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> -Member of the Visual Effects Society (VES)<http://www.visualeffectssociety.com/>