navigate site menu

Start learning with our library of video tutorials taught by experts. Get started

Getting Started with modo 601

Getting Started with modo 601

with Ellery Connell

 


modo is a 3D modeling and design application that can be used to create still and animated images in 3D space. In this workshop author, designer, and educator Ellery Connell introduces you to the modo interface and workflow, teaching you how to create models, textures, lighting, animation, and finished renderings. This course prepares digital artists to enter the world of 3D in modo and helps those already familiar with modo get up to speed with the new tools introduced in modo 601.
Topics include:
  • What is modo?
  • Understanding 3D design
  • The modo layout tabs
  • modo fundamentals
  • Working with modeling tools
  • Materials, textures, and surfaces
  • UV mapping
  • Animation
  • Lighting and rendering

show more

author
Ellery Connell
subject
3D + Animation, Modeling, Rendering, Textures, Animation, Previsualization, Product Design, video2brain, 3D Drawing
software
modo 601
level
Beginner
duration
5h 9m
released
Nov 28, 2012

Share this course

Ready to join? get started


Keep up with news, tips, and latest courses.

submit Course details submit clicked more info

Please wait...

Search the closed captioning text for this course by entering the keyword you’d like to search, or browse the closed captioning text by selecting the chapter name below and choosing the video title you’d like to review.



