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 
<[email protected]> 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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