@Jhon Clausing, no man, actually we´re tightening this together. I think the softimage fellowship should be carried for ever. Even if it means to move on to another software. :)
David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel On Friday, March 14, 2014 8:26 AM, john clausing <jclausin...@yahoo.com> wrote: is it too late to add my email for MODO? here it is jclausin...@yahoo.com On Friday, March 14, 2014 9:20 AM, Perry Harovas <perryharo...@gmail.com> wrote: Tim, thank you so much! Great explanation, and thanks for taking the time to explain. Here is more info: I also found that these three videos are VERY well put together to describe these concepts in depth. https://www.youtube.com/channel/UCP6sGw7AB-WiKWHUgpXwWgg The one called SHADER TREE FIGHT (linked below) is about 30 minutes, and really goes in depth explaining the concept behind the modo Shader Tree. I watched it this morning, and already feel far more comfortable in modo. https://www.youtube.com/watch?v=qRUGaS7AdQw Hope you all find theses as useful as I did... On Thu, Mar 13, 2014 at 9:31 PM, David Rivera <activemotionpictu...@yahoo.com> wrote: Thank you Tim. that´s a lifesaver regarding XSI/MODO mentality concerning passes. >Wow. There´s much to mine on. hehhehe. > > > > > >David Rivera >3D Compositor/Animator >LinkedIN >Behance >VFX Reel > > > >On Thursday, March 13, 2014 11:29 AM, 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 -24 years experience -Co-Author of "Mastering Maya" -Member of the Visual Effects Society (VES)