Introduction
Welcome
00:00 Hi. I'm Ellery Connell, author, designer and educator.
00:07 I have nearly 20 years iof experience creating 3D for print, web,
00:10 visualization, visual effects, and game design.
00:13 I've taught seminars, webinars, and university level courses in 3D modeling,
00:16 animation, and visual effects. So I've seen many of the stumbling
00:20 blocks, that are encountered by artists and designers new to 3-D.
00:24 For many people attempting to learn Modo, or 3-D in general, the initial learning
00:28 curve can be daunting. And sometimes the problems encountered,
00:32 outweigh the excitement of learning amazing new skills.
00:35 In this introductory course, I'll help you get past the entry-level
00:38 difficulties, and start making great-looking 3-D fast.
00:41 This course will cover the basics of using and customizing the Modo user interface.
00:46 Creating and editing models, using texture creation tools, adding animation
00:49 to your scenes, and creating finished images and animations using Modo's
00:53 excellent rendering engine. This course will prepare you, for
00:57 entering the world 3D and Modo, or help get you up to speed with the new tools
01:01 introduced in Modo 601. After watching this course and practicing
01:06 the techniques demonstrated, you'll be well on your way to creating great designs.
01:10 You'll have a firm understanding of all the basics of a 3D production pipeline,
01:13 so you can get started on your first projects.
01:16 I hope that you enjoy this training, lets get started.
01:19
Collapse this transcript
1. Getting Started
What is modo?
00:01 In this video, we're going to have a look at what Moto is, what it's capable of,
00:06 and what it will do for your graphics workflow.
00:11 Moto is a 3D modeling and design application.
00:13 It can be used for creating Still and Animated images in 3D space.
00:19 It's broken down into tools for creating models, adding texture attributes to
00:23 those models, or images to the surfaces, as you see here, the rock texture, or the
00:28 sand, or the grass textures, that are on this model.
00:33 These are examples of textures that can be added to a, to a 3D surface.
00:38 Beyond this, you can create any other type of surface attribute.
00:43 Transparency, reflectivity and things like that.
00:46 Then Moto can be used to create virtual cameras and lights in 3D space, and
00:51 assemble an entire scene, that can be rendered out into a single image, of any
00:56 resolution, or into a series of images, or a QuickTime movie that can be used in
01:00 video, animation, for TV, film, web, and games.
01:08 Moto has tools for creating simple to complex geometry, animation, virtual
01:14 lights of many different types, and 3D finished renderings of those objects.
01:27 Here's a quick preview, of this simple 3D scene, which contains a bit of all of
01:31 these elements combined, to create simple island, on a tiny planet, with water and
01:36 a population of clovers. In more complex application, Moto can be
01:43 used to create, images for product visualization, architectural
01:50 visualization, entertainment, film and television design, or game design.
02:04 Moto is a complete end to end pipeline. Which means that all aspects of 3D
02:08 modeling, texturing, animation, lighting, and finished rendering, can be handled
02:12 inside one package, in one place.
02:15
Collapse this transcript
Understanding 3D design
00:02 In this video, we will have a look at the basic aspects of 3D design, what steps go
00:06 into the creation of a 3D scene or animation, and how these can be covered
00:10 in Modo? After an initial concept is reached, 3D
00:16 design typically begins in the modeling phase.
00:20 modeling is the creation of geometry in 3D space to simulate real world or
00:25 fictitious geometry. Geometry is made up of three main
00:31 components in 3D, Vertices, Edges, and Polygons.
00:38 A vertex is a single point in 3D space. Unlike a pixel, it's not something that
00:43 you'll actually ever see. It's just the basic building block of 3D geometry.
00:48 Two vertices combined create an edge. And at least three edges creates the
00:54 basic building block of visible 3D space, the polygon.
01:01 This is an example of a four-sided polygon, often known as a quad.
01:06 This is actually the combination of two triangles.
01:09 You can see here in this top view a triangle in the upper left and a triangle
01:15 in the lower right. By combining multiple polygons, a 3D
01:21 scene can be created or a model of a 3D scene can be created.
01:25 This shows a simple sphere that has been detailed to create islands on a tiny planet.
01:37 And another simple sphere that is unaltered to create the water.
01:41 This is a good example of how simple geometry can be modified in order to make
01:46 a much more complex scene. Polygons like this one here can either be
01:52 represented directly or smoothed to create the illusion of more continuous
01:58 and flowing surfaces. If we take the example of two polygons,
02:05 you can see that a very definite and defined edge is created.
02:13 But when smoothed, the appearance is much softer.
02:18 This smoothing of polygons is known as subdivision surfaces and is very common
02:23 in 3D graphics today. It allow artists to have control over a
02:28 smooth surface without having to move around many, many control points.
02:36 As you can see, in order to change the shape of this curve, all I need to do is
02:39 change this center edge. Once polygons are created, textures or
02:45 surfaces can be applied in order to give the model the appearance of a more
02:51 complex surface. In this example, the polygons are
02:59 textured with the surfaces of rock, sand, snow, water.
03:04 And in the final render, even the appearance of clovers on the surface of
03:10 the island. With models and textures created,
03:16 lighting can be put in place to simulate lighting found in the real world in
03:20 studios or completely fictitious lighting as defined by the artist.
03:28 With lights, textures, and models in place, cameras can be placed and
03:33 animation can be created by moving and deforming objects in 3D space.
03:40 The finished results are then rendered to create realistic imagery or surrealistic imagery.
03:50 All of these elements combined create the backbone of 3D design.
03:56 modelling, texturing, lighting, animation, and rendering.
04:04
Collapse this transcript
How to use the project files
00:02 In this video, we'll have a quick look at how to use the included scene files with
00:06 this tutorial series. Each project folder contains a before and
00:11 after version of the scenes used in a given project.
00:19 In the example of this case, there is a scene provided in order to practice
00:23 creating textures and materials. The scene consists of a series of balls.
00:29 And slightly deformed balls. And each of these has a different
00:32 material applied. Which we will then edit in the course of
00:35 the video. You can use this as the jumping off point
00:38 to move along with the video, and you can also jump to the end and open the
00:43 completed project that has all of the attributes already applied to the model.
00:50 This will allow you to have a look at the settings, compare them to your own work,
00:53 see where you might have missed something.
00:56 And also, further experiment, if you'd like to skip to the end and already
00:59 explore some more interesting topics. By using these two files, paying close
01:06 attention, and comparing what you see with the settings in the videos, you
01:10 should be able to very quickly grasp the concepts shown in the video.
01:16 And start creating your own work right off the bat.
01:18
Collapse this transcript
2. The modo Layout Tabs
Layout tabs: Model creation
00:02 In this video, we'll be looking at the model and model Quad tab where you can
00:06 find a lot of the controls for creating and editing forms inside of Modo.
00:12 The first two tabs, located at the top of the screen are model and model Quad.
00:16 For the most part, the only real difference between these two tabs at
00:20 first is that the model Quad is broken up into four views, with a Perspective view
00:25 in the upper right. A Top view, a Front view, and a Right view.
00:33 The three views on the upper left and the bottom are orthographic views, which
00:37 means they lack three-dimensional perspective.
00:43 And this lack of perspective can make it much easier to align objects very quickly
00:47 in 3D space. As you can see, the spheres in this scene
00:50 are aligned horizontally, even though they're placed evenly spaced when we look
00:52 at it from the top view. In the 3D perspective on the upper right,
00:59 it's very difficult to quickly align these objects.
01:08 But it's very easy to do in this view. The model's Single view or just model
01:13 view is a single view port. So by default, it's just the perspective view.
01:18 At any given time, however, you can change this view to another view in one
01:22 of a number of ways. In the upper left corner of the view, you
01:26 can see that it say perspective. And by clicking there, you can change
01:31 this to top, bottom, back, front, right, left perspective any camera that you have
01:35 created, or the view from light in the scene.
01:39 In this case, we have one directional light.
01:42 And you can view the scene as from the perspective of that light.
01:47 Also, by holding control and the space bar, you can get a quick little Pi menu
01:51 that let's you switch quickly between those views.
01:56 The other difference comes when maximizing a view port.
02:03 In Modo, the zero key on the numeric keypad will maximize the view where the
02:08 mouse is hovering over in order to take up the entire space that belongs to that
02:13 particular view. Now in the model Single view, the 0 key
02:20 will cause this perspective view to go from one large window to taking up the
02:24 entire bottom section of the screen. You can see this is taking over the
02:30 tools, which are on the left, and the other items and properties which are on
02:34 the right. In the model Quad view, this area in the
02:38 center is what can be taken over. So, pressing the 0 key over the right
02:43 view for example, will cause us to come to the full screen.
02:46 And in many ways, this makes the model Quad view look like the model Single view.
02:55 This makes the model Single view a good place to get a view of your entire scene
02:59 without having a lot of obstructions, since you can get rid of your tools very easily.
03:05 Both the model and the the model Quad view have tools on the left-hand side
03:09 that allow you to create basic primitive shapes, cubes, spheres, cylinders, cones, etc.
03:17 Or to maneuver them in 3D space, as well as tools for deforming.
03:22 Duplicating and editing in other ways your 3D models.
03:27 These tools are the same in the model and model Quad views.
03:31 On the right-hand side, you have an item list which contains all of the items in
03:34 your scene. And there are also other tabs, which are
03:37 used for creating groups, and creating materials, and textures on your objects.
03:43 But the default is the item list. And then under that, on the bottom right,
03:47 you have properties. But again, there are more tabs which give
03:51 you controls of other properties or other parts of your 3D scene.
03:57 So, the model and model Quad tabs is where you can go to very quickly get
04:01 access to all of the different tool that you need in order to create and modify
04:06 geometry inside of Modo.
04:11
Collapse this transcript
Layout tabs: Painting, Topo, and UV
00:01 In this video, we'll have a look at the Paint, Topo, and UV tabs, and see how
00:06 they can help you to fine-tune your models, add basic textures.
00:11 Clean up your models, and also help you to continue in your texturing workflow.
00:19 The next tab over is the Paint tab. And it's kind of a bit hard to
00:22 understand, but the Paint tab has a lot more in it than just simply painting.
00:27 Texture Painting is an important part of a 3D process.
00:30 It allows you to put something like virtual ink directly onto 3D objects,
00:35 something like painting in Photoshop but in 3D space.
00:40 This painting can be done with simple colors, with simple or more complex brushes.
00:46 And can even paint with textures or to the images that are projected onto your
00:50 object, along with painting, which is here in the second tab down on the left.
00:57 You also have a Sculpting Interface, which allows you to more freely edit the
01:02 flow of polygons. And even in some sculpting methods, the
01:07 space between smooth polygons. There's also control for hair, vertices
01:13 and creating and editing particles, as well as some utilities in the painting
01:18 and the sculpting workflow. So at the bottom of the screen,
01:23 underneath the large Perspective view, is a Content Browser and a Color Picker.
01:29 Again, using the 0 on the numeric keypad will maximize any one of these to fill up
01:33 the whole screen. So you can see that that this workflow is
01:38 very much geared towards simply having Painting and Sculpting tools, for the
01:42 most part. Which will give you more fine-tuned
01:46 editing capabilities beyond just simply grabbing and moving vertices, edges, or polygons.
01:52 Many times when creating 3D objects, the general mesh, or the construction of
01:56 polygons, can become very dense and sometimes very cluttered.
02:01 And that's where the Topo tab comes into play.
02:05 Topo is short for Topology, and that is the description of how vertices in 3D
02:11 space are combined to create 3D objects. So, in this case, you can see the
02:18 vertices that are making up these spheres.
02:22 Now, these are relatively clean and uncluttered.
02:25 But when working on a very dense, very complex model, these can sometimes get
02:29 really cluttered. And so, the Topo or the Topology tab will
02:34 allow you to very simply clean up the topology by creating simple polygons in a
02:38 nice flow. Like in this case, it would be across
02:43 this horizontally and then up and down vertically.
02:46 And those polygons will conform themselves to the underlying surface.
02:52 So, that you can get the same overall flow of a model with a much better flow
02:57 of polygons. The last tab that has to do with the
03:02 simple model creation is the UV tab. Now, a UV is essentially a 2D
03:08 representation of 3D space. So, if I look at the UV map for these
03:15 spheres, you can see that it has a bunch of polygons.
03:24 And as I select these, you can see that they all select a corresponding section
03:28 on the spheres in the scene. Right now, all three of these spheres are
03:33 sharing the same UV space, even though they're in different spaces in the 3D scene.
03:40 This allows you to take 2D textures or 2D images, photographs or things painted in
03:44 Photoshop, or another 2D application and apply them to 3D models.
03:50 You can see every time I select a polygon here in UV space, the corresponding space
03:54 is selected in 3D space. Likewise, if I select polygons in 3D
03:59 space, the corresponding polygons are selected in UV space.
04:02 UVs are very necessary when it comes to creating accurate and precise placement
04:08 of 2D images onto 3D objects. Can think of it kind of as a bear skin
04:15 rug version of your 3D model. It's completely cut apart, unwrapped, and
04:20 placed on a flat surface. The Paint tab will give you quick access
04:25 to sculpting, painting, hair editing, and other commonly used utilities for these
04:28 work flows. The Topo tab will allow you to clean
04:33 geometry by building simplified polygonal flow over the top of more complex models.
04:39 And the UV tab is essential in creating unwrapped two dimensional representations
04:44 of your 3D models in order to implement 2-dimensional textures in 3D space.
04:50
Collapse this transcript
Layout tabs: Layout and Animation
00:02 In this video, we'll look at the Layout, Setup and Animate tabs.
00:06 These are the home of object distribution and setup, and previewing of both simple
00:11 and complex animations inside of Modo. The Layout tab gives you a view of all
00:17 objects in your scene and very quick access at the bottom of the screen to all
00:20 of your presets. Modo ships with a large number of presets
00:26 in a multitude of categories, animals, basic shapes, electronic devices, and so
00:31 on and so forth. These can be very, very useful when it
00:36 comes time to add details and populate a complex scene.
00:40 For example, looking at the Interior section under Appliances, you can find a
00:44 stove, a dishwasher, an oven, common things that you might put into a kitchen.
00:50 Now, these are the ones that ship with Modo.
00:52 You can add your own, and you can also get a bunch more of them from the
00:54 Luxology website. So, very quickly, if you're working on an
00:58 interior model, for example you don't have to spend all of the time, modeling
01:01 all these individual pieces. Where you can use the preset stock content.
01:06 And as you create your own individual models and textures that are usable in a
01:10 variety of places. You can put them here into your presets
01:14 and use them in multiple scenes very quickly and easily.
01:20 Now along with that, the tools are on the right-hand side.
01:24 The Properties and Item Lists are kind of the standard ones that are used in most
01:27 of the other tabs. However, on the left-hand side, there is
01:31 a very nicely streamlined set of tools that are essentially for mesh or model
01:36 placement, and duplication. So, cloning and scattering, all sorts of
01:42 different objects, you can do that very quickly with a single object.
01:46 So, for example, if I have this dishwasher in here, and this is going to
01:50 be in a dishwasher store, I can really quickly use the Clone tool.
01:55 Click and Drag out another dishwasher, or if that's not enough, I can drag out 18
01:59 more dishwashers. And that quickly I can see an entire
02:05 group here as if they were all modeled and placed in the scene like that.
02:13 So, this can be very, very useful as far as laying out the general positioning on
02:16 your scene. The Setup tab is where a lot of complex
02:20 animation is setup essentially, thus the name of the tab.
02:25 On the left and right is a relatively simple set of tools, and these are
02:29 actually the same between the Setup and the Animate tabs.
02:33 Now, the big difference between the Setup and the Animate tabs is down here at the
02:37 bottom of the Setup tab. This view allows you to very quickly
02:43 attach and rig complex object interactions inside of Modo.
02:49 This is where you can add modifiers, deformers, and other things to different
02:53 attributes on models, materials, to set up their movement and their interaction.
03:00 And then, when you go to actually animate this scene, it has been much more streamlined.
03:05 And you can create a lot of control here in the Setup tab.
03:08 On the left-hand side, there are a lot of commands, and then tool properties for
03:12 any, any command you have open or any tool that you have open.
03:16 The commands are broken down into a big group of categories.
03:19 So, you have Setup, and it gives you a lot of initial design of how you're going
03:23 to have objects interact. Modifiers that changes how objects behave.
03:29 And a good example would be something like a direction modifier that you can
03:32 use to point one object at another. For example, if I were to put a camera in
03:36 the scene and add a Direction Modifier to one of these objects, the camera's always
03:40 going to point at that object. No matter where I move the camera in the scene.
03:45 Inverse Kinematics or IK is a setup for, typically used for character animation.
03:50 Where instead of moving joints or individual pieces in kind of a, in a
03:54 doll-like fashion where you move the shoulder.
03:58 And then you move the elbow, and then you move the hand.
04:02 Inverse Kinematics uses a goal. So, the goal would be something like the
04:07 wrist in an arm. So, if you move the wrist, the rest of
04:09 the arm is going to move to keep up. there are also deformers and options for
04:14 weighting objects. And this controls how different parts of
04:18 an object can blend together when they're moved.
04:21 So, if you have again, the example of an arm, and you would have a node at the
04:25 shoulder, one at the elbow and one at the wrist.
04:28 The Weighting controls what parts of your model are going to be moved when each of
04:32 those different joints moves. And then also Recoil, which is the
04:37 built-in physics simulation, both for rigid simulation or things that don't
04:40 deform when they bump into each other. Like marbles or something like that.
04:46 And then, Soft Body Deformation. In other words, things like cloth or
04:50 characters, things are going to have some give to them as they bump into each other.
04:56 And then, there's a lot more that also goes into recoil.
04:59 So, all in all, it's a very nice setup that can help you to create physically
05:03 based animation really quickly. The Animate tab gets rid of that open
05:08 space at the bottom. And just gives more space for the view
05:11 port window, so that you can quickly preview how your animation will run.
05:16 Now, at the bottom of both of these last few tabs setup in Animate, there is a
05:20 timeline that you can scrub just like any video editing application.
05:26 Or other things like that, so you have time down at the bottom based off of frames.
05:31 And as you setup your animation, you can either scrub that, drag the time marker along.
05:37 Or you can use the Play, Pause, Rewind buttons here at the bottom.
05:41 So, Layout, Setup and Animate are going to be where a lot of the animation begins
05:45 to happen. And then, actually happens as previewed,
05:49 tweeked and adjusted inside a photo.
05:52
Collapse this transcript
Layout tabs: Render
00:02 In this video, we're going to look at the render tab, and how it can be used, not
00:05 only for creating your final renders, but for previewing and setting up lighting, textures.
00:12 And when also using material and environment presets in order to make your
00:16 scene actually come to life for that finished render.
00:20 So the layout of the render tab is similar, in a lot of ways, to many of the
00:24 other tabs. On the right-hand side are Properties and Channels.
00:30 Common tabs that we see. The items list, and the shader tree.
00:36 A lot of the time, in, this view will be spend in the shader tree.
00:39 Because that's where all of the properties for different materials, and
00:42 all the materials themselves are housed. And then on the left-hand side is a set
00:47 of thumbnails that contain the presets. The presets by default will show
00:52 materials, but you can also get any other kind of preset in here including environments.
00:58 Here in the middle of the screen you have a perspective view, that lets you just
01:03 kind of get a freewheeling look at your scene so you can place things like
01:06 cameras, and lights, and objects. On the top, here in the middle, is a
01:13 preview of the render camera in real-time, so just using your OpenGL look
01:18 and see that it has this camera position with the ball facing towards us, with
01:22 that little hole up and to the right. And then on the left, is the preview of
01:31 the actual finished render. And you can see here that these two views
01:35 align with each other. As I zoom in, in this camera on the
01:40 right, the camera with the preview render keeps up on the left.
01:45 Now just like in other views, you can easily maximize any of these by pressing
01:49 the Zero key on your Numeric Keypad. So this can be very useful to get a
01:53 larger scale preview, a higher quality preview in many ways of your finished rendering.
02:00 You can get it at a higher resolution and then.
02:03 Get a much more polished look at how it's going to look, when you actually hit
02:06 render and get out a finished render. Having this view smaller gives you the
02:13 benefit of quicker render times, because the processor is having less pixels
02:16 essentially that is has to deal with. Now, in the preview window here in the
02:22 upper left, there are a number of really nice options that you have.
02:29 Clicking anywhere on the screen will take you directly, in the shader tree, to the
02:33 material that you've clicked on in the preview.
02:36 So if I click on this green back wall. Can see that I've gone to my G for my
02:41 green material, you can see my green diffuse color here, so if I take this and
02:44 I modify this color, say make it darker. You can see that's directly editing the
02:51 material there. So, clicking on the red will take me to
02:56 the red material, the blue to the blue, clicking on this ball will take me to the
02:58 material that's attached to the ball. And you can see over here on the left
03:04 that the ball has. A lot more to the material than just a
03:08 basic material. It has some other layers that are
03:11 changing the surface of the ball. Just a side note also, pressing the Zero
03:16 key on the numeric keypad on these sidebars will allow you to maximize that,
03:19 so that if you need to see more of your properties, you can do that, or if you
03:22 need to see more of your shader tree, you can very quickly do that.
03:28 Using presets is really simple in Modo. By simply selecting a material where you
03:33 want the present to go, like, for example, let's go to the floor here.
03:37 And now I'm going to select the W key here.
03:41 It has my floor on it. I can either double-click on one of these
03:45 presets and it will drop all of the settings right into the scene.
03:49 And now you can see that this floor is going to be that reflective satin finish chrome.
03:56 Or I can simply drag and drop this material onto any place in the scene.
04:01 So, for example, let's replace the right hand wall with the satin finished chromes.
04:07 So, just dragging it onto the blue material and releasing will populate that
04:12 material's settings with all of the settings for the satin finish material.
04:20 So, dragging and dropping the satin finish material onto the blue wall will
04:26 replace and cover that blue wall with the properties for the satin finish material.
04:35 Just a number of ways you can assign materials very quickly inside of the
04:39 render preview. Render Preview has a number of options as
04:44 well that will allow you to get a better idea of what's going on in your image.
04:51 In the top left under Options, there are a lot of different options for this
04:56 render preview. Quality, by default, is set to Draft Quality.
05:01 And at Draft Quality, the rendering will get to a certain point with some of the
05:05 settings at a little bit lower quality than your finished render.
05:11 And at that point, the render will consider itself finished.
05:16 You can also change that mode to Final Render quality.
05:18 Which will take the scene up to the quality settings that you have set up for
05:21 your render. And then leave them.
05:24 Or set it to Extended Refinement Passes, which will keep refining the image until
05:29 a change is made or you move out of the render tab.
05:35 So, this can allow you to get a very, very clean, polished look on the scene,
05:38 if you have a few minutes to spare. I usually use this if I'm about to take a
05:43 break and want to get a nice quality render, and maximize the view port size,
05:47 turn on Extended Refinement Passes, and let it go while I'm taking a break.
05:55 Another option that you can use, if you're going to really want to max out
05:58 all of the speed here in this is use all threads.
06:01 This will take every core in every processor that you have available and
