Great tip!
On 3/13/2014 12:29 PM, Tim Crowson 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
--
Dan Pejril
Upbeat Unique Entertainment
www.UpbeatUnique.com