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 <
[email protected]> 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 <http://ec.linkedin.com/in/3dcinetv>
> Behance <https://www.behance.net/3dcinetv>
> VFX Reel <https://vimeo.com/70551635>
>
>
>   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
>
>
>
>


-- 





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/>

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