06:05 dumb them directly into this preview window.
06:09 Now, this is going to slow down other applications and other things that you
06:11 may be doing at the time. But it's really going to eek every last
06:15 bit of speed out of getting a fast preview of your scene.
06:22 One more note about the render preview is that it features something called paint
06:27 to render. So if you paint over, or mouse over a section.
06:33 It will increase the render quality at that point.
06:36 That way if you want to see how an object is going to look in a scene, in one
06:39 specific area, you can really quickly just mouse over that, until it gets to a
06:43 good point, and then call it done. Let's move this a little bit so that we
06:50 can have this refresh. So I'm just going to mouse over this
06:53 point right here, and you can see that the majority of the scene is not
06:57 refining, until I stop mousing. And then it will take time to catch up.
07:02 And now, as soon as I stop doing that, the render quality is going to go over
07:05 the entire rest of the scene evenly. This can also be very useful if you have
07:10 one particular part of the scene that is more difficult to render.
07:15 For example, blurry reflections often times come out grainy and kind of rough looking.
07:20 So if you take some time, initially while you're doing a preview, to paint over or
07:24 to mouse over that section. Then when the rest of the scene goes, it
07:27 will already have had a head start, and you can get a better finished look on that.
07:33 So that does it for the render tab, there is a lot going on here and it is a very,
07:36 very useful tool for creating the best possible look in the fastest time.
07:42 You can edit your lights, you can edit your textures, and have a really good
07:44 idea of how it's going to look in the finished render.
07:47
Collapse this transcript
3. modo Fundamentals
General preferences
00:02 In this video, we're going to look at a few of the preferences inside Moto, that
00:05 will be commonly used in order to get started, and to make your work flow a
00:08 little bit better. If you're on the Mac, the Preferences are
00:13 found under Moto, and then Preferences. On Windows, Preferences is found under
00:18 the System menu. I'm going to go down to my Preferences
00:21 and Open them, and there are three specific places that are very important,
00:24 even for a novice user to look as far as setting up good Preferences.
00:28 First is Autosave. Now, by default, Autosave will be turned
00:33 on at a time interval of five minutes, with one revision.
00:37 And that means that every five minutes it will Save a file, and five minutes later,
00:40 it will write over that file, and so on and so forth, keeping it relatively up to date.
00:46 Now this means if your computer crashes, or if Modo crashes, when you Restart,
00:50 Modo can recover some of your recently Saved files.
00:54 Now the problem with having the number of revisions set to one, is that it's going
00:58 to continually overwrite the Saving that has been done.
01:01 So, I'm a kind of person that I like to Save in iterations.
01:05 Just to make sure I didn't make some mistake that, I can't go back and repair
01:08 later, or change something that I decide 45 minutes later, that I want to go back
01:12 to the original way I had it. So, I like to set this Revision number a
01:16 little bit higher. Setting something like 15 or 20 is
01:19 usually adequate. That means that every five minutes, it's
01:24 going to Save a version of your file, and once it's reached 20 versions, it'll
01:27 start to override over the last ones. And typically, once you've gone 20 times
01:32 5 or 100 minutes, you've probably Saved a new version of your file anyway.
01:37 So for me, 20 is usually a good spot, as that keeps you from having to override
01:42 previous work. The next thing that is really important
01:47 is under the bottom, Final Rendering. Now, Final Rendering, a lot of these are
01:53 going to be more complex options, that you don't have to worry about in common,
01:59 simple basic workflow. There are two exceptions, however.
02:04 And these are the other two things that I wanted to discuss here.
02:07 And those are right up at the top. First thing is Render Threads.
02:11 By default it's going to be set to Automatic Render Threads.
02:14 Which means that, if you have four processors in your computer, it's going
02:18 to use all four processors. Or if you have one processor with four
02:22 cores, then Hyper Thread, it will use eight of those Hyper Threaded cores.
02:28 So pretty much everything that you've got, is going to be thrown into it.
02:31 If, however, you need to Render and you want to throttle it back a little bit, so
02:34 that you still have some power to do other things while the computer Renders,
02:37 you may want to Manually set your Render Threads.
02:41 So I've got eight cores in this. If I set it to six, that's going to leave
02:45 me a pair of cores to do other work inside of my computer.
02:49 So that I'm not completely slowed down by my Rendering.
02:53 However, a lot of times I want to get my Rendering to be as fast as possible.
02:56 So I check it off to Automatic Render Threads.
02:58 That's just something to remember, if you need to do other work while your computer Renders.
03:03 Now the next thing is Geometry Cache Size.
03:05 And this is going to be how much memory Moto is allowed to use for creating
03:08 complex geometry at Render Time. Now, by default that's set to two gigs,
03:13 which is relatively good, but if you have a lot of ram in your computer, it's a
03:16 good idea to set that up to something higher.
03:19 I've got plenty in here, so I'm going to set it up to 8 gigs, and that will allow
03:23 me to have plenty of space for really complex geometry.
03:27 And everything is going to look really good, and be very finely refined in my
03:30 finished Renders. So those just a few of the common
03:34 preferences that you'll want to familiarize yourself with.
03:37 If you get the time, spend a little bit of time reading about the others.
03:40 But for a basic standpoint, just setting up those few things; your Auto-save, and
03:44 your Final Rendering based on your Render Threads and your Geometry Cache, can be
03:48 really helpful to make your work flow, and your work experience a little more enjoyable.
03:54
Collapse this transcript
Navigation in 3D space
00:02 In this video we're going to look at how to navigate in 3D space inside of Moto.
00:07 We'll look at how to move around a scene efficiently, how different Viewports
00:11 behave slightly differently. And a few shortcuts that will help you to
00:15 navigate with ease inside of a 3D scene. So, if you would like to follow along
00:20 with this simple model, open up the Nav City scene from your Projects folder.
00:27 This is a very simple scene with a bunch of small randomly created blocks that
00:32 will give you something interesting to navigate around.
00:38 All right, so, in Orthographic views, or these non-perspective views that don't
00:43 have any 3D depth, there are two main methods of navigation.
00:48 Panning, which is done with the Option or Alt keys.
00:53 Depending on if you're on a PC or a Mac, you can see that moves any of these views
00:58 left, right, up, and down. This would be very similar to something
01:04 like holding the Spacebar in Photoshop. And then also holding Option or Alt+Ctrl,
01:09 gives you a zoom function so you can zoom in and out of any of these views.
01:16 It is important to note that this zoom is context sensitive, so wherever your mouse
01:19 is centered. That's where you will zoom towards.
01:23 This makes it very easy to go in and out. And find the parts of the model that you
01:28 need, as opposed to simply zooming in towards the middle and then having to pan
01:32 to say the far side like this. In addition, you could also use the
01:36 scroll wheel to zoom in and out, but this can often be relatively cumbersome
01:40 depending on the kind of mouse that you have.
01:45 And can be very finicky and hard to get an exact position on a zoom.
01:48 Where as using an Option or Alt+Ctrl key, gives you a very fine tuned method of
01:53 navigating in and out with your zooms. Every view also has a small widget in the
01:59 upper right-hand corner that contain the navigation functions for that window.
02:05 So in the case of the orthographic views there is the Pan tool, it moves you
02:07 around, up, down, left, and right. And the Zoom tool, which in this case
02:11 will zoom you just towards the center of the screen.
02:14 In 3D views, like this perspective view in the upper right, which I'll now
02:18 maximize with the zero key on the numeric keypad.
02:23 There is one additional part of the navigation puzzle.
02:26 And that is the ability to rotate, as I'm doing now.
02:29 In the perspective views, holding down the Option or Alt keys and then clicking
02:33 on the left mouse button will let you rotate the view around.
02:40 Sometimes it can be easy to get upside down, or sideways, when rotating on these views.
02:46 But there is a little bit of a visual help in order to let you keep things up
02:50 and down. The gradient in the background has dark
02:54 at the bottom. Let's put it back at the bottom and light
02:59 at the top. So, you can think something like ground
03:02 and sky. So, if you have the view upside down,
03:04 like in this case. You can tell very quickly by looking at
03:07 that gradient, or if you have it sideways, the same thing applies.
03:11 You know that, that the dark side should be down.
03:13 And the light side should be up, in order to have the model facing up and down,
03:16 exactly as it should be in 3D space. So clicking and dragging with the left
03:23 mouse button will allow you to rotate the screen.
03:25 And then the other Navigation options are the same, except the Pan tool is holding
03:31 Option or Alt+Shift that will allow you to pan the view around.
03:38 And then Option or Alt+Ctrl will allow you to zoom in and out.
03:44 Once again, the zoom tool is context sensitive, so zooming in and out on a
03:48 specific point will take you to where the mouse is centered.
03:56 If you get zoomed in, or placed in an odd part of the model, you can always get
04:00 back to a view with everything in the scene centered by pressing the A key.
04:06 The A key will take everything in the current scene and center it up in the
04:09 middle of the view port retaining whatever the current orientation of the
04:12 perspective is. So if I am rotated sideways like this and
04:17 zoomed in here and pressed the A key everything is going to fit to view but,
04:21 it will retain my angle of orientation. If you would like to center up on a
04:28 specific part of the model. For example, this polygon here, which
04:33 I've selected by clicking on it, pressing Shift+A, will zoom you in on the current selection.
04:41 This also works if you have a specific part of the model selected or say, a
04:45 group of polygons. Pressing Shift+A will center that
04:50 selection in the middle of the screen. So that is A to center the view in the
04:55 middle of the screen, and Shift+A, to center your current selection in the
04:59 middle of the screen. And those will always be there in order
05:03 to keep your scene easily manageable from our perspective point of view.
05:08 Now, when working with a camera, as in the ones that appear here in the Render
05:13 view, there is one additional bit of navigation to worry about.
05:19 And that is using the Rotation and the Zoom tools, so Option Or Option+Ctrl.
05:26 And using those with the right mouse button.
05:30 Now, using just the left mouse button, it's going to be relatively similar to
05:33 working in just a regular perspective view.
05:36 You can see the rotation works the way we would expect.
05:40 The zoom function however, is always towards the center of the screen.
05:44 Because that is the camera moving towards whatever is in the center.
05:49 So if you look here, in this Perspective view in the bottom, you can see the
05:53 camera moving in and out, depending on how far in or out I zoom.
05:58 Now if I use these two options, either rotate or zoom with the right mouse
06:02 button, they have slightly different options.
06:06 So holding Option or Alt+ the right mouse button, is a tripod based rotation.
06:12 So the camera isn't going to move anywhere.
06:14 It's simply rotating based off of its current point.
06:19 Also holding Option or Alt+Ctrl key will give you a zoom, but not moving the camera.
06:26 This is simply changing the focal length of the camera lens.
06:29 So it gives you the effect of actually zooming in and out.
06:31 You can see as I zoom in an out here with the right mouse button.
06:34 My camera and my perspective view isn't moving.
06:36 It's simply changing my focal length of the camera.
06:42 So those are the navigation features that you need to learn and master.
06:46 By taking a few minutes to get used to rotating, panning, and zooming in your 3D
06:50 scenes, you'll very quickly be navigating around them like a pro.
06:55
Collapse this transcript
Grids and the workplane
00:02 In this video, we'll be looking at the grid system inside of Modo, and also a
00:05 very special grid known as the Workplane. So, in any view, you can see that there
00:11 is a grid in the background. Now, as I zoom out, you'll see the grid
00:16 snap and change scale. So as the grid spaces get smaller, it
00:22 will be eventually replaced by a larger grid that takes up the same overlying space.
00:31 Conversely, by zooming, as the grid spaces get larger, they will be replaced
00:36 by smaller grids that are inside of the existing grids.
00:42 In order to keep tabs on how large these grid spaces actually are, there is a
00:46 small readout in the bottom right corner of any window that shows the scale of the
00:51 grid pattern. So, you can see now that this reads at 200mm.
00:57 So zooming in farther, once the grid snaps to a smaller size, you can see
01:02 changes to 100 millimeters and 50 and 20. If I zoom farther out, you can see it
01:08 goes to one meter, two meters, five meters, 10 meters, and so on and so forth.
01:13 So, this will allow you to keep a good idea of how large your scene is.
01:18 This can be very important when it comes to setting up lighting, cameras, and also
01:22 some dynamic effects. So, building your scenes as close to real
01:26 scale as possible can be a really important thing.
01:32 So, keeping an eye on this scale and seeing how it relates to your grid, it's
01:36 very important for keeping your model a good scale.
01:41 Now, switching over to the Perspective view can see that we have the same kind
01:44 of grid happening. And it's this dark-colored grid that is
01:49 overlying the background. You can see that right now that's set to
01:54 500 millimeters, and as I zoom in, 200, 100.
01:56 And again, it will just keep getting smaller and smaller.
02:00 This dynamic grid adjustment can be very useful as long as you know that that's
02:03 what's happening. Otherwise, it can be very confusing.
02:06 And you might not have a good idea of how big your scene actually is.
02:14 The Workplane is a very special grid that is in white, or in light grey, overlaid
02:19 through the rest of the scene. Now, the Workplane will dynamically
02:25 adjust its position and snap to either the x, y, or the z planes to stay roughly
02:29 perpendicular with your current View port when you're in a Perspective view.
02:36 So, you can see right now that grid is facing pretty much towards me.
02:40 And as I move more around, rotating, when it reaches a half way point, it will snap.
02:46 And there you can see it's snapped over to be now facing down a different axis.
02:52 Now, in the bottom left corner, you can see a graphical representation of the axis.
02:58 y is up, and then x and z are along the ground.
03:02 So, this can help you to also orient yourself in 3D space.
03:07 You will also notice that there is a small light colored box that is filling
03:11 in some of the area. And right now, it's filling in the area
03:15 between the x and the y planes. And that's actually the orientation of
03:19 the Workplane at the moment. So right now, it's going with the x,y.
03:23 If I keep rotating, it's with the x,z. If I rotate to look more downwards, it's
03:29 now on the z,x plane. So, this Workplane will help define how
03:33 all objects are placed and how tools work inside Modo.
03:39 For example, if I were to draw out some kind of shape in 3D space and start
03:43 clicking over here, it's not just going to drop it in some random point in 3D space.
03:49 But it's going to put it in 3D space in aligned to the Workplane, that can help
03:53 you keep everything much more organized. And there's much less guess work in how
03:58 objects are actually placed in the scene. With a little bit more advanced work, you
04:03 could actually realign the Workplane. To align itself to any particular point
04:09 in 3D space. As an example, if I were to drop a sphere
04:13 into the scene, if I wanted to work specifically with these four polygons.
04:19 Which are relatively off axis, you can see they're not quite facing down.
04:23 The x, they're not down. The z, they're not down.
04:26 The y just kind of facing off into space. I can align the Workplane to those, and
04:30 it can make it easier for me to work directly on that point in space.
04:36 So, those controls are found over on the right-hand side.
04:39 Under Workplane, you can see align Workplane to the selection.
04:43 You can rotate the Workplane, offset the Workplane.
04:46 These lower options are used less frequently, but the Align Workplane to
04:50 selection one is relatively common. As you can see, as I align that, that,
04:55 that Workplane is now aligning itself right to those four polygons that I have selected.
05:01 Resetting the Worplane, at the top option, will put it back to it's standard behavior.
05:08 So, keep an eye on how that Workplane adapts and changes based on your perspective.
05:12 And you'll very quickly know how tools will work inside of 3D space.
05:17 Use your grids, and know what scale they're at by using the bottom right corner.
05:22 And you can keep great tabs on scale and placement of objects inside of 3D space.
05:28
Collapse this transcript
Viewports and UI customization
00:02 In this video, we'll have a look at how some of the UI in Modo can be adapted and
00:06 customized based off of your screen size or how you need to work.
00:11 So, one of the common things that you'll need to do is resize your windows.
00:15 So if I mouse over any individual section, you can see that I can change
00:19 the scale of that particular window. So, all right.
00:24 Now, I'm changing the scale of my View port in order to get more space or less
00:27 space for my items. Also, I can give more space or less space
00:32 vertically, say to my items. And these windows will dynamically adjust
00:37 themselves to give you the best possible view, depending on the amount of screen
00:41 space that you have. So you can see, as I drag this up even
00:45 farther here, I'm given just a very, very basic grid space work flow to show all of
00:50 my current layers. I don't have anything in this scene, it's
00:55 just an empty scene. So, these are pretty much empty, but here
00:58 you can see them. And by actually clicking on that one, I
01:01 created an extra Mesh layer, which I don't need it, so I'm going to
01:04 right-click and delete it. All right, now all these views typically
01:10 have tabs, and the tabs can be changed easily within a particular view.
01:15 But occasionally, some of the tabs will need more space than they currently have.
01:21 So, if I look here in my Properties and I go down, this is actually cut off.
01:24 And the reason I know that it's cut off is that I have this little box with
01:27 double arrows in the bottom right corner of it.
01:30 So, if I click on that, it's going to show all of the remaining options that I
01:34 would normally have if I had more screen space.
01:37 So that way, I can get to everything without having to move stuff around.
01:41 Completely change my screen, or do anything crazy like that.
01:45 You can see that, that also is true over here on the left-hand side in my Vertex tools.
01:51 You can see I have a few extra tools that were just hiding down there.
01:54 And now, they're available. So, if I do something like select a
01:58 cylinder, we can see that I have a few extra tools or few extra options that are here.
02:04 And I can get to them pretty easily that way.
02:08 There are a few sections of the User Interface that have, kind of some hidden
02:11 things to them. So, down here in my command line, which
02:15 is where I can enter individual commands. Or just normal things that I'd use with
02:20 hot keys or button presses or things like that.
02:24 I can drag this up. And when I get up to a certain point, it
02:27 will actually change into a command history.
02:29 So, this shows my Undos and I can drag to Undo or Redo.
02:33 And then, I also get a history of things that I've used recently.
02:38 I also get commonly used commands, or commands that are inside of the User Interface.
02:44 All sorts of things I can do here. And scripts and any of these things can
02:48 be fired off directly from here or can be grouped together to make macros.
02:54 So, pretty cool, hidden, can drag it back down, just changes to your command line.
03:00 Just something you'll want to know it's there for when you're working later on
03:03 and get into some more complex work loads.
03:06 Let's look over at the Render tab, and you see something that commonly happens
03:10 when dealing with reduced screen spaces I'm looking at right here.
03:14 Can see that my presets, my preset textures that I have over here, have some
03:18 missing controls. And so, right now, it just says Browser toolbar.
03:24 So if I click on that, you can see that I have the ability to navigate in these.
03:28 And then, I also have other options that I can choose from this pull down menu, so
03:32 I can choose, say my Galvanized Metal. And then, I can also control the scale of
03:37 the thumbnails themselves by dragging that to the right I make them bigger.
03:42 So I get a nice, big preview of those. Again, there's not enough room for that.
03:46 So, I can just scale those down to the space that I have.
03:51 So, you can pretty easily scale your workspace in order to fit any screen size.
03:57 Even if it becomes a bit cramped you can always go to a less populated view.
04:03 Use the 0 key on the numeric keypad on any of these views in order to get more
04:07 space for them. And that, in conjunction with using these
04:11 double arrow keys, will let you get to every part of the User Interface even if
04:15 you're in a really small, contained space.
04:18 And this can also be helpful, just if you need to use more space just to see your
04:23 objects more clearly, and work the way that you want to.
04:29
Collapse this transcript
Vertices, edges, and polygons
00:02 In this video, we'll look at the basic components of 3D construction.
00:05 Namely vertices, edges, and polygons, and how those are used in conjunction to make
00:10 up 3D models. Now, in this example here, there is a
00:14 simple sphere, which you can get in your scene by simply holding the Ctrl key on
00:18 the Mac or the PC. And then, clicking on the sphere in the
00:22 top left corner. That will place a simple sphere in your
00:25 scene that will look just like this one. So, the basic, very basic component of 3D
00:30 is a vertex, and vertices are simply a point in 3D space.
00:37 It has an x, a y, and a z position. Vertices by themself are not rendered.
00:42 They're just a part of the larger 3D world, which is actually polygons.
00:49 So, an edge is a combination of two vertices.
00:52 So, you can see here's an edge selected. It has a vertex on the left and on the right.
00:56 And that's an edge. So, in order to get something that's
01:00 actually visible, at least three edges and three vertices need to be combined to
01:04 create a polygon. Now, this is what's known as a quad, a
01:09 4-sided polygon. And 4-sided polygons are kind of the
01:14 heart of a lot of modeling because they flow one into another.
01:19 You can have a triangulated polygon. So, something like this where we have two
01:27 triangles here in the same space of that one quad.
01:31 But if we have everything in triangles, there isn't really a geometric flow to things.
01:37 So if I see with these quads, I have loops that run all the way around.
01:43 I have loops that run up and down. And it makes it much easier to organize
01:48 your geometry and get nice smooth looking 3D shapes.
01:53 Vertices, edges, and polygons can be selected by simply clicking and dragging
01:58 across them, when you're in the proper mode.
02:03 Right now, I'm in Polygon mode, which is noted up here in the top of the screen by
02:06 the highlighted Polygon button. You can click on edges or vertices to
02:10 switch between these. And then simply Click and Drag the
02:15 select, the component that you want to. You can also toggle between these three
02:20 settings with the spacebar. So, pressing space will move me to edges,
02:24 pressing space again will move me to polygons, and then pressing space again
02:28 will move me back to vertices. It's important to note that when I switch
02:32 between the three modes, with the space bar, I retain the selection that I had
02:36 made before switching out of that mode. So if I select, just say, these two
02:42 vertices right here, and then these four edges here, and then this polygon here.
02:49 And now, if I toggle back between them, I can retain that selection.
02:55 And if you want one more way to select those, you can also use the one, two, and
02:58 three keys. Again, you will retain your selections
03:01 and that makes it easy to hop back and forth between your different modes.
03:05 So one, two, and three, using the space bar to toggle or by simply clicking on
03:10 these you can quickly select and work with vertices, edges, and polygons.
03:17 One more note about these is that if you hold the Option key, you'll see that all
03:21 three of these options change from vertices, edges, and polygons to convert.
03:27 So, with a polygon selected, I can hold down the option key and convert that
03:31 selection in two edges. Or holding it down again, I can convert
03:37 that selection into vertices. Finally, if I have a group of polygons selected.
03:44 This will say if I hold down the Ctrl key in polygons, we'll see that edges changes
03:49 to boundary. Now, the difference between converting to
03:55 just simple edges and converting to a boundary is that the internal edges
04:01 aren't selected. Now, I just have this ring of edges that
04:06 surround the entire polygonal selection. That way, you can quickly convert your
04:12 current selection in one of these modes into the other modes.
04:16 So, learning to control and use vertices, edges, and polygons is key to making good
04:21 3D models. Knowing that one will always affect the
04:26 others is also very important. Moving this vertex out will effect all of
04:31 the surrounding edges and all of the surrounding polygons.
04:35 These three components are tied together in the creation of the three-dimensional
04:38 surface in Modo.
04:40
Collapse this transcript
Making basic selections
00:02 In this video, we'll have a look at how to basically select vertices, edges, or
00:05 polygons, sometimes known as components, inside of Moto.
00:09 In order to get started, let's place some basic geometry in the scene.
00:14 Under the Basic heading, in either the model or the model Quad tab hold down the
00:18 Shift key and click on a Cylinder, and that will place a basic cylinder in your scene.
