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/>

