Modo 801 shadow material
Because of the layered aspect of the Shader Tree, any additional shaders need to be placed above the base shader within its own material group mask. In situations where you need additional shading control for a specific surface or item (such as making a single item invisible to a reflection), you can add another shader to the scene. In most cases, you won't change the settings in the shader however, where specific surfaces need additional control (such as limiting Monte Carlo shading to a single surface, hiding a group of lights from illuminating a single surface, or even hiding an entire object from a camera), you may need to add an additional shader with appropriate settings applied. For example, you may want to make only the shadow of an object visible. This breaks up a single pixel for texture computing and anti-aliasing.Īdditionally, shaders control visibility of surfaces in a scene and what rays are seen by specific surfaces. Shaders also control the Shading Rate, which is the rate that Modo uses to evaluate pixels before sending them to the render item. This makes the base Shader Item the most important layer in the tree. This item reads the information from the entire Shader Tree and computes the effects of the illumination on all the surfaces in the scene. I kept the bowing and fixed it by hand because 1) it was less widespread than the facets, and 2) it was easier to paint out.You are here: Shading and Lighting > Shader Tree Item Layers > Shader Shaderīy default, each new scene has a single base Shader Item. No matter what I did, I had either the facets or the bowing. I was never able to find a solution to that, and that's what I had to fix by hand in Photoshop. That just created new issues though a lot of edges got a terrible bowing effect, where the beveled region stretched and curved outward. Was there still faceting in your normal map even after following those steps? Oh no, I was able to fix the actual facets easily enough by turning up the smoothing angle to 180. Finally, he mentions to measure the distance between the low-res mesh and the high-resh mesh to determine the raycast distance. " He also mentions inverting the Green channel before baking. He goes on to say "set it an extremely high level and tinker with it. In video 9, Andy mentions you'll get facets in your bake if you don't change the Smoothing angle from 40 to 180% for the Bake material. Ursprünglich geschrieben von chikega:I watched the video tutorials. Will modo SE ever be what it claimed to be, and will we ever be provided with useful documentation or guides? the 'tutorial' came off as more of an infomercial than an instructional series. will we ever get more useful videos, and if so, in how many years?Īt this point, i'm really regretting giving any money to these people for what at heart a falsely promoted rush-job of a watered-down product. no video, no further information or explanation of any kind. the occassional "we'll have to cover this in another video, just do what i say for now" has been followed up with. so many features are glossed over, mentioned in passing with no explanation, or simply absent. it seemed like the guy was trying, and maybe under some ridiculous time constraints or something, but they're almost useless. intentional or not, this is false advertising in its purest form.Īnd lol, that tutorial video series. even far simpler items that simply require support for morph groups - for example, a clockwork head item - are out of the question. that means creating couriers and wards is absolutely out of the question in modo SE. besides the issue of not being able to export meshes for baking, there is no support whatsoever for custom bones, animation in any form, or morph groups. The selling point of having all the features needed to make a dota 2 item is totally false. the communication and followthrough for this product has been pretty bad. no answer and no further communication on the issue). Honestly, we can't even customize the hotkeys in this SE version (and a dev on steam did even say he had no idea why they would take that out, would look into it, followed by. Yeah, i think this was updated once with a few fairly useless features and bug fixes for things that shouldnt have been broken in the first place.