00:24 Give you something to work with when marking selections.
00:26 Now the easiest way, or the most simple way to make selections is to simply
00:31 click, and drag across the model. Since I'm in my vertices setting right
00:36 now, we'll select vertices. So I can click and drag across.
00:40 And Select Vertices. Now notice one thing here as I Click and
00:44 Drag across I'm only selecting the vertices that I can see.
00:48 So if we look on this front view, in the bottom left, you can see that the
00:52 vertices on the back side have not been selected.
00:56 Now if I were to do the same thing on the right view.
01:01 And click and drag across. You'll see that the vertices all the way
01:05 around have been selected. And this is an important thing to
01:07 remember, is that. When you have shaded geometry.
01:11 In other words, something like this here in the perspective view, that you can see
01:14 polygons in place. Then the selections will be based off of
01:18 what is visible. So clicking and dragging across these
01:20 will only select the ones that are visible.
01:23 Not the ones on the back side. Now when you're dealing with unshaded
01:26 geometry, like the wire frame view here, clicking and dragging across will select
01:30 straight through the object and select things on both sides.
01:34 It's an important distinction to make, so that you understand what's going to be
01:37 selected when you try to make that selection.
01:40 Now if I were to take this view and change it to a wire frame view.
01:46 I'll now be able to select vertices all the way through the object.
01:49 You can see, clicking and painting this selection across here, as it's known,
01:52 will select all the way through the model now.
01:55 But then when I go back to my regular shaded version, I only select what's
02:00 there visible. Now, that same thing applies also to
02:03 edges and vertices. So, clicking and dragging will select polygons.
02:09 Clicking and dragging will select. So the other way to make selections,
02:14 based off of just simple mouse clicks, is by using the right mouse button.
02:19 So, clicking and dragging with the right mouse button will create kind of a lasso
02:22 style selection. Notice that the beginning and the ending
02:25 of the lasso are always connected by a straight line.
02:28 And that might seem like a simple thing, but it can be very useful when you're
02:31 trying to make more difficult selections. So, if, for example, I want to only
02:37 select the top row of polygons here looking in the right view, I can very
02:41 easily right-click and then drag as loosely as I want.
02:48 Or as sloppily as I want around the object.
02:51 And leave that straight line to connect through.
02:54 And as soon as I release, it will connect and select everything above that selection.
03:00 Now another thing to notice about the lasso selection is that it only selects
03:03 the components that are completely inside of the selection.
03:07 So if I'm dragging, and this second row of polygons is being bisected by my lasso
03:12 selection, it's not going to be selected. If I want to include that in the
03:17 selection, I have to get all of those polygons completely inside of the lasso
03:21 area, then I release and those are on there.
03:25 Now, that also applies to edges, so if I click and drag around, I'll select
03:29 everything that's completely inside the lasso, but none of these extra edges.
03:33 If I want to include those I have to drop down lower and make sure that they're
03:37 completely inside the selection area. Now, vertices since they're just single
03:42 points, they don't have any space that they take up.
03:45 It will just select all the vertices that are completely inside the selection.
03:49 So there's no worrying about cutting through particular vertices because
03:53 vertices don't any 3 dimensional form. So that's the basics of making simple
03:59 selections in moto. You click and drag with the left mouse
04:03 button to select, or right-click and drag to have a lasso.
04:09 If you have shaded views then you won't select what is facing away from you.
04:14 And if you have wire frame views, you'll select everything straight through the
04:17 model, regardless of whether it's facing you or not.
04:20
Collapse this transcript
Making complex selections
00:02 In this video, we'll move beyond the basic left and right mouse button clicks,
00:05 in order to make selections. And look at some more complex ways of
00:08 making selections that will make your life easier, when it comes to working
00:11 with more complex models. So, the first thing to look at actually
00:16 has to do with simple drag selection. Now, if you notice if you drag across
00:19 some vertices, when in the vertices mode. You can select them, but if you get very
00:24 far away from them, they don't select. If you want to be using this Painted
00:29 Selection style, where you just drag across the model, there may be something
00:32 you'll want to consider using. And under the Select menu, all the way
00:36 down at the bottom, you'll find Lazy Selection.
00:39 And what that does is it increases the hit radius.
00:43 That is used in order to decide if you're selecting a vertex or not.
00:47 You can see I can drag all the way down here and make these selections still.
00:52 So this can make your life a lot easier if you use this selection mode a lot.
00:57 Although it is a little less accurate because it is opening up again, like I
01:00 said, the radius. So, it's a lot easier to select something
01:04 down a row that you didn't mean to select.
01:08 Something to keep in mind if you want to use that by default it's off.
01:13 And you can switch it on and switch it off just that easily.
01:18 The next thing that we need to look at has to do with selecting loops.
01:22 So in many 3D models when they're well constructed you'll have loops of geometry.
01:26 Loops of vertices, loops of edges and loops of polygons.
01:30 So if I look here and I'm going to go into this right-hand view, drag across
01:34 and select all of these vertices. Too that makes a lip all the way around
01:40 the model. It has a start and an endpoint that are
01:43 the same, so that it's a continuous flow. Now the same thing applies to edges.
01:49 And see I can select that loop of edges there.
01:51 And also to polygons. So if I make that selection there, you
01:56 can see that I have a loop selected. Now, fortunately, you don't have to
02:01 always draw out the selections one polygon at a time.
02:04 In polygons, you can select at least two polygons in the direction you want the
02:09 loop to go. So in this case I want to select them horizontally.
02:14 And then by pressing the L key, you'll get an entire loop selected.
02:19 Now with that loop selected, the Arrow keys become active and very important.
02:23 Pressing the left and the right Arrow keys, will move the selection to the next
02:27 or the previous Loop. Pressing the Shift key and then using the
02:31 Left and Right arrows will add the next or the previous loop to the selection.
02:39 Then going back to the Arrow keys without the Shift key will just move your
02:41 selection of a single loop once again. Holding down Shift and using the Up and
02:45 Down arrow keys will expand your selection.
02:48 Now this doesn't apply to only loops. You can select a single polygon.
02:52 Use the Shift and Up and Down arrows to expand or contract your selection.
02:57 This can be very useful when it comes time to center-out the selection on a
03:00 particular area. I know I want to select everything around
03:04 this polygon, for example. I can click on it to select it.
03:07 And then use the Shift+Up arrow to expand my selection.
03:10 The Arrow keys and the Shift and the Arrow keys apply to vertices and edges as well.
03:15 So if I select a loop of points or vertices, I can use the left and right
03:18 arrow keys to move my selection. Shift and the Arrow keys to expand.
03:23 And then Shift in the up and down Arrow keys will expand my selection, just like
03:27 with polygons. And the same thing goes with edges.
03:31 However, you don't need to use the L key in order to select a loop of edges, you
03:34 can, you can press L, and it will select a loop of edges.
03:38 But you notice, that edges, by nature, go in one direction, they'll go around
03:42 the model and form a loop. So, you only have to select one edge And
03:47 press L to, select it. But you can also alternately simply
03:51 double-click on an edge and that will imply selecting the entire loop of edges.
03:58 So double-click is essentially the same as selecting and pressing L when it comes
04:02 to edges. Also selections between polygons, edges
04:07 and vertices can be converted to one another.
04:11 So if I hold down The Alt or the Option key.
04:14 You can see that my vertices, edges, and polygons changed to convert.
04:19 So if I click Convert On Edges, it will convert all of the included edges in my
04:23 selection into edges instead of just having the polygon selected.
04:27 You can see it actually retains the previous selection as well.
04:31 I had these polygons selected. And then when converting over to edges,
04:35 it doesn't drop my polygon selection, it leaves it there.
04:38 Now my vertices, I haven't converted anything yet.
04:41 So I still have this previous selection that was made.
04:44 But if I go either to edges or polygons and hold down the Alt or the Option key,
04:48 I can convert that same selection in two vertices.
04:51 So you can see now I have the same selection made with vertices, made with
04:54 edges, and made of polygons. Holding down the Ctrl key will allow you
04:58 to select the boundary of edges. So you can see that this changes to
05:03 boundary, while nothing happens to vertices.
05:06 If I click on that, I get just the bounding area of edges that surround the
05:09 polygonal selection. So if I make a more odd shape selection
05:14 here, and hold down Ctrl, click, and you can see that it surrounds the entire area.
05:19 Again, my selection are retained, so I can toggle back and forth and see the difference.
05:25 I have the polygon selected here, and then here, I have the boundary of all the
05:28 polygons that are selected. One final thing is the use of the Bracket keys.
05:36 Now, the Bracket keys have three functions.
05:39 So let's go ahead and select a few polygons in here.
05:41 And if I use the Open bracket key here, the one right next to the P key, it will
05:45 invert my selection. And it's a little difficult to see in
05:49 this case because These polygons that we're selecting are now deselected.
05:53 It will be a lot easier to see if I select a loop and now invert my selection
05:56 with the Open bracket key. You can see that middle loop of polygons
06:00 is not selected but everything else is and again I can press that Open bracket
06:03 key to invert it. So at any time I can invert my selection.
06:08 Now the closed bracket key will select everything attached to the polygon, or
06:12 the vertices, or the edges, that are currently selected.
06:17 In this case I only have one model, one continues piece of geometry.
06:21 So pressing the Close bracket key will select everything.
06:24 Now this can also be done by double clicking in either polygons or vertices.
06:28 If I double-click I will select everything attached.
06:31 With vertices same thing, if I double click will select everything attached as
06:35 far as vertices go. Remember with edges to double-click is a loop.
06:39 So. Something important to know the difference.
06:41 But I can use the Close bracket key to do that same thing and it's like all of
06:45 the edges that are contiguous and connected to the selected edges.
06:50 Even if it's a single edge, it's like one edge, hit the Close bracket key and there
06:53 we go. Same thing with polys and vertices.
06:56 Select one and, hit the Close bracket key or simply double-click when dealing with
07:01 polygon's and vertices. Holding the Shift key down and pressing
07:05 the Close bracket key will select everything to close off that geometry.
07:09 Now this only works if you have geometry that, has a definite end.
07:14 In this case I have as you can see a cylinder that terminates up here in the top.
07:18 So if I select this loop. And then press Shift, plus the Close
07:22 bracket key. It will select everything that closes off
07:25 that model. Now the reason that it selects everything
07:29 upwards in this case, is that it, looks at the geometry and selects everything on
07:33 the closest terminating end. So if I select right above the center
07:38 here and Shift plus the Close bracket we'll select everything above.
07:43 because it's going the quickest way to terminate the geometry.
07:47 If I go down one polygon loop and hold Shift and press the Close bracket key
07:50 we'll select everything down because that is the closest way to terminate.
07:55 This can be very very useful when selecting something like an arm on a
07:58 character or a finger. Or something that you have extended
08:02 geometry that's more complex and you want to select everything to one direction.
08:06 This can be very very useful. Now that also works if say I select this
08:10 loop want to get the closed part but then I want to get the other part.
08:15 I can just use my Open bracket key to invert the selection and that way I very
08:19 quickly have the larger section selected. Making selections is actually one of the
08:26 most important parts of a 3D workflow. It might seem basic and rudimentary.
08:31 But by being able to efficently and effectively control your selections you
08:35 can model and edit your models much more effectively.
08:39
Collapse this transcript
Basic object manipulation
00:02 In this video, we'll look at the basic ways to manipulate geometry in 3D space,
00:06 namely Movement, Rotation and Scale. Now, these options are found under the
00:11 basic section in either the model or the model Quad tab.
00:15 You can see them represented by the arrows which is your Move tool, the disks
00:19 which is Rotation. And the cubes on the end of the axis,
00:23 which is your Scale tool. Additionally, there is a Transform tool
00:27 that does all of these built into one. But it has some different options so it's
00:31 worthwhile to know how each of these works individually.
00:34 There are also hotkeys for all of these operations.
00:37 W is move, E is rotate, and R is scaled. And additionally, Y is the Transform tool
00:45 that lets you do all of those things built into one.
00:48 So, let's start by looking at the movement.
00:51 Now, you can see that there are axes up, down, left, and right.
00:55 By dragging on one of those specifically, the object will be constrained to motion
00:58 in that in that direction. There are also these circles, which are
01:02 Planer Movement tools. Which means that an object, when moving,
01:07 will be constrained to moving along two axes instead of just one.
01:12 So for example, by Clicking and Dragging on the planar handle that aligns with the
01:15 ground plane, the object can move around freely along the ground plane without
01:18 worrying about moving up and down. Additionally, the other planar handles
01:25 will move the object, constraining it to the two directions to which the latch
01:29 planar handle corresponds. And you can see that each of these
01:33 handles is oriented to an axis, so the green one is the y, which you can see
01:37 here on the axis in the view. Red is the x, and blue is the z.
01:43 And with the planar handles, the color code is based off of the perpendicular axis.
01:49 So, you can see that the blue corresponds to this blue arrow, the red to this red
01:51 one, and the green to that green one. That way, you can move around relatively
01:55 freely and know which directions you're moving in very quickly.
01:58 And if you forget and need to reference which axis you're moving on, you can
02:02 always look down at this axis in the bottom corner of the view.
02:07 Now E, or the Rotate tool, gives you a slightly different set of options.
02:12 There's rotation around each perpendicular axis.
02:15 So around the z, with the blue handle. Around the x, with the red handle.
02:20 Around the y, with the green handle. Now, each one of these will highlight in
02:25 yellow in order to know which one you'll be working with.
02:29 And then additionally, there is a grey handle that runs around the entire
02:32 object, around all of the other handles, which is perpendicular to the current perspective.
02:39 Now, this one can be very useful if you know an exact angle you need to rotate
02:42 something based off of. But you have to be careful because it
02:46 will rotate it in all three of the directions, x, y, and z at once, and can
02:49 very quickly put your object off-kilter, as this one is.
02:54 So, just good to know that that is there. But be careful if you edit it when you
02:58 don't mean to, you can put your object in a weird angle very quickly.
03:03 Also, if you hold control before starting to drag on these rotation handles, the
03:07 object will constrain or snap to rotation in 15 degree increments.
03:13 This can make it very easy to rotate something an exact amount without having
03:17 to worry about exactly how far you've rotated it.
03:22 The Scale tool, again with the R key, has very similar options to the Move tool.
03:27 There is directional scaling in one specific axis.
03:31 So x, y, and z. There's also planar scaling, which will
03:35 scale on two axes at once. You can see this affects the x and the z
03:39 scale, but not the y or the height at all.
03:43 And there's also Uniform Scale which is the small circle in the middle of the axes.
03:48 So, Clicking and Dragging on that will scale everything proportionately and keep
03:52 it all even, just scaling the entire object up and down.
03:57 With the Y key, or the Transform tool, there are handles, as I mentioned, for
04:02 Movement, Rotation, and Scale. But it's important to note that none of
04:07 these have the options for the planar or the uniform movement or scaling.
04:12 So, I can scale along one axis at a time, or move along one axis at a time, but I
04:16 can't move. There are no planar handles to move on
04:20 two axes at a time, to scale on two axes at a time, or to scale everything uniformly.
04:26 Well, if you're just going to be moving things around and you want to quickly hop
04:30 between tools, this can be a very useful option.
04:34 Otherwise, flipping back and forth with the W, E and R keys will allow you to
04:37 very quickly move, rotate and steal your objects in 3D space.
04:42
Collapse this transcript
4. Modeling Tools
Basic object primitives
00:02 In this video we'll look at the asic object primitives in Modo and that's
00:05 going to be the four top ones here cube sphere cylinder cone and then also the
00:09 (UNKNOWN) looks like a donut there on the, second row.
00:15 So, let's first have a look at the basic cube shape.
00:18 Now, when you turn on the cube tool, or click on the icon, you can see that you
00:22 get option for the cube down here. Now I'm going to maximize this so I can
00:26 have more space, that's what the zero on the numeric keypad.
00:30 If you have a larger monitor, you'll be able to see that more easily.
00:33 But now you can see all the options that we have here.
00:36 And by default, it's going to give you a cube positioned at the origin.
00:40 So position is 0, 0, 0 on x, y, and z with one meter in all three directions
00:45 and one segment or one subdivision in each of those directions.
00:50 So, if I were to simply click apply We'll see that we get a basic cube dropped in
00:56 and that's it. So looking at the other options available
01:01 we can start to draw out a cube and get a little more control over what actually happens.
01:06 So instead of just hitting apply I'm going to go ahead and start dragging out
01:10 in my view ports. So, I'm going to start in the top view
01:13 and then in this front view I will add some height to the cube.
01:18 And you can see there that I've got a cube created.
01:21 Now, one thing to note is that if you click Apply, the apply is actually grayed
01:25 out now, but if you click Apply when you have values entered here, it will drop
01:28 that object into the scene, be it a cube, sphere, cylinder, et cetera.
01:35 And then it will no longer be editable with these options here.
01:39 So, something to keep in mind if you're going to want to edit the initial
01:42 construction of your cube or your other object primitive, then you'll need to do
01:46 so before actually going and creating it or you don't want to use the Apply, in
01:49 other words, if you want to experiment with things.
01:54 So oftentimes if I don't know the exact measurements, I can start by roughing in
01:58 the shape, and then, if I know that I want it to be rounded to something close
02:01 like, in this case we'll say 2 meters in all directions because it's pretty close
02:04 to that. And then maybe I want it sitting on top
02:09 of the ground plane. You can see it's, sitting just below at
02:12 the moment. Can move that up to one meter, since
02:16 that's half of the size, and, there we go.
02:20 I have a two meter cube now sitting at the origin.
02:23 So segments are the number of subdivisions that go across the cube in
02:27 any given direction, x, y, or z. These can be controlled here with the,
02:34 the actual numeric values or, by right clicking view port.
02:38 If I right-click in an orthagraphic view, up and down will control the vertical and
02:43 left and reight will control the horisontal.
02:47 And the 3D port gets a littlebit dicey since you have 3 possible directions that
02:51 you're trying to adjust your subdivisions up.
02:55 So it's usually best to do this. If you want to do it interactively with
02:58 the right mouse button, it's best to do that in one of the orthographic views.
03:03 Now the last option down here to discuss really is the radius.
03:07 And this is kind of some rounding on the edges of the cube.
03:10 So if I put this up to something like, let's go up to 30 millimeters.
03:14 And then we'll zoom in and have a look at what happens here.
03:16 And see that it has created just some basic rounding on the corners of the
03:21 cube, and the radius segments is how refined that rounding is.
03:26 By increasing that, it gets more and more polygons added so it will look smoother
03:30 and smoother even when zoomed in more closely.
03:34 And the option for sharpening, that will try to retain a relatively sharp Edge or
03:38 a creased look on the edge, so you can see with sharp on, versus sharp off, the
03:42 entire thing kind of softens. And this will actually affect the shading
03:49 all across the surface. So, with sharp on, you'll still get flat
03:53 faces, and they'll shade as flat more easily, whereas with sharp off, it will
03:57 tend to look more kind of rounded and round through the edges.
04:05 Something to keep in mind. Right, so that's it for the basic cube.
04:09 And now let's move on. And you can press Q to drop a tool if
04:12 you, if you're done with the tool. Q is kind of your magic key to drop the tool.
04:18 And I'm just going to get rid of that cube.
04:20 And let's move on to some other options. So, there is a sphere, and also an
04:24 ellipsoid, which really are very similar in their construction.
04:29 So we'll just look at the sphere for now for the sake of time.
04:32 And the sphere is constructed in, in a lot of ways very similar to a cube.
04:35 It has height, width, and depth, and x, y, and z.
04:38 But since it is a sphere, it is divided into sides which are the radial subdivisions.
04:47 Or the ones around the poles in this case.
04:49 If I turn this up you can see there are more subdivisions.
04:53 Around the poles, and the segments are going to be latitude control.
04:59 Now this can also change depending on the orientation of the actual sphere.
05:05 You can see here axis at the bottom as x y, which is currently on that has.
05:11 The axis on the up and down on the y. Also change it to x or z these could be
05:15 useful if you're creating something like an eyeball on a character a good way of
05:19 starting out. And then you can choose the initial
05:22 construction if you want it to be plain faces.
05:26 Or subdivided faces, either regular subdivisions (UNKNOWN), slightly more
05:30 advanced Pixar subdivision in surfaces. So that's the globe construction.
05:36 There are actually two other construction possibilities on a sphere.
05:39 The next one is quad ball, which is essentially a cube that has been
05:42 subdivided, and if I change this to just simple polygons, you'll see that at its
05:46 basic level, it essentially is a cube. Now if I turn up my subdivisions, let's
05:53 just start at one. You can see that every one of the faces
05:57 on all six sides is broken down into four faces.
06:02 Which are kind of rounded and pulled in towards a spherical shape.
06:06 If I increase it to two, it adds two subdivisions.
06:10 So now we have three across each of those initial faces, three, four, you get the idea.
06:17 So just further and further refinements of a sphere.
06:20 Now one thing to notice about this. Is that, even with exact parameters, 1
06:25 meter, 1 meter, 1 meter, this is always going to have a little bit of a cubic
06:30 shape to it. And that will be decreased at higher
06:35 subdivision levels, and also with subdivision services turned on.
06:41 But it's always going to have a tiny bit of a squarish or a cubish.
06:45 Proportion when compared to a direct sphere.
06:48 So there are ways to get around that. But those are a bit more advanced.
06:52 So just, just to keep in mind, this is going to be a good standpoint for
06:55 something that you might want to sculpt. Or work on something that has a kind of
07:00 spherical shape, but it doesn't have those pinched corners.
07:03 Well this is would be a good place to start.
07:06 And the last version here. Go back to faces.
07:09 Is, a tessellated version. And this you can basically think Epcot Center.
07:14 It's all completely created by intro locking triangles.
07:17 Again there's a subdivision level. That controls how many triangles there are.
07:21 This is a very special case. Use, you'll know it when you need it.
07:25 If you're making a geodesic dome, if' you're modeling Epcot Center, if you're
07:28 making a golf ball, things like that where you have a lot of interlocking,
07:31 small pieces of a sphere, this is probably a good choice.
07:35 Otherwise, you're typically best to go with either a quad ball or a globe sphere.
07:41 So the last few of these here we can go through relatively quickly.
07:45 And those are a cylinder which is in its construction very similar to a sphere.
07:51 It has sides and segments which are given radial and then lateral control.
07:55 There is a cone which is like a cylinder but tapered to a point at the top.
08:01 So, you can see if I drag out a circle here and then when I drag down, you'll
08:05 see it's a lot of ways like a cone, but it tapers to one end.
08:11 Still round, we still get control over the number of sides and the number of segments.
08:16 To create something more or less complex initially.
08:20 And then the last one is the taurus. And this is a relitivley simple one and
08:25 they are a lot of options here I'd really encourage you to go and look at some of
08:28 the options because it is really actually a quite complex primitave, primitive's
08:31 almost a misnomer in this case. It can have a lot of extra options going
08:37 on here, so if we look we have the position which is just like on the other ones.
08:43 But then there is the size of the ring radius, which I can take up or down, you
08:48 can see that is how big, this circle is, of the entire encompassing thing.
08:54 The cross section, height, and width, so that's the actual size and dimension of
