Yea i thought that might be the case, knew a dude with Modo 501 and it wasn't there, i had hoped it would get implemented since, its pretty essential. strange that maya should have it over a app dedicated to modeling :P
On 13 March 2014 16:29, Tim Crowson <tim.crow...@magneticdreams.com> wrote: > By the way, if any of you get into Modo's render passes, you need to be > sure you understand what they are. The first thing you want to do is to > turn off 'Auto-Add'. Just do it. Otherwise you'll shoot yourself later, > once you understand what passes are.... > > So .... Passes..... > > In Modo, parameters are called 'channels'. You change a value anywhere, > and you've changed a channel. *Passes are containers for channel values*. > You need to let that sink in. *Passes are containers for channel values*. > This means that you could very well have a camera animated one way in Pass > A, and the same camera animated in a totally different way in Pass B. This > is fundamentally different to how XSI does things. Now the workflow for > doing overrides and partitioning is not as fluid as it is in Soft (and I've > opened bugs in the bug tracking system for this), but you need to recognize > the raw power behind what the system offers: on a per-pass basis, you can > store completely different values for parameters. > > Now... if you have Auto-Add on.... and you're in a pass... any changes you > make to channels (move a camera, tweak a light) get stored ONLY IN THAT > PASS. Coming from XSI, you're accostumed to moving the camera around and it > be the same camera position for all passes. But since Modo's passes are > containers for unique channel values, you can have the camera be in a > different place entirely depending on the pass. And if you have Auto-Add > on, your work will only be local to that pass! You can always push the > changes from that pass back to the default state, but it's better to just > disable Auto-Add in the first place. > > -Tim > >