
• Draw Setup 
• Align To Spline 
• Use Twist 
• Use Scale 
• Orbit Twist 

Transform and Duplicate - You can now transform and duplicate components at the same time, holding Ctrl/Cmd+Shift when using the Transform tools. 

Irradiance Caching Improvements - The following enhancements have been made to irradiance caching: 
• Anisotropic irradiance values - cached irradiance values previously had circular regions of influence based on their distance to the closest nearby surface. This meant that IC values tended to be densely packed near inside edges such as between a wall and a ceiling. Now they can have elliptical regions of influence, allowing them to be spaced further apart in the direction parallel to an inside edge, potentially saving render time and memory. 
• Store Direct Light option - this option is now enabled by default. It includes illumination from direct light sources in addition to indirect illumination in the secondary irradiance cache values, saving time whenever a first bounce indirect ray hits a surface that already has cached secondary values. 

Maximum Radiance - The Maximum Radiance render setting has been changed into a unitless floating point number and it acts as a multiplier for the most highly exposed render output in the scene. 

Mesh Light Improvements - The following enhancements have been made to mesh lights:
• Caustics - mesh lights and cylinder lights can now generate caustics like other direct light types. Direct caustics need to be enabled in the Render Global Illumination settings, and caustics only show in final renders, where photon tracing is calculated. 
• Use Prototype Transform - this new option allows you to position a mesh light item's light by positioning the prototype mesh item. This option is enabled by default, but scenes created in previous versions still load with this option disabled. 
Occlusion Baking Improvements - Occlusion rays fired from the base of the source surface no longer hit the back side of polygons by default. In order for occlusion rays to hit the back side of surfaces, their materials need to be doublesided. 

Render Output Masking - Render outputs now support group masks and layer masks in the Shader Tree. 

Simplification of Render Settings - The render Properties tabs have been updated to use form proficiency levels to hide many of the more advanced controls by default and allow focus on the most relevant options. In addition, the render settings preset loader and camera picker are available on all three tabs. 

Other Feature Enhancements: 
• Deformers: Most of the hidden channels for the Spline and Bezier Deformers have been moved into the Properties panel. 
• File Input (Windows only): Support for SolidWorks 2017 has been added. 
• File Output: Games Export - Texture export paths have been fixed so they are no longer considered absolute paths if prefixed by a forward slash. 
• Network Rendering: We now pass frame buffers back from slaves for per-frame rendering. 
• Render layout: The Material-level Importance control now also affects indirect (GI) and direct light samples, which allows you to use it to control the overall quality of a specific material. 
• Render layout: An error message has been added for the render.dpi being disabled when not using physical resolution units. 
• Sculpt: A sculpt.constraint tool has been added to the Preset and Sculpt toolbar. In addition, the Sculpt toolbar now has added labels on the dividers to allow collapsing of tools and settings. 
• UI: An Add Loop tool has been added to the contextual pop-up menus and to the Tool HUD. 
• UI: A progress monitor has been added to UV Atlas creation. 

In addition to new features, Modo11.0v1, it also contains over 220 bug fixes and improvements. We recommend that all Modo users update to the latest version for the best Modo experience. 

Release notes for Modo 11.0v1
Release notes for Modo 11.0v2
Release notes for Modo 11.0v3

Modo 11 may not look as impressive as previous releases, because it wasn't about adding tons of new features. Instead, the Modo dev team spent their efforts on improving Modo as a whole; performance, bug fixes, making some already existing tools better, streamlining exports, etc. It makes what we use every day better and that's extremely valuable to me as a Modo user.

We don't really know what they are going to work on for the upcoming releases of Modo 11.1 and Modo 11.2, but I like this new direction. Modo just keeps getting better and better, stable, reliable and always more fun to use.

Do not hesitate to download the free trial on website and make an opinion for yourself.

For those who don't know, The Foundry changed how they were developing Modo since Modo 10. Now, every new release is separated into 3 major releases (ex: Modo 11.0 - -> Modo 11.1 - -> Modo 11.2). And then each major release can receive several patches. By example, Modo 11 is currently at 11.0v3. Such method of development allows the Foundry to maintain the stability of Modo while they keep adding more features to it over time. As a consumer, the great thing about this model is that if you are interested in the new features added to Modo 11, you can wait until The Foundry releases Modo 12, purchase Modo 12, get everything they added to 11 and during the year you'll also get all the features for 12 as the Modo dev team keeps working on it.


  • CreativeSheep
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    CreativeSheep polycounter lvl 2
    If I compare the cost of Modo with Maya, I'd just rent Maya atleast I get more bang for the buck IMO.
  • Unknown_Target
    How? If you rent Maya for one year you've spent $1,400 - and then you have to spend the same amount next year. Modo is a one-time cost of $1,800.
  • Cibo
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    Cibo polycounter lvl 5
    The problem is that Modo claims to be a complete Suite but in many sections Modo can be called awkward or worst case garbage.
    Modo never reached the Status of a complete Suite in the comunity and is more of a Modelling/Render Tool for over 1800 Dollar When other programms like Zbrush and others cost alot less.