08:59 the ring that runs around the center point.
09:05 Sides and segments are the same. And then there's also control over whole
09:08 size which will effect the overall size and you can see it tie in here with ring radius.
09:13 And there's a lot that you can also do here, lowered down, let's open up the
09:17 options here for bulging the top and sides.
09:21 You can see that if I Take my bulge all the way up, something really high, You
09:25 can see, this starts to square itself out.
09:30 You can also go into Negative, and that, will invert that, and give you more of a
09:35 diamond shape. And then, also, even, kind of a concave shape.
09:40 You can also do this on the sides. So you can see, if you look at a top view here.
09:45 You can see that it goes from being round to being more squared.
09:49 And then, if I invert that, it will invert that into something like a star.
09:54 So this one is very worth playing around with as you get started creating simple models.
10:00 Because you can get a lot of very interesting shapes just right off the bat.
10:04 It could be useful for creating more complex geometry and they can also be
10:07 useful for just abstract shapes for things like motion graohics or graphic
10:11 design uses. So, these five primitive shapes will
10:16 actually give you the basis of a lot more complex models.
10:19 They can be attached and stuck together, they can be merged into multiple pieces,
10:23 they can just be assembled to give you the basic layout and Let's you block out
10:27 an object very quickly. But all-in-all, knowing these primitives
10:33 well will get you a good leg up in getting started in created good 3D in Modo.
10:40
Collapse this transcript
The Tube and Solid Sketch tools
00:02 In this video, we'll have a look at the Tube and Solid Sketch tools, which reside
00:05 under the same button, and can be used to create complex geometry relatively quickly.
00:11 It'll give you a good start on complex model shapes.
00:14 The Tube tool is based on the idea of placing nodes.
00:19 Or individual control points in 3D space, and then, a circle is extruded along the
00:26 path that is created by the nodes. So you'd see I can place at some nodes in
00:33 space and I can go back at any point and edit their position to create something a
00:37 little bit different. You can get the idea here.
00:43 It's a relatively simple tool. It does have a few options that are very nice.
00:47 You can choose to edit or delete existing nodes.
00:51 So if I change this to delete and go here and click on one of these it will get
00:54 ride of the node. If you choose add you can go in And then
00:59 add nodes. And it will always add the node after
01:03 whatever node you have selected. So if I select this node here and click
01:07 here, it will add the node there. You can choose the radius.
01:13 We'll start here at the bottom. It's how thick the tube is that connects them.
01:18 The number of segments, which is going to be how many pieces are in between the
01:21 individual nodes. And then how many sides is.
01:24 How round, and how detailed the tube is that connects them.
01:29 So, you go down to something like three, it's actually a triangle connecting all
01:32 the pieces. You could also do a four or five sided,
01:36 and as you get into higher numbers 12 16, you get something that's relatively round.
01:43 It connects all of the nodes together So, you can also choose to subdivide these by
01:47 length which means that it will take the number of nodes and the number of
01:51 segments that you have chosen and it will create a smooth interpolation throughout
01:56 all of the length of the tube that you created.
02:03 So as I do this, you'll see that the actual subdivisions will move and swim slightly.
02:08 And that's to avoid getting something like this where at some points I might
02:12 have, let's move this one over and make it a lot tighter, where here I have these
02:15 much closer together than these next ones.
02:20 Which, here, let's make it even more obvious, move that one down.
02:23 So you can see these ones are very far apart.
02:25 These ones are very close together, as are these ones.
02:27 That can cause some bunching up and can be difficult when you're working with
02:30 this geometry later especially if you want to edit the geometry and create
02:33 something like a ribbed tube or something like that.
02:36 This can really mess up the look. So, by segmenting it by length.
02:41 It smooths everything out and it divides up the space equally, so that you always
02:46 have nice evenly placed segments. You can also choose to have caps or not.
02:52 And that's these circles at the end, the polygons at the end of the tube.
02:56 You can also choose to make it closed or not.
02:59 So you can see, when it's closed. It actually has no start and no end.
03:04 It will just kind of continuously move around.
03:08 Okay, so the, the tube tool is really good for doing a lot of things, like
03:13 creating cables, cords, stuff like that. It can also be useful for creating things
03:19 like roads. Where you could go in and delete some of
03:22 the edges along the top. And create a flat top.
03:25 And then have a road that would follow that like a track.
03:27 There's a lot you can do with this. Keep your mind open about what you can do
03:31 with it. And you can do some pretty neat things
03:33 very, very quickly, because you just trace out a general shape and then have a
03:36 nice piece of geometry connecting it. Now once you drop the tool, that will,
03:41 essentially drop your ability to edit the individual nodes, an now all you can
03:45 edit, are the actual, edges that were created.
03:49 So, just something to keep in mind. Before you drop the tool, make sure that
03:52 you get everything in pretty much the right position, because editing it after
03:54 the fact is a little bit more difficult. So underneath the Tube tool is the Solid
04:00 Sketch tool, which is essentially a multidirectional, multi-branching version
04:04 of the Tube tool. So I'm going to start here and before I
04:09 do, I'm going to turn on Symmetry. Symmetry will be discussed later but
04:13 you'll see the effect of it here. If I place a node here and then I'm going
04:17 to place another node a little bit higher.
04:21 Now start going off to the right, you can see it's also gone off to the left side here.
04:25 So the symmetry is helping me to create something.
04:29 Well, symmetrical I know. Big deal right?
04:32 But this can help you a lot when working with characters or anything that might
04:36 have a little bit of an organic feel to it.
04:42 So as I go back, and I go to different nodes.
04:45 I'm going back to this first node that I created.
04:47 I can now branch off in different directions, and create new geometry that
04:53 goes in a different way. So I have a couple of options, that you
04:59 need to check out here. And the first, is the subdivision level.
05:02 You can choose to have none, which is just basically cubes or squares that go
05:06 from note to note and how the subdivision level of 1, which is basically taking
05:09 that whole thing and just rounded it, turn it into a subdivision surface.
05:15 And then level 2, which actually then goes in and divides up all of those
05:19 squares physically into four polygons, so that you get more of a complex shape.
05:24 This is the way I personally prefer to work.
05:26 It gives you a bit better initial geometry, and I personally that the flow
05:30 and the resolution works a bit better, when it's set to that.
05:36 So you can see that right now, it's trying to kind of adapt as I drag a node around.
05:41 So here, let's maximize that screen. As I drag a node around, it will try to
05:44 adapt and get the smoothest possible way of flowing from one node to another.
05:51 And that's in an option down here, you can see auto-align is turned on.
05:55 Autoalign and Automerge can be turned on and off, and that will affect the way
06:00 that these pieces flow together. You can also choose to make negative space.
06:06 So let's go ahead and I'm going to create a node up here, and by clicking and
06:10 dragging on the placement of the node, you can change the scale of it.
06:16 Then after the fact, you can change the scale In any direction just by dragging
06:20 the handles. And it can be rotated by grabbing this
06:25 side handle here. Now if I create something that is
06:30 negative, you can see this actually just subtracting from the one behind it, so
06:33 let's go ahead and add another node up here, and I'll set this one to negative.
06:39 And then I'm going to scale it down a bit.
06:42 You can see it's just kind of pushing in now on the previous node.
06:46 And if I push it back, you can see that it makes it more and more concave.
06:50 If I pull it out, it has less and less of an effect on it.
06:53 So, depending on what you're creating, this can be a really fast way of getting.
06:58 Some really good geometry. Now, one thing to note here is that once
07:02 you've created this, I'm going to press Q and drop the tool, just like the tube
07:05 tool, now I don't have any control over the individual nodes.
07:11 So you have to make sure you get everything in relatively the right
07:13 position before you do that. And then also, inside here, if I, let me
07:16 just Go ahead and double-click on the polygons to select all of them, and press
07:20 the h key to hide my selected objects, you can see it creates this simple
07:23 armature inside. And this isn't anything that lets you
07:28 edit or do anything additionally with it, so usually it's a good idea to hide your geometry.
07:33 Again, I just double-clicked on it to select all the geometry Press H which
07:36 will hide your selected geometry. And then I'm just going to use Command or
07:40 Control on the PC, X, and cut that out. And then I'll press U which is unhide.
07:47 And it brings back everything that had been hidden.
07:49 And now I don't have that armature underneath.
07:51 It can just create some problems when you're modeling later on.
07:54 You accidentally selected and start working on that.
07:57 So those 2 tools are really useful for creating complex geometry that can either
08:04 be linear or multi-branching geometry in the case of the solid sketch tool.
08:14
Collapse this transcript
The Polygon Pen tool
00:02 In this video we'll have a look at the polygon pen tool or just the pen tool.
00:05 And see that for a really simple tool it has a lot under the hood.
00:09 There are a lot of very interesting uses for it and a lot of extra options that
00:12 can make it a very, very powerful tool. The pen tool broadly you can think of
00:17 something as simple as the polygon tool in something like.
00:23 illustrator or in Photoshop but really there's a lot more to it then that, and
00:27 I'm going to open up here and show all of the options, and I'm going to reset
00:31 everything back to the default here. And you can start by simply clicking out
00:38 points and creating polygon shapes. You can see this is where its much like a
00:44 pen tool in Photoshop or Illustrator. Now this is its basic most simple form
00:50 and really there's a lot more to it. If that's all that you do with the pen
00:55 tool you're really missing out on a lot of other options here.
01:00 Close these extra options up, which we'll get to in a second.
01:03 Let's start by looking at the make quads option that you can see down here in the
01:07 basic set of preferences. So if I click and create a point, the
01:11 second point is going to define the edge of a polygon or a quad polygon.
01:17 So you can see that will draw out, and then my third point will actually start
01:21 drawing out Four sided polygons. I can take these and edit them as I go
01:27 and then create nice polygon strips here. Now, this can be really nice to keep good topology.
01:34 It's very useful for creating something that needs to be free form but you would
01:39 like to have a good polygonal flow. Can also be used in conjunction with more
01:45 high end options that you use when you get more complex modeling.
01:50 Such as constraining this set of polygons to a more complex background mesh.
01:56 Or, things like that. So, but generally, you can see that this
01:59 allows you to create nice clean strips of polygons.
02:01 And you can also. Edit these as you go.
02:05 Now once the tool is dropped, so I if I press the q tool, we're left with just
02:09 vertices which can be moved around manually.
02:13 Okay? Now there is another option here that can
02:17 help this be even more useful if you're doing something like architectural
02:20 visualization or something like that, and that is wall mode.
02:25 Now, with wall mode, I'll start here by clicking out a couple of points.
02:30 And then turn wall mode to, you can either choose inner, outer or both sides
02:35 and you can see that this is just kind of like a stroke in Photoshop, where the
02:40 inner it will take the points that you're defining and it will make that be the
02:44 inside point. And so it's going to project outside of that.
02:51 So you're placing the inner edges outer, you would be placing the outer, and it's
02:55 going to project inside. And in both, it's going to project on
02:59 both sides. Now, one thing to note here is that the
03:02 offset will actually be doubled when you're using something like this, both sides.
03:07 So you can see here, with outer, it's at 50 millimeters.
03:11 But then if I choose both sides, it's going to double.
03:13 So my walls will actually be 100 millimeters thick.
03:16 So if you want to keep the same size, you have to cut in half your offset.
03:22 And that will give you the same size, but will give you a wall that is spread
03:25 across both halves of the existing points that you plot out.
03:31 So this can be nice. Now that, this works depending on your
03:34 style, however you want to think of it. There is really no correct way of doing it.
03:39 But it's just the way that your brain wants to think of it the best, that's the
03:41 way to go with. So I'd say try it all three ways here.
03:44 And then just see which one works best for you.
03:47 I usually vary depending on the kind or architectural plans that I'm looking at.
03:52 Now, other options that we have here are the inset.
03:55 And this will take every individual point.
03:58 And round it so if I drag up my inset amount here.
04:01 Let's go up to something that's pretty visible.
04:03 So, go up to 50 millimeters. Each point has a set of vertices that
04:09 round the appearance of the sharp edges so that will give you something like
04:13 rounded drywall corners in architecture and if you're just using this for other
04:16 purposes it will. Just give you a cleaner look without
04:22 those sharp polygon edges. Now if you take and create one point that
04:26 is aligned and we get to snapping here in a second, we'll actually remove these
04:29 extra edges because they aren't needed on a completely straight line.
04:35 So let's move down here and we can choose also to show angles, so this can be very
04:38 very useful if you already have architectural plans that you're following
04:41 that have the angles on the plans, this can help you align things in Keep
04:43 everything lined up. You can also choose to show the handles.
04:48 That's basically a move, set of move handles.
04:51 I personally like to keep those off, myself.
04:53 If, however, you know that one point needs to move exactly left or right, or
04:56 up or down, you can turn those on and it's useful.
05:00 And also show the numbers, and that will just show the numerical value of each point.
05:05 So there's number 1. To, and that way you can see the order
05:09 it's counting them in. This is important to know because if you
05:13 add in an extra point in between existing ones, it's always going to add it one
05:16 number higher. If you get a little confused on which way
05:20 your flow is going that can be useful. You can choose either create or not
05:25 create U Vs. Usually that's going to be something
05:27 you'll leave off for something like this. It's not going to be as useful as it
05:31 would be on other options. And then also here down at the bottom, it
05:35 has snapping options and then underneath snapping there is a snapping menu.
05:41 And the snapping menu is used for a lot of other- Kinds of snapping or alignment,
05:44 as you place points, but here with the walls, it can be very useful.
05:49 So the very top thing, again, if I just click on the snapping button there, I can
05:53 just click on snapping, and that's going to enable snapping.
05:57 How about that. So now as I go and drag points here, they
06:01 will align to, clean angles. So, now you can see all my numbers here
06:05 are starting to go to 90's and 180's and they'll go to 45's It's going to be a lot
06:10 easier to get nice clean alignment of points.
06:14 And you can see here, on this point, where I now have a straight line.
06:18 It's no longer rounding that because it can see a completely straight line
06:22 between this lower point and the upper point, and there's no need for actual rounding.
06:28 So I'm going to go and take this and get this up to a nice even angle here.
06:34 So let's pull that out there, that out there, and oops, I went the wrong way.
06:40 Let's let's look here and start again. So I'm going to start here with my with
06:43 my Pen tool. And I'm going to maximize again the top view.
06:48 And with all those options on now, I'm going to start plotting out some points here.
06:53 So I'm going to go and make sure that I have some offset.
06:57 Now you can right-click also to set the offset.
07:01 So, if I know I want that at 250 milimeters, I go and get it set.
07:06 And now I can start to place my points. If I decide that's too big or too small,
07:10 it's really easy to just dial that in with the right mouse button.
07:15 So nice thing about this is with your angle snaps turned on it's very easy to
07:19 go in and create first a basic form, so let's see, let's create this out here
07:23 like that, snap that to there. And let's say we've got something like this.
07:30 But now that I have this in place, and let's say that's a simple floor plan,
07:33 let's say I want to add in like a bay window down here.
07:36 So, if I just choose this first point, I can snap in a point here and then I'll
07:42 put in a point here that I'll drag out. And then another Point here and another
07:49 Point here. So I'm going to Align these first couple
07:52 and then I'm going to Pull them until I get 45 degree angles or something very
07:57 close to that. I won't take the time to numerically get
08:02 these exactly right. There you go, so I'm getting very close there.
08:07 So I've got something like 45% angles. Let's add it in very, very easily with
08:11 these snapping functions. So this is a very powerful tool, and
08:15 there's a lot to it, and if you use this properly, you can create complex geometry
08:21 very, very quickly, and you have something that can, once you drop this
08:25 tool, You can take and create walls literally instantly.
08:32 You can see theres walls with rounded corners looking nice and ready to go.
08:38 So it takes just a couple clicks of the mouse to get this from of a rough layouts
08:43 walls to actual useable geometry. I hope that illustrates what you can
08:48 actually do with the pen tool. It's a very complex and very powerful
08:51 tool with a few options that make it useful for a really wide variety of applications.
08:57 So it's a great one to have in your tool belt.
08:59 Use it, practice it, master it. You'll be glad you did.
09:02
Collapse this transcript
The Text tool
00:02 In this video we'll have a look at the text tool.
00:04 And we'll see its uses, its strengths and also its limitations in places where you
00:08 would want to use something else in place of the text tool in creating your 3D type.
00:15 This is very, very simple in its implementation.
00:18 If you want to get more complex than this I would really recommend doing something
00:20 like creating your text in Illustrator. Exporting an EPS file, and then you can
00:25 actually open EPS files directly inside of Modo.
00:28 So, right now I have text here and this is going to be what's actually going to
00:31 display, so I say hello. I've got Adobe Garamond Pro chosen as my
00:35 font, my size 1 meter, which should fit in there pretty nicely.
00:40 You have good options for where you want to locate this based off of where you
00:44 click Justification. We'll justify it to center.
00:48 And then you can choose to split on lines, words or characters here.
00:53 So let's go ahead and just dot click in my front view and there is my text, hello.
00:58 You can see it here in 3D space as well. So these all have text faces.
01:03 All of these functions should be relatively familiar if you've used any
01:06 kind of Vector program or even if you've used Photoshop, this is the same kind of
01:10 thing here. Now, you can set additionally your height
01:15 or your scale by pulling on the handles. The vertical handle will set your scale,
01:22 the horizontal will set your tracking. So it'll allow you to adjust the tracking
01:26 live, in real time, and see how that's affecting your text there.
01:30 So the one thing to check here that might not be familiar if you're already a
01:33 Photoshop or Illustrator user, would be the split.
01:36 And this is going to be how this breaks up the text once it's created.
01:41 So right now it's set to line, so anything I create here I could have a
01:43 couple of words long. It's going to be essentially one unit so
01:47 when I go back to select polygons they're all going to be together.
01:50 So if I set this to character now and then drop my tool.
01:55 Now once this is done, I get individual characters here.
01:58 And these can be then taken and spaced out and moved however I want.
02:03 And just like with the pen tool, creating those walls, it's just a real simple
02:09 Selection and then Edit and you've created some 3D text, alright?
02:17 Now this can get more complex. Again, if you want to get more complex
02:20 than this, than simple, fonts, and whatever minor editing you might do to
02:24 the geometry, I'd really recommend importing EPS files.
02:28 They'll come in and look just like this and then you can take them and add depth
02:31 to them. And right away you've got your logos or
02:34 your other type elements right into 3D. And so you can see the text tool is great
02:39 for creating simple text in 3D space. If you want to do something more complex,
02:44 obviously you have the option of going out to a vector program like Illustrator,
02:47 creating something that has more stylization, that has more customization
02:50 and bringing that into 3D. But in the case of needing simple text or
02:55 something for blocking and spacing, the text tool is there to very quickly get it
02:58 into your scene.
03:00
Collapse this transcript
Subdivision surfaces
00:02 In this video, we'll have a look beyond polygons and into subdivision surfaces
00:05 and how they can be used to create much smoother, more realistic geometry.
00:11 So I'm going to start here just by taking the Cube tool and I'm not going to create
00:14 a cube, I'm actually just going to create a flat plain.
00:17 I'm going to turn my radius down to 0. And set my segments to 1, 1 and 1, and
00:22 actually, I'm going to set my x segments up to 2, so that I get one edge down the middle.
00:30 So essentially, I have two polygons connected together in the middle.
00:34 If I take this and turn it into subdivision surfaces, I will see
00:36 essentially nothing happen first. There's two ways to get into subdivision surfaces.
00:41 And actually there are two types of subdivision surfaces.
00:45 By pressing the tab key you get into Modo's classic subdivision surfaces.
00:49 But for many uses, these have been replaced by the new Pixar subdivision
00:54 surfaces or PSubs as they're commonly referred to.
00:59 And those are accessed by pressing Shift+Tab.
01:02 And you notice right off, there is one big difference, and that's that with the
01:05 regular subdivision surfaces, this rounded off the entire form and gave me
01:09 kind of an oval, whereas, with the Pixar subdivision surfaces, it left my square corners.
01:15 So, there's a reason for that and actually subdivision surfaces, or the new
01:18 Pixar subdivision surfaces, have a few extra options that let you get a little
01:22 bit more control over the geometry. And those are down here at the very
01:28 bottom of the Properties tab for the mesh item that has your SubD's in it or your
01:32 PSubs, in this case. So you can see that I have boundary rules
01:37 and this defines how this works. I can choose To crease all, I can choose
01:42 to Smooth all, which will give you kind of that classic original look.
01:46 And then, I can choose to crease edges which is going to mean anywhere I have an
01:50 edge and outline border or something in between a couple of points it'll crease that.
01:55 So I personally usually go with the with the default which is crease all.
01:59 Now, I can get nice sharp corners without having to do anything special with them.
02:05 So, now, the big difference here between subdivision surfaces and regular polygons
02:10 is this. If I take this middle edge and move it
02:14 up, you can see that instead of just getting an angle, where if I unsubdivide
02:19 this you can see I would get this angle I get a curved line.
02:26 Now, if you look at this, you can see where this edge actually resides.
02:30 And let's zoom out and get that in there a little bit better.
02:32 Anyway, you can see where this edge actually resides.
02:35 It's right here above, you know, this grid point right here.
02:39 And you can see that my Move tool handles are aligned with it.
02:43 But if I press the Shift+Tab and go into PSubs, see that that edge actually drops
02:47 down significantly. And that's because each individual vertex
02:51 on a model, when turned into subdivision surfaces, will have the same amount of
02:55 pull by default on the entire surface of the model.
03:00 So the fact that two of these edges are significantly lower in the y direction
03:04 means that this will pull down more in that direction.
03:09 So in order to get that back up where it was, I have to pull this up significantly higher.
03:13 And then when I unsubdivide, you'll see that it's way up there.
03:15 But when subdivided, it drops down to there.
03:18 Now, at it's default setting, polygons are subdivided into two levels of subdivision.
03:27 So you can see that you can actually look and count the number of distinct edges here.
03:33 One, two, three, four edges are really all that it's taking to make that, that
03:37 curve surface or to simulate that curve surface.
03:41 So I could do the same thing just by getting, you know, polygons and put,
03:44 placing one, two, three, four. And get that rounded look on one side.
03:49 Now, I can increase that level, however. So if I go down to my Catmull-Clark
03:53 subdivision, which is the, those Pixar, the PSubs, I can see that I have a
03:56 subdivision level here. And I can set that up to level three, and
04:00 you can see that smoothed out. Level four, by level four, you get pretty
04:05 clean geometry. So, if I click over here and we look at
04:08 this (audio playing) And here, let's make this even a little
04:12 bit more complex, and I'll twist it a little bit, so that I get a more
04:16 interesting surface to look at there. Now, with that on, you can see that this
04:22 is looking relatively clean. But if I go back down to my default
04:27 subdivision level of two, I can definitely see those edges that faceting
04:31 start to appear. And faceting is what we usually refer to
04:36 when we see polygons actually appearing inside of our, our subdivision surface models.
