Tim, thanks for this info.
I have a question that maybe you can answer:

Does modo have a way to define a user-specified (created) AOV?
One that doesn't exist in the factory list (which is extensive, BTW!).

Thank you,

Perry




On Thu, Mar 13, 2014 at 12:49 PM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:

> 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
>>
>>
>


-- 





Perry Harovas
203-448-7206
Animation and Visual Effects

http://www.TheAfterImage.com <http://www.theafterimage.com/>

-24 years experience
-Co-Author of "Mastering
Maya"<http://www.amazon.com/Mastering-Maya-Complete-Perry-Harovas/dp/0782125212>
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(VES)<http://www.visualeffectssociety.com/>

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