  • Snefer
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    Snefer polycounter lvl 9
    You cant seriously be comparing the featureset of Modo and Zbrush? :P 
  • Cibo
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    Cibo polycounter lvl 5
    You mean the features everyone use only with pincers except from Modelling and Rendershots?
    Features are a nice Checkbox for raise the price but they are not solid enough.

    Why i compare it to zbrush? Because zbrush has a strong core ( Sculpting ) like Modo with the Modelling.
    Zbrush can more but its sold primary as sculpting programm for less than the half.
    In my eyes Modo claims a title they cant fulfill.

  • CreativeSheep
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    CreativeSheep polycounter lvl 2
    I agree with what many have mentioned about Modo.  Why I said if I were to spend $2K and I know this has to be paid each year, I'd rather go with Maya; I prefer traditional modeling over doing for example, hard surfacing in zBrush.  
  • Tidal Blast
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    Tidal Blast polycounter lvl 3
    Then entry price point may be around 2K, after that it's more around $500 USD for an upgrade and whenever you want to upgrade. The last MODO version that I've purchased was 901. MODO is an excellent package for 3D modelers - specifically 3D modeling, including; weapons, characters, environments, sci-fi stuff, etc. If 3D modeling is your life, it's worth considering Modo.

    Now on top of that Modo also allows us to produce great looking renders, match the UE4 viewport, sculpt in 3D, paint in 3D, rig, animate and create 3D films. And it is not the 80-90s anymore when 3D apps were just bad, period. Maybe those others tools in Modo aren't as refined as they are in other apps, but it didn't stop artists from producing game animations, great looking renders, commercials or animated films with Modo. And there is a synergy between the different tools that are at our disposal in Modo that I couldn't find in 3DS Max and probably not either in Maya or Blender. That's why it's great that it can do more than just 3D modeling or rendering.

    And long term, Modo is a lot less expensive, especially if a small company has to purchase multiple copies for their employees. And again, long term, I would rather invest in Modo + The Foundry and see Modo grow and eventually rival other apps in multiple fields such as rigging, 3D animation, 3D sculpting, etc. I chose to support Modo for the same reasons I decided to invest in Allegorithmic (Substance Designer/Painter). Those guys are great and work hard to make our lives better as artists.
  • C86G
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    C86G polycounter lvl 5
  • xMFZ
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    xMFZ polycounter lvl 4
    C86G said:
    "match the UE4 viewport"

    Any more info on that please?
    You can now create an "Unreal Material" and apply your UE4 texture exports in each of their respective sockets, throw in a lighting environment, and preview your model fairly close to how it will look in engine in the Advanced viewport.
  • Snefer
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    Snefer polycounter lvl 9
    Modo subscription is 599 USD, so less then half of Maya. And like other said, it can do alot more than just modelling and rendering still shots. 
  • CreativeSheep
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    CreativeSheep polycounter lvl 2
    Speaking to a Modo user, he mentions the program isn't completely positive, has alot of hang ups; as the developers try to make the program be everything instead of strictly modeling. 
  • Tidal Blast
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    Tidal Blast polycounter lvl 3
    Speaking to a Modo user, he mentions the program isn't completely positive, has alot of hang ups; as the developers try to make the program be everything instead of strictly modeling. 
    It really comes down to how we want to look at things. And that may not be the most accurate point of view. Modo, as a 3D modeler, does benefit from being made by The Foundry and having all those extra tools such as 3D sculpting, rigging, animation, etc.

    The Advanced Viewport that Modo has now comes from the project ''Clear Technology'' that is a derivative of the Mari viewport. The recently added procedural tools that Modo has takes advantage of the already existing rigging tools. Modo now has an Auto-Retopology tool that can be used in a variety of workflows; MeshFusion, 3D sculpting, procedural tools (similar to the 3DS Max modifiers), etc.
  • Snefer
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    Snefer polycounter lvl 9
    Speaking to a Modo user, he mentions the program isn't completely positive, has alot of hang ups; as the developers try to make the program be everything instead of strictly modeling. 
    I think you can define me as a pretty hardcore modo user :D And yeah, its true they have added alot of things, trying to do more than just modelling and rendering. Wasnt that the complaint though, that it wasnt a full suite? Modo have a pretty complete pipeline for pretty much everything game-art related. The one thing it cant compete in is character animation, it doesnt have the kind of 3rd party support that Maya have. But for simpler things the animation capabilities are fine. I have rigged and animated stuff that have made their way into a bunch of AAA games by now.
  • CreativeSheep
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    CreativeSheep polycounter lvl 2
    If The Foundry would have strictly continued with focusing on modeling; I probably would have moved to Modo a while ago. It looks as though I will have to adapt Maya for traditional modeling. 
  • TheGabmeister
    The new subscription model is very enticing. Currently reviewing the trial version at the moment. I'm a hard-surface prop & environment artist who does not do rigging and animation. This seems like a very good deal for me. 
  • Grimwolf
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    Grimwolf polycounter lvl 3
          Mother $%^#, The Foundry is one huge step closer to becoming Autodesk.
  • Amsterdam Hilton Hotel
    It looks as though I will have to adapt Maya for traditional modeling. 

     one of the stranger posts ever made on this board 
  • CreativeSheep
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    CreativeSheep polycounter lvl 2
    It looks as though I will have to adapt Maya for traditional modeling. 

     one of the stranger posts ever made on this board 
    It's your perception.
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