04:42 So increasing that to three, gets better. Four, pretty smooth.
04:45 Now by default when I actually go to render this it's going to render at a
04:48 different level. Usually you'll have the render level
04:51 higher than the current level. So if I turn this back down to two and
04:55 turn my render up to four, I really don't see a difference here but here in my
05:00 render view, if I go ahead and make a rendering of that you can see that the
05:04 renering is quite smooth. Whereas, if I were to turn that down, if
05:12 I turn down the render level to 2, and go ahead and render again, you'll see that
05:16 this is definitely a lot blockier. So, there's level 4, there's level 2.
05:24 Definite different in the smoothness, that you even pick up in the shadows in
05:27 this case. So, that's really the quick basis of
05:30 subdivision surfaces. They're used to create smooth geometry
05:34 from low resolution polygon meshes. This gives you a lot more control, you know.
05:41 For example, if I wanted to create something like this with just polygons,
05:44 you know, it wouldn't be too hard. I can create the, the shapes.
05:49 Have something nicely subdivided and have a lot of polygons in there.
05:51 And we'll take this back up to level four for right now.
05:54 But this is going to leave me open where if I want to change the pitch of this
05:58 back art. All I have to do is grab that one vertex,
06:03 move it down and completely invert it. I can grab these corner vertices and pull
06:09 them in together. (audio playing) Moves them down.
06:13 Let's me experiment with form much more easily than doing this with a bunch of
06:17 polygons filling up the same amount of space.
06:21 So you can add this to any, any object. So if I go ahead and hold down Shift and
06:28 drop in a cube, tie this one over here. I can simply press Shift+Tab, and there
06:34 we go. I get a nicely subdivided cube now
06:37 looking something like a sphere. Again, my default on this level is
06:41 going to be two, so I'll change my subdivision level up to four, and there
06:45 you go. A nicely rounded off form.
06:50 So subdivision surfaces are very powerful.
06:55 They will allow you to create much more density and fluidity in 3D models without
07:00 the difficulty of editing complex, polygonal meshes.
07:05 And also without having to have the weight of those complex meshes on your
07:08 graphics card when you're, when you're going in and modeling.
07:13 So again, like I mentioned, I can go and turn my subdivision level to two or even
07:16 to one, if I get a very complex model. I can turn that subdivision level all the
07:20 way down to one. Work on something that looks pretty
07:24 blocky and ugly. But I can always just go and turn my
07:27 render level up to something nice like five.
07:30 And then when I render, I've got a nice smooth sphere.
07:34 So let's get a nice shot of that, and we can see.
07:37 So here you can see my preview render is showing this nice faceted ugly looking sphere.
07:43 But when I go ahead and render, there we go.
07:45 Nice, smooth, clean. And that's the nature of subdivision surfaces.
07:50
Collapse this transcript
Deforming and editing meshes
00:02 In this video, we'll be looking at Deforming and Editing Meshes on a very
00:05 basic level. If you'd like to follow along with the
00:08 file I have here, open up the Mesh Starter, Scene, from your Projects file.
00:13 And it will have this scene with a basic sphere that's sub-divided, it's a quad
00:17 ball sphere. A cylinder that's also subdivided vertically.
00:22 And then, a really simple cube so that we can use some modeling operations on each
00:26 of these. So, let's start off here with this sphere
00:30 and look at a few of these operations. And we'll just go over, kind of, the basics.
00:34 The more commonly used things that I will help you get going fast with your modeling.
00:38 So, when you're actually modeling something, you can start with any kind of
00:42 geometry you want. You can start with object primitives.
00:45 You can start with the Pen tool and putting out individual points in space.
00:50 It's up to you how you start. But a bunch of the main part of modeling
00:53 has to do with moving around verticies, polygons and edges.
00:57 So, you can do that by simply selecting something, and then using the Move tool
01:00 or the Rotate tool or the Scale tool. But there is a really nice extra function
01:06 called Element mood, which will let you move any individual element, or any
01:10 component in here. So, vertices, edges or polygons without
01:14 having to go select the style of editing, vertex, edge or polygon.
01:19 Then selecting what you want to work with, and then turning on your Move tool
01:22 and just moving it. If you're just going to move things
01:24 around, this element move can be really, really useful.
01:27 So, let's have a look at that. So, as I mouse over individual elements
01:31 here, you see the polygons highlight, want to get to an edge an edge
01:33 highlights, and the vertices highlight. So, this allows you to really quickly go
01:39 and start moving around your geometry. And making changes to it without having
01:44 to worry too much about making those initial selections.
01:48 Now, this is pretty limited in the way that it works.
01:50 It's basically just moving things along the plane of your Workplane, but it also
01:54 gives you a set of handles once you have selected and started moving an individual element.
02:01 So, if I select this edge here, it will be giving my handles, and I can start
02:05 moving those things around. So that way, you can pretty quickly start
02:11 to free from out your geometry, get something away from the basic shapes
02:15 pretty quickly. This can also be good when it comes time
02:19 to fine-tune your individual flow of polygons on little areas.
02:23 It's a lot quicker than going and having to do all of the steps that I had
02:26 described of, you know, selecting the components.
02:29 Selecting the individual piece that you want to work with, and then going on and
02:32 turning on your Move tool. So, that can be really useful.
02:36 The Flex tool, let's actually backup here so we get that all undone.
02:40 The Flex tool is really good for bending objects, so let's go down the cylinder
02:44 that we have. I'm going to hide the sphere.
02:48 You can click on the Eyeball here, kind of like Photoshop, to show and hide
02:50 different layers. So now, I'm going to take my Cylinder
02:54 tool, and I'm going to select a few polygons here and press L to get a loop selection.
03:00 And then, shift in the closed bracket to select everything up above the top here.
03:05 Now if I turn on the Flex tool, this is actually a Compound tool.
03:09 And what this means is that it's a conglomeration of several smaller tools.
03:14 Put together in a way that makes it really useful.
03:17 So, you can see once I've got the selection made and I turn on the Flex
03:20 tool, the handles, the scale, the move, and the locators here are all down at the
03:23 base of my selection. So, right at the edge of it.
03:28 So, if you think of something like a character's arm or say this is maybe a
03:31 finger now, if I take that, you can see that it's really easy to bend this.
03:36 Now as I bend that, I also get control over how many steps it takes to bend.
03:42 So if I turn this up, you can see that it makes it a more subtle, so a more rounded
03:46 approach to how it's bent. Or if I turn the number of steps down, it
03:51 does it a lot simpler. So, it's only using a couple of edge
03:55 loops in order to make that bend happened.
03:58 So, depending on how you would want to do this, that would be right there.
04:02 You can also choose to control the way that it eases out of the not moving part,
04:06 which is going to be the base to the rotated or the scaled part.
04:11 See? I can scale this as it goes also.
04:14 I can choose for that to be smooth, ease in or ease out.
04:17 And here, let me increase the number of steps so you can see how that works.
04:21 Ease out ease in smooth. And in Custom, you can actually choose
04:26 how much in and how much out you want to have happen on your easing.
04:34 Usually, that's going to be a pretty fine-tuned thing, so you want to leave
04:37 those and just use either linear, ease-in, ease-out, or smooth.
04:40 Those will typically cover most of what you need.
04:45 So, that's a really nice tool when it comes to needing to bend something.
04:50 That's, again, the Flex tool. Beyond that, there are some other options
04:54 that we have here, and I'll just go over these really quickly as to not waste too
04:57 much time. A lot of them, you can get the idea just
05:00 by kind of playing around with them. So, let me make a little bit bigger
05:03 selection here. There's the Soft Move tool, which will
05:10 allow me to move things based off of a falloff.
05:13 So, Falloffs are something that will be covered later.
05:18 But it basically takes the overall space of your selection, and it will modulate
05:24 your transform. In this case, move based off of that area
05:29 of influence. So, you can see at the outer edge of this
05:33 sphere, that's been placed here in the scene.
05:36 It's getting no movement at all. Where in the middle, it's actually moving.
05:41 So, if I adjust this, you can see that adjusting these handles will change how
05:45 my mesh is moved. So in that, same thing goes with Soft Drag.
05:51 It's a really simple way of moving things kind of more organically.
05:55 So, you're not moving one polygon at a time.
05:57 Very similar to that in tools there is the Soft Selection Move, Rotate, Scale,
06:01 and Transform. And these essentially give you the same
06:05 kind of thing, but working outward from your selection.
06:09 So, if I've selected this one polygon, you can see that it's doing something
06:13 very similar and I cannot edit how big the radius is.
06:19 Let's see if I increase this Radius. As I move this now, it's a much more
06:22 organic movement. So, these are nice tools to have in order
06:26 to edit your meshes. In a more organic, more fluid way so that
06:31 if you're dealing with something like subdivided surfaces, you can see that
06:35 these now flow pretty nicely. Even though I've just grabbed a couple of
06:40 individual points in space and moved those around.
06:44 So, moving down two tabs here to the Mesh Edit tab, you'll see there are a lot of
06:48 options here for how we divide up our geometry.
06:52 So, under Deform is mostly how you move the geometry, and under Mesh Edit is
06:55 going to be how you divide up the geometry.
06:59 So for that, let's go down to our simple cube here, and we'll look at some things
07:03 that we can do. So, the first thing that we'll like to
07:06 look at, and this is going to be a very, very common tool to use, is the Loop
07:09 Slice tool. So the hotkey for that is Alt+C of
07:12 Option+C if you're on a Mac. Now, in order to get the loop size to
07:17 work, you first have to define what a loop would be.
07:20 Now, this would be the same thing. Whereas if you select a couple of
07:22 polygons and press L, it will give you that loop that runs around.
07:25 Now, you don't need to select the entire loop, it will automatically finish that
07:29 loop for you. So, if I select Loop Slice and click by
07:32 default, that's going to be set to Emotive Free and the count of 1.
07:37 Which means it's just going to add one edge all the way around my loop, and then
07:40 it will sub-divide up my geometry. And that way, I know I have an upper
07:45 section up here and I have a lower section.
07:48 Divided that all the way around, so you see a loop all the way around there.
07:52 Loop all the way around there, and it's helped divide that up.
07:56 Now, you can further divide that with more iterations of the Loop Slice tool.
08:01 So, I could add in four more edges up here, and you can see now I've got
08:03 something a bit more complex there. I can add some around this way.
08:08 So, all in all, this is a very good way of adding nice, smoothly flowing polygons
08:12 throughout your geometry in order to make these more subdivided chunks.
08:18 Other options that you have as far as slicing, and let's undo those.
08:23 So, we have a nice basic cube again. There are options for the edge slice,
08:27 which will basically take you through geometry.
08:31 And you can see, I get this pre-highlight happening.
08:34 Let's maximize this Perspective view. So, if I choose any point here, starting
08:37 in the middle of a polygon, is usually going to be a little bit dicey.
08:40 But you can choose any point, and it's going to create a new vertex there.
08:44 And then, whenever I click the next point along in space, it's going to attach the
08:48 first vertex to the second one. So, I could actually work all the way
08:52 around, some geometry here. So, let's say I move down to there.
08:56 And just for the sake of argument, I'll move to the middle here, and up there.
09:01 And if I get close to the original space, it'll actually snap.
09:05 And you can see there it actually closed that up.
09:07 So, now I have my geometry cut up in less uniform way, other than just adding
09:12 straight loops or things like that. Another good one to look at that you
09:21 might really find use for is the Slice tool, and this just lets you go directly
09:24 through an object. It doesn't pay attention to loops or how
09:28 your polygon flow is, like the Loop Size tool, but it just lets you go directly through.
09:33 So, you can see on the Top view, as I drag this through, I have much more fluid
09:37 control over what's happening here. And if I zoom this out, in my Perspective
09:42 view, you can see that it's created kind of this purple virtual knife blade that
09:45 goes straight through my geometry. So, now I've got actually divided up loops.
09:52 Now, like I mentioned, this does not take into account how your geometry flows.
09:57 So if I do something weird like this, when I'm cutting diagonally across a
10:00 couple of points, I'm going to mess up my flow of polygons.
10:05 Now you can see I have one here that is 5-sided and I have a triangle over here
10:09 that works pretty well over here. But down on the bottom, I'm going to have
10:13 the same problems, a triangle and a 5-sided polygon.
10:15 So, that can mess up your geometry, but it is a very quick way to just simply
10:19 slice straight through your geometry. That's really the basics, the
10:24 fundamentals that you need in order to start working with your geometry.
10:29 There are other more advanced things. But if you know how to use the Loop
10:32 Slice, the Edge Slice and the regular Slice tool, along with these Deformation
10:35 tools, you can get a lot more out of your geometry.
10:40 Very quickly, it will allow you to create nice changes in your geometry in the
10:43 overall flow of the surfaces. And really get in and fine-tune the shape
10:48 so that you have basic shapes that then turn into much more complex shapes that
10:52 give you the geometry that you're looking for, for your particular project.
10:57
Collapse this transcript
Action centers
00:02 In this video, we'll have a look at Action Centers.
00:04 Now, Action Centers are Modo's method of changing the way that tools work, or the
00:08 centering and the positioning in the orientation of your tools in 3D space.
00:14 So by default, the Action Center is set to automatic.
00:17 Which if I go up here and set the automatic Action Center and engage a tool
00:20 like the Move tool. So, I'll press the W key and turn on the
00:23 Move tool. And see that by default, the handles for
00:26 the Move tool fall right into the center of my selected object.
00:30 I'm in Polygon mode, so all of the polygons in this scene.
00:33 And in this case, it's just the single sphere.
00:36 It centers itself into the middle of those, and it orients itself with the
00:40 world orientation. So you see y is up, so I've got that
00:44 green up. x is out to the right on my front view,
00:47 so there's that x. And I've got the z here going forward if
00:50 I'm looking on the top view. So, another thing that the automatic
00:54 Action Center can do is reposition itself based on your mouse clicks.
00:58 Now, if you're in an Orthographic view, like the right, front, or top views,
01:03 clicking will simply aligning it to the point in space where you click.
01:10 So, pretty simple. If you're in Perspective view, it will
01:14 use of the work plane as the means of deciding where in 3D space your handles
01:17 should fall when you click. So, we'll just kind of quickly go through
01:22 all the action centers and give a quick explanation.
01:24 These are extremely powerful and they will help you in your modeling and in
01:28 deforming and creating animations. Pretty much everything you're going to do
01:32 in 3D. These action centers are key to making
01:34 your work really, really fly by. Selection in some ways is very similar to
01:39 the automatic one, but there is a big difference here.
01:44 One, I can't click around and change the position if it, it's automatically going
01:47 to orient itself to the center of my selection.
01:51 The other thing is that if you have a selection, say something like this that
01:54 is not facing up and down, then neither will my handle.
01:59 So, you can see here, if I look in my Orthographic views, these are angled in
02:02 slightly different directions, each one of those.
02:06 So, it's got itself oriented by the average of all of the directions that the
02:10 polygons were vertices or edges order, or whatever the case may be, or facing.
02:16 So the reason, that when I have everything selected.
02:19 It goes straight up and down left and right is because the average of all of
02:22 these pieces is facing in that direction. So, as you're using the Action Center set
02:28 to Selection, it's going to orient itself.
02:31 You have the option if you want it to be positioned, but not oriented, you can use
02:36 the Selection Center Auto Axis option. And now, when I press the W key, you can
02:41 see it is centered up in the middle of my selection, but is still obeying the world axis.
02:47 y up is the out, and x out. So, you can see the difference there
02:53 between selection Auto Axis and Selection.
02:57 See, it stays in the same place, but it alters its orientation.
03:00 Now, the other one with this selection is the Selection Border, and that's just
03:03 going to take the entire border around the selection.
03:06 So, in this case, it's going to be these three edges, these three edges, these
03:09 three edges on the bottom, and these three up there.
03:12 And it will average them out. And in many cases, this is going to be
03:15 very similar to the regular selection, in this case, it's going to be identical.
03:20 But if I were to add something else in here, like this, it sometimes can switch
03:24 up just a little bit. This is very useful if you have something
03:29 like a character where you want to move the arm or you want to move a finger or
03:32 something like that. And you have that finger selected, you
03:37 can use this in order to just orient your tool-based off of the border of that selection.
03:43 So, those are the various options for the selection style of Action Center.
03:47 Now, Element Action Center is another very useful one that is often misunderstood.
03:52 If I turn on Element Action Center and press the W key, you can see that nothing
03:55 happens at first, because I don't have any elements selected.
03:59 Now, if I move over my 3D object, you can see that my edges, vertices, and polygons
04:04 are all pre-highlighting. Once I click on one of these, it will
04:09 actually place my axes in space, and orient them based off of the point that I
04:13 clicked on. This is very useful if you want to rotate
04:18 around a certain point. Or you want to move it based off of a
04:22 certain point in space on the object or on another object in the scene.
04:27 So, this can be really, really helpful as far as aligning your axis very quickly
04:32 with something in 3D space that's already existing.
04:37 The Scene Action Center is one that is a little bit difficult for a lot of people
04:40 to understand, and it's a little bit finicky.
04:43 So, use with caution, but it is very helpful if you know an exact perspective
04:47 that you want. So, let's say I have this perspective
04:50 here that I've taken. Now, as soon as I click it's going to
04:53 orient my axis on the basis of the current perspective so that you can see
04:57 right now the way I'm looking. It looks like the x is going straight up
05:02 and the y is going to the side. But then if I look at my right, front,
05:05 and top views these orthographic views. You can see that this is facing a really
05:08 weird angle. And that's just because those axes and
05:11 those handles have oriented themselves based off my current perspective.
05:16 You can see if I rotate around to a different perspective, you can see that
05:19 that happens to be a very odd angle indeed.
05:21 And if I click again, it will automatically re-orient itself to
05:25 whatever my current screen position is. So that one can be very helpful if you
05:30 have a very specific angle you've gotten to.
05:32 Otherwise, it's usually best to use one of the other ones because it's not going
05:36 to be aligned to anything else other than your current perspective.
05:40 The Origin, we'll basically just drop the tool right in at the origin at 000, x, y
05:45 and z with y up and then x and z along the ground plane.
05:51 It's really simple and good if you want to often times use that for the Scale
05:53 tool or Rotation tools to bring everything in towards the center.
05:57 Or rotate everything around the center point that can be a very useful one.
06:02 Parent is used oftentimes for, in a lot of animation options, and that will be
06:06 when you have object hierarchy going on. Not when you use very common and simple
06:11 modeling but very useful when you are animating.
06:15 And the same thing also goes with pivot and pivot center parent axis.
06:19 These are used more heavily for animation and not so much for basic controls.
06:23 Now, the local one is very, very useful when you have multiple objects or
06:25 multiple selections. So, I'm just going to take this entire
06:29 set of polygons and I'm going to Copy and Paste it and move one over here.
06:36 And let's Copy and Paste that one, and move one over there.
06:39 And oh, let's do one more. Copy and Paste and move this one over there.
06:45 So now, I've got four different spheres here in my scene.
06:49 And let's say I want to take all of these and scale them down by say, 10%.
06:56 Now, if I wanted to keep them in the same space, and just hit the Scale tool.
06:59 And I'm on something like automatic or origin.
07:01 It's either all going to just scale towards the middle, which isn't what I want.
07:05 Now, if I want these to all scale based on their own local space, then that's
07:09 where local access comes in very handy. So, return that to local.
07:14 It's going to snap to one of these spheres, but that can be a little bit misleading.
07:17 Actually, as I scale this down, you can see that each one is getting its own scaling.
07:22 So, I could take this down at 10%, and I've done that evenly throughout all of them.
07:27 Another thing to note here is that if you have different orientations on some of
07:31 your objects, let's say I take with this one and rotate it over here.
07:36 And this one and rotate it over there, and this one here, and I'll rotate it
07:39 down that way. So they're all facing different direction.
07:43 If I use my Scale tool again, you can see that it is now oriented itself based on
07:47 this last one in the selection order. And now if I scale this out, each one is
07:54 going to get scaled in its own similar axis.
07:58 So, this can be really nice if you have a bunch of duplicated objects.
08:02 You decide, oops, they all need to be a little bit smaller.
08:04 Something like that. This can handle that very quickly.
08:07 Also has to do with moving. So, if you need to move things relative
08:10 to their own positions, you can see they're all going to move in their own
08:13 relative direction based on the angle that they're facing.
08:18 And if you have a really specific need for an action center, you can also create
08:22 them by yourself. So, you have controls for the individual
08:26 control of the center, so you can set the center to any one of these settings that
08:30 are again the settings that we have already looked at.
08:34 You can set your access, which is orientation of your tools to any one of these.
08:39 So, you can create combinations of any one of the action centers in order to get
08:43 exactly what you want, using the basic ones will usually be a good way to start out.
08:50 But very quickly, you might realize that you want to do things a particular way.
08:53 Modo will let you do that by letting you building your own custom action centers.
08:57 That's when the system becomes very very powerful when it let's you work the way
09:00 you want to work. And get it all done without going under
09:04 the hood or going anywhere else in the program.
09:08 They're just right here, easy for you to select.
09:09 So, I could select say a local action center, but I want the access to be auto.
09:15 Now, you can see each on of these if I go to scale uniformly in it's own particular space.
09:23 But it's also going to scale based on the normal up, down, left, right, x, y, z
09:27 access in world space. Action Centers are a key to what makes
09:33 Modo a very powerful modelling application.
09:36
Collapse this transcript
Symmetry
00:02 In this video, we'll have a look at symmetry in Modo.
00:04 And how it can be used in object creation and editing in order to make your
00:07 workflow much faster. So, Modo can use symmetry in x, y, or
00:11 z-axis at one time. So, I'm going to choose symmetry on the x
00:16 and pick up my trusty Tube tool. And now as I click out points, you can
00:21 see that it is mirroring across my x-axis.
00:24 This even works if you happen to cross the axis.
00:28 If I click over here, see that it will follow this across.
00:34 Then as I go back and edit this, you can see that the edits are all taking place
00:39 across both axes simultaneously. So, this can be really useful in quickly
00:45 creating mirrored geometry that you might want to be working on.
00:50 This is also useful if you already have geometry.
00:52 Let's go ahead and drop that and throw in a sphere by Shift-clicking on this Sphere
00:56 button there. And again, with symmetry on, on the x.
01:01 If I click and select Polygon, as you can see that mirror polygons are being selected.
01:07 Now, this can also be very useful. and you can switch to any different axis.
01:12 So you can see, now if I switch to the y, it's going to mirror my selections around
01:15 the y, or z is going to be very similar to the x.
01:18 Just across the oppisite axis. So, this also takes effect for painting
01:23 and sculpting in a lot of different places, that will allow you to do
01:26 symmetrical editing of your geometry on polygon vertex, or edge level.
01:31 And also on a stub polygon level, when you're working with sculpting, and even
01:35 when you're working with textures and texture painting.
01:39 As you paint on one side, it will mirror across and allow you to get good mirrored symmetry.
01:45 Then if you want to go back and create some difference on both sides, you can
01:48 turn off symmetry and make some small edits to either side.
01:51 And you're ready and good to go. So working in symmetry is very good to
01:55 get a handle on. Remember that if you are off axis.
01:59 So, if I take this entire thing, let me turn my symmetry off here.
02:03 And move my sphere over to the side a little bit.
