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
>
>

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