State:New|TargetRelease:No Target|icon_bug|icon_modo|database:public|Resolution:Fixed|BugID:379303|
Problem summary
The diffuse coefficient on full metallic materials does not render as black, if the diffuse colour of the principled shader is less than 1 in all RGB channels. Should only one of the RGB channels be lower than 1, then the metallic material is rendered correctly as black.
Customer reported version
Modo 12.2v1
Customer reported platform
Windows 10
Steps to reproduce
1) Open Modo. Create a plane and assign a material to it with a white diffuse colour.
2) Create a sphere and assign a material. Go to the Shading tab and change the new material's Shading Model to "Principled" in the Material Properties.
3) In the same Material Properties, change the "Diffuse Color" to white by setting all RGB channels to 1.
4) Increase the "Metallic" value to 100 % to blend the sphere's diffuse colour to black.
5) In the Shading tab, select "Add Layer" and then add a "Diffuse Coefficient Output".
6) Press "F8" to open the Preview Render window. In the Preview Render, expand the "Effect" list and select the "Diffuse Coefficient Output".
7) Start to render the selected "Diffuse Coefficient Output" and decrease one of the diffuse colour channels for the sphere's material. Notice that the diffuse coefficient on the sphere is black, which is correct when the "Metallic" value is at 100 %.


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