02:05 And now if I turn my symmetry on in the x, this isn't going to work.
02:08 Because it works on the axes themselves. So, since this is now off axis, I'm not
02:13 going to have anything symmetrical to work with.
02:20 So, something to keep in mind. If your symmetry gets broken at any time,
02:23 then you'll probably want to do something like delete half of the object.
02:28 So oftentimes, what will happen is if, let's just say for the sake of argument I
02:31 have this part here indented a little bit.
02:34 Now, the symmetry might read that here so let's give it a quick look.
02:38 Oops, let's go to the z symmetry. Now, you can see because of that edit,
02:43 I'm no longer getting symmetry in this area because this part here is is not symmetrical.
02:49 If I get down to lower sections and all the section around it, see, I still have
02:53 symmetry but this block in the middle has lost its symmetry.
02:57 So, let's say I wanted to keep symmetry on that one side.
03:00 There's a very quick workflow technique that you can use to get your symmetry back.
03:04 There is a tool to fix symmetry, but a lot of times I like to do this the manual
03:08 way it's good to know how to get your symmetry going again.
03:13 I'm going to turn symmetry off. And I'm going to just right-click, just
03:20 to the left side of my y-axis here. So, Click and Drag that around.
03:26 And then again, remember that we have a straight line that connects our
03:29 selection, so release right down there. And now, you can see that I selected the
03:33 entire right-hand side. Or if you're looking at the View port in
03:35 this perspective, it's the left -and side.
03:39 This is the unedited side. Then I can take this and cut it out.
03:44 Now, if you wanted to deleted the other half, remember you can use the open
03:47 bracket key next to the P key to invert your selection.
03:51 So, let's just go on the left-hand side and cut that out.
03:54 Now, I have just half of my object. Once you have one half selected and
03:59 deleted, you can press Shift+V, which is your Mirror tool or the mirror generator.
04:04 Which is also found under the Duplicate tab here in your modeling options.
04:09 And make sure that you're going the right direction.
04:11 In this case, I want to duplicate across the z.
04:13 So I choose the z-axis and click Apply. We can see that has now created a
04:17 duplicate of my geometry that has this little dent included.
04:21 So now, if I turn my z symmetry on, I have my symmetry back and ready to go.
04:27 Now oftentimes, when you're working on an object, it's very common to get your
04:31 symmetry broken. That's a really quick way to get you back
04:35 on track and be able to edit once again in symmetry.
04:39 So, symmetry is a quick way of getting your work done and really only having to
04:43 do half the work. A lot of things that you might model are
04:46 going to be symmetrical. Look for that symmetry, use your symmetry
04:49 and it will save you a lot of time.
04:51
Collapse this transcript
Falloffs
00:02 In this video, we'll have a look at Falloffs.
00:03 This is a very powerful function that lets you change the way that your tools
00:07 operate on your 3D objects. Now in order to illustrate these, I'm
00:12 going to draw out a simple plane with some subdivisions.
00:16 So drag this out. I need to go in numerically here and make
00:20 it two by two. I'm going to center it up at the origin
00:23 zero, zero, zero. And let's add ten segments in the x and
00:27 ten in the z, so I have a nice ten by ten grid to work with.
00:31 So, Falloffs have a variety of styles. All of them are based off of modulating
00:39 the effect of a tool from zero to full effect.
00:44 So, if I turn on the linear Falloff. Maximize this section over here, and then
00:49 turn on my Move tool. You can see that once I have a tool
00:52 activated, my Falloff appears. And it's going to by default, auto-fit
00:56 itself to whatever geometry you have selected, or whatever geometry is visible
01:00 in your current layout there. So in this case, it just oriented itself
01:05 along my axis here, and now if I move, you can see that I'm no longer just using
01:11 the tool to move the entire piece up and down.
01:17 I am moving only a part of it. And it's based off of the wide area.
01:23 In this case it's on the left, it's 100% of my effect of my Move tool.
01:27 And the pointed area, that place where it terminates is giving me 0% of my effect.
01:33 One of the very cool things about this is the fact that these remain live as long
01:37 as you keep your tool active. So, if I move this up, something like that.
01:43 And I move my handles for my Fall Off, you can see that it affects the Falloff
01:49 live in my 3D space. I can also change how the Falloff behaves.
01:55 I can choose here you can see shape preset right now is set to ease out.
01:59 Default is actually linear, which here if I pull this back out, pull that back out.
02:04 You can see that it's just a straight interpolation.
02:07 0% up to, well not quite 100% because I've pulled out too far, there we go, out
02:11 to 100%. And it modulates very cleanly.
02:16 Ease in, will go and start quickly, ease into its Falloff and ease out will give
02:20 you the inverse so the inverting curves. Smooth will ease in and ease out at both ends.
02:28 And then custom, lets you create kind of your own variation here.
02:31 Each one goes from zero to one in positive and negative.
02:36 So you can ease in or ease out, and each easing can happen positive or negative.
02:41 So I could do like positive 1 in the n. -1 on the out, and that would be
02:46 something like my ease in option. But then I could also say, well, let's
02:51 take this and move that there, and this is similar to the smooth option but different.
02:57 So I can get a very precise amount of easing on here with my Custom options.
03:03 Generally, one of the presets will probably do the trick for you, but
03:07 overall this is going to be a very quick way to get your geometry edited.
03:11 So, if I go to something like my Rotate tool now, you can see that I can twist
03:16 this and it still obeys the Falloff. So I can move the Falloff live and get
03:22 that to change, and adjust the way that this tool is working.
03:27 And there you go. So this is a very quick way of editing
03:29 your geometry as opposed to sitting and moving points one at a time.
03:34 So let's go ahead and back that up to just plain empty space.
03:37 And now, let's look at some of the other Falloffs.
03:40 We can have a quick look at them. Cylinder moves in one direction.
03:44 So imagine just a circle in one direction.
03:47 So if I take this and let's change this, my Cylindrical Falloff to the y.
03:52 Now you can see it's just a cylinder. And this is going to project down
03:56 through, 3D space on whatever axis you have chosen.
03:59 So, if I have the y-axis chosen, it's always going to be in the case of this.
04:04 It's going to have 100% of the effect at zero and it's going to have 0% of the
04:07 effect at the outside edge, which I can adjust.
04:12 And then as I use my tool, you can see that it changes the effect of it based on
04:16 basically a circle projected down through 3D space.
04:22 This is good if you want to have the effect go all the way through some
04:25 geometry, and you don't want it to be affected by one axis.
04:29 This works very well for that. Again changing your presets for ease in,
04:33 ease out, you can get a variety of effects very quickly.
04:37 So kind of like this, but then in 3D space is the Radial Falloff.
04:43 So if I use the Radial Falloff, you can get (INAUDIBLE) key.
04:47 Right now the Radial Falloff doesn't have much as far as 3D space.
04:51 But if I pull this out, you can see the effect of it.
04:55 So, now if I use my Move tool. First this is going to look a lot like
04:59 the Cyclinder tool. But since this has a lot of depth to it,
05:03 it's only going to happen inside this capsule here.
05:08 So let's go ahead and undo that, and let's create a sphere in 3D space here.
05:15 Let's hide our plane for right now and let's turn on a Radial Falloff.
05:20 Get my Move tool and what I'm going to do is scale down this Falloff here.
05:28 And then I'm going to move the Falloff to a different point.
05:32 So let's move it over so it's outside on the edge of the sphere here.
05:36 So you can see it's just intersecting the sphere at this point.
05:40 Now if I use my Move tool, better yet, let's just use the Scale tool, you can
05:44 see that I am only scaling inside that area of influence.
05:48 I can very quickly put a dent into there or a bump onto that, and it's only
05:53 going to happen where I have my Falloff. If I moved that Falloff around the change
06:01 in scale will follow my Falloff. So here, let's quickly go through the
06:07 rest of these cause all of them are based off the same principal.
06:13 And some get more complex, and will be ones that you won't you will use on a
06:16 basic level. So, just to show you the more simple ones
06:19 that you're going to be common. Let me elect a selection here, and we'll
06:23 change our Falloff to Element. And now when I turn on something like my
06:27 Move tool, I'll have that same kind of thing that we saw with action centers,
06:31 where it's pre-highlighting a selection. So you can just select here and Move, and
06:37 you can see that it falls off based off of that particular element that's been chosen.
06:45 And I can do that multiple times here within a session of using the tool in
06:48 order to get what I want. And this is going to be something like
06:53 using the Transform tool. But you see that I'm getting some smooth
06:58 Falloff of what happens when I'm actually doing that.
07:01 Let's go ahead and drop that one back up. And other ones that are very useful here.
07:08 Just a couple more we'll look at, is the Noise Effector.
07:13 Now, if I do something like scale, you can see that everything is scaling very,
07:18 very oddly, and lumpy. And that's just because this is based off
07:24 a fractal noise pattern, so areas of influence and no influence are mixed together.
07:31 The Noise Falloff also has a scale that goes with it.
07:34 And so if I scale this down to lower percentages, you can see that the Falloff
07:38 gets more turbulent. As I go to higher values.
07:42 Say, up above 100 percent, you can see that it gets less turbulent.
07:45 So less bumpy in the way that it happens. So you can use that to pretty quickly
07:49 fine tune and get a nice lumpy shape, however you might need it.
07:53 If you want something like an asteroid, it can get more complex.
07:56 If you want something that just has very slight undulation, you could go to
08:00 something higher, two or 300%. And then you just have something very
08:06 lightly lumpy, but definitely not uniform.
08:10 All right so, the last one that we'll have a look at here is the Soft Selection Falloff.
08:15 So first I'm going to start by actually selecting something.
08:17 And I'm going to go to my Soft Selection, turn on the Move tool.
08:20 And you can see that I have a Falloff now kind of being painted into my 3D space
08:24 along the edges that are around this selection.
08:29 Also going to change my action center to my selection, so that it's going to be
08:31 facing the same direction as this polygon.
08:34 Now as I pull this out, and see that I get this Soft Falloff going on.
08:38 And I can increase the radius, which will increase the area of effect of the Falloff.
08:43 And again this all happens live, so that I can edit this very dynamically.
08:48 You can use the rotate tool now, and rotate that around.
08:51 Now you can see that getting this kind of flow of polygons without using a Falloff
08:56 would be a really, really big hassle. Not that it can't be done.
09:01 Not that it's impossible. But that it would take a lot longer.
09:05 So, the basis behind Falloffs is that they simplify your workflow.
09:10 They let you act more intuitively and move things as groups, with smoothness,
09:13 as opposed to just having to move individual vertices, and edges, and polygons.
09:19 And then go back and readjust and resmooth, in order to get something
09:23 that's curved or something that has a flow to it.
09:27 It can be done very quickly just by turning on Falloffs, knowing which
09:30 Falloff to use, and then using it well with your action centers and your selections.
09:36 So, use Falloffs they will make your life easier in 3D.
09:43
Collapse this transcript
5. Materials, Textures, and Surfaces
The preview renderer
00:02 In this video, we'll have a look at how to use the Preview Render when working on
00:05 textures and materials. And also a few just general setup things
00:09 for a good workflow when you're working with materials and lighting.
00:13 So, here I have opened two scenes, and these are both included in the Scenes folder.
00:18 There is the Material Spheres Start and then also the Material Spheres Basic,
00:23 which has basic materials plotted on all of the individual spheres.
00:28 Now this, by way of introduction of the scene, is just a very simple scene with a
00:33 little backdrop or a simple background. And then, it also has these six spheres,
00:39 or sphere-like objects. In addition to that, all of the
00:44 individual frames are sent to where your main camera, which you can see here in
00:48 the View port, is focused on one of the spheres at each frame.
00:54 And that will allow you to go through, work on each of the materials without
00:58 having to worry about moving your camera around to see them.
01:02 And then also, these cameras are both locked.
01:06 If you do want to lock cameras or any other object, simply Right-click and then
01:09 choose Lock/Unlock. And then, you'll get the Lock icon if
01:13 it's locked. That way, the default behavior is that
01:15 when you're mouse is over a View port. The scroll wheel will zoom in and out.
01:20 And in the case of something like this, where we have keyframes set up on a
01:22 camera, we don't want things to move around.
01:24 Scrolling in and out might cause some real problems.
01:27 And additionally, if we're rendering here and we're waiting for a preview to render.
01:31 One inadvertent bump of the scroll wheel can cause the position of the camera to
01:34 change and are rendered to start over. So, you might be waiting for something to
01:37 refine and get an idea of how it's going to look.
01:40 And then, it just has to start all over just because you lightly bumped the
01:43 scroll wheel when your mouse was over the Preview window.
01:46 So, I don't want that to happen so the cameras are locked down.
01:49 Now, for the majority of time when you're working with materials, I would really
01:53 recommend making Modo just about the only thing open.
01:56 Don't open other applications as much as you can just because you want as much
02:00 speed as you can eke out of this in order to have the workflow very smooth and fluid.
02:05 And the other thing I would recommend is maximizing, 0 on the numeric keypad, the
02:09 Preview render, so that you get it as large as you can.
02:13 And you can see your materials very clearly.
02:15 And then, make heavy use of the paint to Preview option.
02:19 Remember, that's moving your mouse over a section of the Preview Render in order to
02:24 refine the rendering and make it look better in focus your computer's
02:27 processing power right on that area where you want look.
02:32 That way, you don't have to wait for everything to finish just find out how
02:35 the reflection is going to look on one part of your environment.
02:39 Under the Options, there's a few things that also need to be set up.
02:42 Your Quality by default, is going to be set to Draft Quality, which is fine in
02:46 some cases for speed. The difference between all of these
02:50 really on speed is not going to be very much.
02:53 But that they will continue to refine for longer.
02:56 At Final Render Quality, things will go up to whatever render qualities you have
02:59 setup, which are likely going to be the default at Extended Refinement Passes.
03:04 The image is going to keep getting better and better and better until you tell it
03:07 to stop, or until you change something. So if you sit here and leave this, like
03:11 the entire time I've been giving the intro to this scene.
03:15 And it's just going to continue to refine and get clearer and clearer.
03:17 You can see that this, that started off very grainy, is now very smooth.
03:21 Very nice clean reflections. So, setting that two extended refined
03:24 impasses is always a good thing. Everything else, for the most part, can
03:28 be left on default. If you're working with animation at any
03:31 point, you can turn on the Preview of Motion Blur.
03:34 I don't have any motion blur on in this scene, because we want each individual
03:37 frame to be very clear. So, but if you are previewing some
03:40 animation, you want to see how the motion blur works.
03:42 Click that on and it lets you see a good preview of what the motion blur is going
03:45 to look like on the final render. And then, the last thing that I recommend
03:49 turning on, and this goes hand in hand with not trying to run many other
03:52 applications at the same time, is turn on use all threads.
03:57 That's going to take every possible bit of energy that your computer has available.
04:02 Every core, and every hyper threaded core, if you've got a computer that has
04:06 some hyper threading. And it's going to dump it all into this
04:09 preview rendering. That way, you're going to get your
04:12 refinements to happen as fast as possible.
04:14 So when working with Preview window, there's a couple of things to remember as well.
04:21 If you have the Shader Tree's selected, the tab over here on the right-hand side,
04:24 clicking on an object will take you to the spot in the Shader Tree where that
04:28 material resides. So if I click on the background, you can
04:32 see it's taking me to my ground. Or if I click on the first sphere, it's
04:36 taking you to ball one. On the second one, it will take me to
04:39 ball two, etc., etc. Now if you right-click, it will actually
04:42 give you all the things that influence a particular object.
04:46 So, we can see that there are render outputs, which are these top two things
04:49 with the little Mona Lisa icon. Those tell you what is going to be
04:52 rendered when you create a finished render.
04:54 So, in this case, there's the final output color, which is essentially just
04:57 the color you see here onscreen. And then, there is the alpha output,
05:01 which, if we had anything with transparency, or any part where there
05:04 wasn't a model on the scene. There would be an alpha channel rendered
05:08 out included with that. We don't have an alpha channel, but by
05:11 default that is turned on. There's also the Bay Shader, which
05:14 governs the general way that lighting behaves on materials.
05:19 This is the default Bay Shader. We haven't done any editing.
05:22 But it will just give you your standard lighting like you see in this scene.
05:26 And then, you can see that the material is here.
05:30 This is the material group. This is the material, what is inside the group.
05:34 In this case, it's just what sets this up to be a red sphere.
05:37 And then, there's the base material which is underneath everything.
05:41 This is the default material that comes in when you boot up Modo, when you apply
05:44 a new material this is what you will get. The base materials always there underneath.
05:50 And then render, this is just our render settings so this tells us exactly how the
05:53 image is going to come out. So, all those things go into making this up.
05:59 And if I right-click on another area, you can see I have different settings for
06:02 each material. In this case the ground has a couple of
06:06 grids set up to make it luminous to give it the orangish color on the grid lines.
06:12 If I go over here to the second sphere, you can see it has its own individual settings.
06:16 So, this will allow you to very quickly hop through your Shader Tree, and this is
06:20 a very simple one. It only has half a dozen materials for
06:23 the spheres. And then, stuff for the backgrounds and
06:26 things like that. But if you have something more complex,
06:28 this can be a very fast way to get to anything that you need to work with.
06:33 For example, if I wanted to change the color of the grid here, I just
06:35 right-click on the grid. Go down to Diffuse Color and release.
06:39 And it's going to take me right to the grid that is affecting my Diffuse Color.
06:43 And then, all I have to do is switch my hue here.
06:48 We'll make it something more obvious. And I'll do the same thing with my
06:50 luminous color, switch these over to blues and there we go, I have got blue
06:51 grid lines as opposed to the orange ones. I'm going to undo that because I set them
06:52 orange for a reason, I like the way they interact and add a little more to the scene.
06:54 So, that's it. This is how to do get into the preview
06:56 renderer I would set it up. Very similar to high hut here.
07:14 Obviously, this will vary a bit depending on the computer you have.
07:18 This is one of the places it's going to max your computer outing, use everything
07:21 you've got, if you let it. So, you want to get the best preview.
07:25 So, you're setting up your materials the best you can, and your not waiting too
07:29 long at render times. So, this is a good place to use
07:32 everything that your computer has. And by setting it up this way, you'll
07:35 guarantee that you do.
07:37
Collapse this transcript
Basic material channels: Diffuse
00:02 In this video, we'll have a look at the diffused settings on the basic material.
00:06 Which in this case is just going to govern the color, and the brightness of
00:10 the color, and the nature of the color on the surface of the 3D object.
00:15 If you'd like to follow along, with exactly what I'm doing here, you can open
00:18 up the materials sphere's basic. Which has all these materials on them already.
00:22 Then you can go and just further explore the settings that I'll be talking about.
00:26 And if you'd like to build these from scratch, you can open up the material
00:30 spheres start project, and that will give you the same thing but with just no
00:33 materials added on. Just blank materials in the place on each
00:38 individual sphere so that you can start building those from scratch.
00:41 So, in this case I'm going to have the material spheres basic up, and we'll have
00:45 a look at our defuse settings. So, the defuse is the first chunk under
00:50 the material ref settings for a basic material.
00:54 There are two sections, material ref and material trans.
00:58 Ref has to do basically with the attributes of a material that are
01:02 reflected back at the viewer, or are absorbed.
01:06 So in this case everything but red is being reflected back, and then there's
01:08 some other things going on to make it look a little bit nicer.
01:12 For now I'm going to actually zero out everything but the diffuse amount, and
01:15 the diffuse color, and the diffuse roughness here.
01:19 So, now we have just basically a red sphere that has 80% diffuse amount and no
01:23 roughness, so what does this mean. The diffuse amount governs how much of a
01:29 diffused color, the next setting, is actually reflected back at the viewer.
01:34 So if I set this to something high like 100%, where the ball is completely illuminated.
01:39 Which is over here to the left and on the top side.
01:42 You can see that we're getting back something very close to our red color,
01:45 which is right in there. And you can see that it's relatively bright.
01:51 Now, if I have other things going on a surface, reflectivity, some transparency,
01:55 other things like that, then this defuse amount should really probably come down.
02:00 And most surfaces are going to have a little bit of a mix of, multiple things going.
02:04 So, the default is 80%, and I think I'm going to leave that for this here as well.
02:09 Now the diffused color then is, what color you're actually going to see.
02:12 Now there are a couple of different ways that you can edit this diffused color.
02:17 You can click and drag on any of the individual numbers here, which are red,
02:21 green, and blue, represented here, so across from left to right.
02:25 So if I increase the green, you can see it's going to get more orange.
02:29 If I increase the blue it's going to get more pinky purpley, but I'm just going to
02:33 back up to what I had there. And you can also hold Shift, and then
02:38 click and drag here to raise the overall brightness of that hue, down to black,
02:42 and then back up to different versions of it.
02:46 And if that's not enough and you want a more visual approach, you can simply
02:50 click on this color swatch, and it will bring up a color wheel that'll let you
02:53 change your color, visually here based on this color wheel.
02:58 All right. That's going to be true of any of the
03:03 color swatches that you see here. They're going to have the three values
03:07 for red, green and blue. And you can click and drag, Shift click
03:10 and drag, or click to bring up a color wheel, and edit them.
03:13 And so any time we see a color like that, that's going to be how you can edit it
03:16 very easily. The next thing here under the diffuse, is
03:21 the diffuse roughness, and this has to do with how much a light spreads across the
03:26 surface of an object. If you think of something shiny versus
03:31 something matte, or even something chalky, like brick or dry clay, you know
03:34 that the light is going to spread differently across the surface.
03:38 Now, with diffuse roughness set to zero, this is dealing with roughness on a
03:42 microscopic detail, by the way. With is set to zero, you're looking at
03:46 something that's relatively smooth. It doesn't have any real roughness on a
03:50 microscopic level, it's not chalky or anything like that.
03:53 You know, like a nice of matte plastic might be a good example, but you get
03:56 something like this. Now, if you're going to deal with
03:59 something like I said dry clay or brick, then really this is actually going to
04:02 look a little bit too shiny, probably. because the light is not spreading across
04:06 the surface enough. So I take this and turn my diffuse
04:08 roughness up to, we'll go all the way up to 100%, you can see that it's going to
04:11 darken a bit. And we lose a lot of that variation in tone.
04:18 And the light is spread much more evenly across the surface.
04:21 It really tends to flatten out the overall appearance.
04:23 It's going to make it look like something that is a bit rougher like brick or clay.
04:27 So setting it back down to zero, you can see we get a little bit more gradation
04:30 from this point here where it's facing the light, to where it's facing a little
04:34 more perpendicular to the light. And that will depend on the kind of
04:38 surface that you're actually trying to create.
04:41 And the last setting here, which isn't going to make much difference on our
04:44 current settings is, conserve energy. And that's going to take all of your
04:48 different settings that you have going on for reflectivity, for transparency and
04:51 what not. And it's going to balance them out so
04:55 that the number of light rays coming in are equal to the number of light rays
04:58 being reflected, absorbed, transmitted or diffused through the surface.
05:04 In this case it won't make much difference because, or probably any
05:06 difference, because we only have diffuse settings going on.
05:10 But if I were to turn on some specularity, or some reflection, it would
05:12 start to look very different. And in some instances this is going to be
05:17 very useful to make your material look more realistic.
05:20 In some instances it's going to tend to blow things out a little bit, and it will
05:23 take some of your control away. So I personally leave that off most the
05:27 time and do the balancing by hand, in order to get a much more control over the
05:31 actual material that I'm creating. So, that's it for the diffuse settings.
05:37 They will govern the color and the kind of nature of how the color spreads across
05:40 your surface. And and also the brightness of that
05:44 color, and that's how you would set up just basic coloration on a 3D material.
05:49
Collapse this transcript
Basic material channels: Reflection
00:02 In this video well have a look at the reflective properties under the material
00:04 ref and also just give a quick mention to our surface normal settings, which aren't
00:07 going to change a whole lot here on the basic materials.
00:11 So we'll just look at those very quickly. Now, really reflection in 3-D is broken
00:16 up into. Two and in this case three separate kinds
00:19 of reflection. There is Specular reflection, Real
00:22 reflection, and then Modo also has clear cone amount option.
00:27 Now the Specular reflection is actually a fake reflection that has to do with 3-D lights.
00:33 So lights inside of a 3-D scene. Sense lights in 3-D scenes are not actual objects.
00:38 They are not something that shines light visually, they can be reflected.
00:42 the specularity is actually used to fake the reflection that would happen based
00:47 off bright areas of light. So, with no specularity on, you can see
00:51 that this surface looks relatively even. It's hard to tell exactly where the
00:55 light's coming from, other than, just kind of generally up and to the left.
00:59 Now if I turn on some specularity here, I'll go up to 10%, we'll see that we get
01:02 this little bit of a hot spot starting to appear.
01:06 And that's going to give our eye a visual on where that light is exactly coming
01:09 from and it's going to help make this material more believable as something
01:13 kind of like a bit of a dull plastic. Now, For Nil Amount is actually the same
01:19 function here and there's actually a similar function for reflectivity, but it
01:23 takes the idea of that specularity and then it will vary it depending on the
01:28 surface normal or the surface direction of the given material.
01:34 So, in this case with the Fresnel effect, things that are facing straight towards
01:38 us will be governed by this basic amount. Things that are facing perpendicular to
01:43 us, like at the edges of the sphere will receive the Fresnel amount.
01:47 The Fresnel effect in real life is going to increase reflectivity as the incidence
01:52 angle becomes more perpendicular to our viewpoint.
01:57 So, think of a puddle as you're walking down the street and you see a puddle.
02:00 Down at the end of the block, it's going to look really reflective.
02:03 You're not going to be able to see through it at all, most likely.
02:06 And you're going to see the environment reflected around, it's also kind of a
02:08 mirage effect. But as you get up close to the puddle and
02:12 are looking directly down into it, it's going to be limited in its reflective properties.
02:17 Probably not very reflective at all. And then you'll be able to see straight
02:19 through it, down to the bottom of a puddle.
02:22 So that's the Fresnel effect, you know, in action in real life.
02:24 So, I'm going to turn the Fresnel effect actually up to 100%.
02:28 And we'll see, it just has a very, very slight effect here on this specular
02:31 amount, and it just is giving us a little bit more of a kick here at this odd
02:35 glancing angle. This is a very important thing because
02:39 this is a real life property. Throwing it onto your 3D objects will
02:43 help them look much more vibrant and alive.
02:46 So, you also have the specularitry, the specular color.
02:48 And just like, with the diffused color, this is just a color value that tints our specularity.
02:54 So, changing this to a different color. So if I change this to something like
02:57 whiute, you can see that this hot spot becomes a lot brighter white.
03:01 And depending on the kind of surface that you're trying to create, The color
03:05 of this will vary. If I want to create something where my
03:08 colors here blend in with the specularity, I'm going to actually want
03:11 to go with something that's more like my actual diffuse color.
03:15 So I'm going to turn this back down to where I had it, which is actually the
03:18 exact same as my diffuse color, and then you can see it just gives a little bit of
03:21 lightness and it brightens up that hot spot.
03:25 Now if I wanted to take that and just brighten it just a little bit, it's going
03:28 to make the hot spot more visible. So, you know, something to keep in mind
03:32 as you are creating your surfaces knowing what kind of surface you're looking at.
03:36 If you're looking at something that is going to reflect more the actual values
03:40 that are in the color, then you'd want to tint it more.
03:44 If you're going to want something that looks a little brighter and a little
03:46 shinier in its reflections. Then you would brighten that tint a
03:49 little bit. Now, moving down, we have, two other
03:53 values that have to do with, kind of messing up the, the reflections and the specularity.
03:58 And those are roughness, and the roughness is going to define how shiny or
04:01 how matte the surface is. So if I turn the roughness down to
04:05 something really low, like 10 percent. And see that my highlight gets very
04:08 small, and the surface is going to tend to look shinier.
04:11 Turning it up to something higher, we'll go all the way up to 100 here.
04:14 You can see that it becomes much more broad, and the surface looks more matte.
04:19 So that roughness is going to control how that looks.
04:21 Now the other setting here with roughness is anisotropy.
04:24 And that's the tendency on some objects, if you take like a brushed metal, like
04:27 you'd see on elevator doors or something like that.
04:30 You look and the reflections are stretched across the surface.
04:33 They aren't uniform and they aren't even. That's anisotropic reflections.
04:38 So, by turning up the anisotropy here we'll go up to 100% we'll see that that's
04:42 specularity is stretch now across the surface.
04:46 This is based off of a UV map since these are basic spheres, they have built-in UV maps.
04:51 If you have an object that does not have built in UV maps.
04:54 This anisotropy is not going to work. So just something to keep in mind.
04:57 Now if I take this anisotropy and make it a negative amount.
05:00 It's actually going to invert in its direction.
05:03 So instead of going up and down. It's now going around this way.
05:06 So you can see it's going around kind of concentrically now.
05:09 And values in between will just give different variance.
05:13 Here, you can see this is looking more a mix of being blurred and stretched, so
05:16 it's not quite as streaked-looking. You can take that down to any value that
05:21 you want, just to kind of control how reflections and specularity are stretched
05:24 across the surface. Okay?
05:27 Now as I mentioned specularity is kind of a fake reflection, just dealing with 3D lights.
05:33 And since these really are the same function and just different ways of
05:36 looking at it, there is an option for making your reflective amounts actually
05:39 match the specular amount. And if I do that, we're going to get
05:43 reflections, real reflections that are reflecting the environment in other
05:48 objects layered on top of our other surface attributes here.
05:53 And you can see in this case since it's a very low specular amount, it's a low
05:56 reflective amount here in the front. And it doesn't look like reflections much
06:01 at all. But then at the edges we are getting a
06:04 little bit more reflectivity. Now one thing to note is that I do have
06:08 blurry reflection on, and that will make the reflection amount actually obey this
06:11 roughness here, so the higher the roughness, the more blurred my
06:14 reflections will look. If I turn this down to something low like
06:20 10 percent, we'll see that I still have some blur on my reflections, but it's
06:23 much less and now this is looking more like a reflective object and Less like a
06:26 matte object and if I put this up to something like 80 we get kind of a mix
06:29 here and as this resolves more you'll see that those reflections tend to look like
06:33 they are going away except for just kind of on the incidence angles here around
06:37 the edges of the sphere. And that will give us the, the hint of
06:44 some reflection without it being really heavy.
06:47 If I turn Blur Your Reflection off entirely the reflection's going to be
06:50 totally clear and if you're going for a non-reflective surface this is going to
06:54 totally blow the effect here and this going to look reflective.
06:58 But having that Blur Your Reflection on can help you make things look Look nice
07:01 and clean and included in the environment without them looking really reflective.
07:06 I'm going to take here just to demonstrate and turn my frenel down to
07:09 like 50%, so this is a lot, a lot weaker here at the edges.
07:13 And we'll let this resolve here for a second.
07:16 I'm going to mouse over it in the middle to kind of clarify my reflections and
07:18 make them look less grainy. And now you can see this isn't looking
07:22 like a reflective surface but we are getting some little bits of reflectivity
07:25 there helping pull it into the environment.
07:29 This is an important thing to include on objects that you want to have a smooth
07:33 clean appearnce. And then the last thing under our
07:36 reflectivity is the clear coat. And I wont' check this on because it's
07:40 acutally already demonstrated on the next sphere over so that we Can save some,
07:44 preview render time, here. Just look at this blue sphere, which has
07:48 blue reflections, and they're blurry, then it also has the clear coat on top,
07:52 and that is an extra amount of clean, clear reflections that appear over the
07:56 top, of any other reflections, or specularity.
08:01 And if I click on this, you can see the setting here.
08:03 This actually has no diffuse, it's just a reflective object.
08:07 So 100% reflection and 100% has a blue tint to the reflection.
08:11 The reflections are blurry and then it has that 100% clear coat that also obeys
08:14 the frinella effect. So it will get heavier towards the edges
08:18 of the object. And then the last thing under here which
08:21 we will get into- More when we're looking at other surface attributes, though.
08:24 Are our surface normals. And this has to do with how rough the
08:27 surface is when youre using things to modulate the surface to make it look more
08:31 rough or less smooth. Then these will control, kind of
08:36 globally, how much that is actually taken into account.
08:40 So, there you go, there'a all of our reflective properties.
08:43 You can see how they work to create objects that are not transparant and not
08:47 translucent in any way but help to have more reflective qualities on the surface.
08:53
Collapse this transcript
Basic material channels: Transparency
00:02 In this video we'll be looking at the transparency sections under the Material
00:06 Transit setting or basic material attributes.
00:10 And this is once again, looking at the material spheres basic scene file.
00:14 So you can open that up and we're on frame two now, which is going to focus on
00:18 the third sphere in the group. Which is purely a, kind of a, a
00:23 reflective glass ball. We look at our settings here, this
00:27 material actually has a little bit going on in the Material Ref setting.
00:31 It has a little bit of specular and a little bit of reflection.
00:35 And then it has the Fresnel Effect turned on in the match specular, so that we get
00:38 a little bit of increased reflection around the edges of the osphere.
00:43 So, under the Material Trans setting, this is where the bulk of the actual
00:47 Material settings are going on here. And we have, transparent amount, which
00:52 is, how transparent things are. This is just, a simple value, 0 to 100%,
00:57 and is going to govern how much light is actually passing through the sphere.
01:03 There's also the option for transparent color, which will allow you to tint transparency.
01:07 In this case if you go back and do anything with you're diffuse color, it's
01:11 going to have zero effect because we're not seeing anything diffuse here.
01:15 And actually as a side note I have the diffuse amount set to zero.
01:18 In a real service you might have a little bit of difuse amount here, 3, 4 or 5%.
01:23 But you actually get a relatively significance performance gain by taking
01:27 that diffuse amount and zeroing it out. So, just a side note, it will decrease
01:31 your render times if instead of having a little bit of diffuse amount, you turn it
01:35 off and then just deal with more reflectivity and transperancy alone, just
01:38 a side note. So, the amount and the, and the color
01:43 here are relatively common, if you've looked at other material settings inside
01:46 of (UNKNOWN) Where this transparency section gets more
01:50 complex are in the next few options here. Absorption distance, refractivity over
01:55 the refractive index disspersion and refractive roughness.
02:00 So these are all going to govern how light behaves once it enteres the surface
02:04 of this object. So that the absorption distance tells the
02:09 rendering engine, how far a light ray can go through the surface before it returns
02:14 back our transparent color here. In this case the transparent color is
02:20 just white, it's basically untinted, clear glass.
02:24 If, however, you have something like water that has a blue color to it.
02:28 Setting this absorption distance to something proper, will allow the water to
02:32 be lighter and more bright in areas that the water is more shallow, and it will
02:36 become darker and more saturated in areas where the water is deeper.
02:42 So this is a really important setting to have in order to keep transparency
02:45 looking good. The default is actually 0%, which means
02:49 that you'll always get the tinted color back.
02:52 But with some absorption distance set it will give more depth of realism to your
02:57 transparent objects. Now refractive index, this is based off
03:01 of a real world index. So if I click over here on the right,
03:05 there is an arrow and that will give me a listing of common refractive indices.
03:11 So air in a vacuum actually is 1.0, so no refractive index.
03:16 And then there are a bunch of other ones. common ones like water is 1.33.
03:20 I have mine set for zinc crown glass, which is 1.517.
03:24 you can see there's all the different ones here.
03:27 So you can either use ones that are in here, you can keep them in manually to
03:30 get something specific to how you'd like. Or if there is an exact material that you
03:35 want to duplicate, you could actually just look up the refractive index of it,
03:39 key it in, and it's going to be accurately displayed here on your 3D material.
03:45 Now the next two setting are the real render hogs of transparency.
03:49 And those are dispersion and refraction roughness.
03:53 Dispersion is kind of a prismatic effect. And what that does, is it allows light to
03:58 spread into it's components, and give you a rainbow effect as light penetrates the surface.
04:05 Now as this happens, it is also multiplying the number of light rays that
04:09 are required by the rendering engine to give you the rendered look.
04:15 So I am going to turn on some dispersion here, I'll go to 0.1.
04:19 And then we will look up here at the top, and I will mouse over it to clarify it
04:22 more quickly. You can see that now we're starting to
04:25 get that bit of a rainbow effect here. And so we get that prismatic effect.
04:30 You can see it also down here on the bottom realitively heavily.
04:34 It will get less heavy as I mouse over to clarify the rendering.
04:37 You can see that effect happening here. It's a nice effect that is great for
04:41 adding some extra realism to transparent surfaces.
04:46 It is, as I said, a big render hog. So, usually the best idea here is to get
04:50 it set, figure out the setting you want, and preview it.
04:55 Know where you want it to be. And then when you're working on other
04:57 things and doing test renders and what not, zero it back out.
05:01 (LAUGH) And then once you're ready to do your final renders and then, when you're
05:04 just ready to bite the bullet on render time because you want your best possible quality.
05:09 Go back and turn it back on to where you had it set.
05:11 Obviously, you can make the choice to have it on all the time.
05:14 But really it's going to be much less headache and you're going to get much
05:17 faster renders as you're developing your 3D scenes if you leave it off.
05:22 Now likewise, refraction roughness is a really big time hog.
05:27 And this is very much like blurring reflections, how that made the reflection
05:30 amount equal the roughness. Now, since this is just a, isn't just an
05:35 on or off scenario, there is no roughness to deal with.
05:38 It's just refraction roughness. Having it zero is basically having it
05:41 off, and having it set to any percentage will start to blur out your refractivity
05:46 or the way that light transfers through. So think of something like a fogged
05:52 shower glass door something like that where it is transparent but the, the
05:56 transparency is not clear. So if I turn this to something even
06:01 pretty low like 10%. And we'll have to mouse over this just to
06:04 get it to clarify in this area. You can see that all of sudden my, my
06:08 transparency is very very blurred out here.
06:11 And it's not looking clear at all, and this is really fogged this up.
06:15 We can see this really well down here where those windows are, and that's at
06:19 only 10 %. If I take something lower like 3%, we
06:23 still get something fogged but not as badly.
06:26 And if we turn it up to something really high like, heaven forbid we should use 100%.
06:31 This is going to be completely blurred out, and there will be nothing really
06:34 that you can discern through that transparent object.
06:38 It's just going to be kind of a mass of colors that fit in here.
06:42 Now one thing to note is the refraction rays is how many samples are used to make
06:46 this look clean, and not grainy as it does right now.
06:51 The higher your refractive roughness value, the higher the amount of rays that
06:54 you will need in order to make it look good at render time.
06:59 Since I have my options set to Extended Refinement Passes, I can actually just
07:03 mouse over this, and it's going to exceed my refraction rays.
07:06 Or if I just leave it sitting here for minutes and minutes.
07:10 It's going to exceed those refractionaries.
07:12 But when I actually render, it's only going to go up to the 64, do whatever it
07:15 does, and then that's going to leave it at that, and then 64 and 100%.
07:19 I guarantee it's going to look very, very grainy.
07:21 So something to keep in mind here. And you know, set this back down to 0.
07:27 And if you use dispersion and refraction roughness together, this is actually
07:30 multiplying the number of rays, as the light goes in, for the dispersion, and
07:33 then, it's multiplying those for your refraction roughness.
07:38 So, be careful using those two together, you can get some very beautiful,
07:42 realistic looks. But it is going to increase your render
07:45 time a lot, so be very careful about using those two together.
07:50 If you do need it, again, get your settings, get them figured out, I would
07:53 even say do them one at a time. Or do a really low resolution test render.
07:57 And then turn them off until you're ready for the final render, and then kick them
08:00 back on. And probably count on leaving your
08:03 computer running overnight, because they will take a long time to render.
08:07 And the last setting here underneath transparency is the Dissolve Amount.
08:11 And this is kind of the cloaking device of your 3D Material settings.
08:15 This doesn't work just like transparency, but it will get rid of diffuse.
08:19 It will get rid of reflections, it will get rid of specularity, everything.
08:24 If I turn my dissolve amount up to 100%, you see that this completely disappears.
08:30 And so that's how you can make an object completely invisible without having to
08:33 actually delete the object. So if I turn that back down to 50%, we
08:36 see we just get kind of a ghosted version of it, kind of a soap bubble kind of look here.
08:41 And then the different values in between will just kind of give you different
08:44 variations on that diffuse amount. So I'm going to turn it back down to 0%
08:48 and then we get a fully rendered sphere again.
08:51 That, is not being dissolved at all, in any way.
08:55 So there you go. There's a look at the transparent settings.
08:58 Look at them, use them and play with with them.
09:00 It's a great way for getting good realistic transparency on your 3D
09:03 objects, and all the settings are really right here.
09:07 Its not a lot of settings but they have a lot of power inside them.
09:11
Collapse this transcript
Basic material channels: Subsurface scattering
00:02 In this video, we'll be looking at sub-surface scattering and luminosity.
00:06 These are the kind of, final main chunks of the material trans-settings.
00:10 And we'll see how they can be used to create much more complex surfaces.
00:14 And also add lighting to your surfaces, that will Take effect on other objects.
00:20 So we'll actually start down lower here with the luminous intensity, or the
00:23 luminosity settings. So you can see this sphere here on the
00:27 left, has a luminous intensity of ten. That's a relatively bright luminous object.
00:32 And you can see it's bright enough that this luminous color is actually disappearing.
00:36 But when we look at it in reflections and we see the effect that it has on other
00:40 objects, We do still get that warm hue coming out.
00:44 So, even though the object itself isn't appearing that color, its affect is felt.
00:49 You think of something like a light bulb that has a little bit of a tint to it.
00:52 If you look right at the light bulb it's still going to look, pretty much, white,
00:54 because it's going to be brighter than your eyes are going to want to see.
00:58 But then if you look at the color of the light that it actually casts, then you
01:02 would see that reflected here. Now in order to see actual luminous
01:07 intensity appear to light the scene, Global Illumination has to be turned on.
01:12 And that's found underneath the Render settings.
01:15 And so you go up to Render, here, at the top of the Shader tree, and Global Illumination.
01:19 And it has to be enabled. With that turned off, this will still
01:22 appear to be white. But it's not going to cast any light onto.
01:26 The other objects in the scene. So let's go back here to our settings here.
01:32 And here is our material transient. So you can see by setting this color, and
01:36 setting this luminous intensity. We can get the effect of light actually
01:40 coming from objects in a 3D scene. And this is going to be a much more
01:44 powerful way of doing 3D lighting, which we'll We'll discuss later.
01:47 As opposed to using just a traditional CG lights.
01:50 The ones that cause us to have specularity.
01:53 Now, let's move over here. We're now on frame four of the material
01:58 spheres basic file. So move over to frame four you'll see
02:02 this kind of Ball with ears on it and the reason I put some ears on this ball is
02:06 because this object has subsurface scattering turned on.
02:12 And you'll see here in a moment why subsurface scattering is important to
02:15 have some more contour in order to actually demonstrate what it's doing.
02:19 Now, some objects are opaque, some objects are trasparent.
02:24 And some objects are not transparent, but they are kind of translucent.
02:28 You can think of anything from curtains, that are sheer and light shines through,
02:33 to candles that have wax. And while you can't see through them,
02:38 light does penetrate the surface. And when that happens, the light rays
02:42 actually bounce around. Some of them continue to go through the object.
02:46 Some bounce out and go off at a glancing angle and some bounce back directly at
02:49 the viewer and that effect is called subsurface scattering or the scattering
02:53 that happens underneath the surface of an object.
02:57 So in this case I have a relatively basic setup.
03:01 If we look at the basic BRDF functions here, we can see it's got a green diffuse
03:04 color, it has a little specular amount and a little Fresnel.
03:09 And then it has the match specular turned on for reflectivity with blurry reflections.
03:13 So, it's going to be a relatively clean object that looks like it has a little
03:17 bit of environmental inclusion here. You can see the reflectivity taking effect.
03:22 That makes it look a little bit shinier, a little bit more alive.
03:25 But where this actually starts to look like an object with some real depth is
03:28 when the sub surface scattering is turned on.
03:30 So, I'm going to go ahead and turn sub surface scattering off here for a moment
03:34 and you can see that, really, it just looks like a green object with a little
03:37 bit of shine to it. Can see the light here coming from this
03:41 sphere next to it, that is brightening up the edge, but overall, it's just a basic
03:45 green sphere. Now, turning that 20% sub-surface amount
03:49 on, and having a sub-surface color set to something, in this case, more fleshy, or
03:53 more like blood, then you actually start to get the effect that this is something
03:57 more alive. And if you think of something like skin.
04:03 Think of what is underneath the surface of your skin.
04:06 If you were to cut your skin open, obviously, you're going to see red.
04:08 You're going to see blood. So I have, kind of, a little bit of a, a
04:11 variation of that here on this. And then that's allowing us to see some
04:15 of that stuff mix between that green (INAUDIBLE)
04:19 Remember how green it was with That subsurface turned off and how much that
04:22 green is muted a bit by this subsurface color.
04:26 Now the subsurface amount and the subsurface color, just like any other
04:30 amount in color settings, reflectivity or transparency or diffuse, are basically a
04:34 percentage and then a color. So, That's nothing new.
04:38 But the sub surface scattering distance is where we actually start to see what is
04:43 really going on with this. So this is set to 50 millimeters.
04:47 So that means that the light can penetrate the surface 50 millimeters into it.
04:53 And then bounce back out. Now these spheres are actually a meter in diameter.
04:57 So 50 millimeters is not too far. And that's why I've pulled up these
05:01 little ears. Just by taking a few vertices and pulling
05:04 them out off to the side so we can have some thinner areas.
05:08 And so in those thinner areas, you actually see this sub-surface color start
05:12 to come into play and add more depth to the object.
05:16 Now one other side note here that has to do with global illumination, is that in
05:20 order to see this happen with anything besides just basic lights Here under
05:23 Indirect Illumination there is a Subsurface Scattering section and you can
05:27 have it either Direct Only, so only just plain 3-D lights will cause this
05:30 subsurface scattering effect and that's actually the default, and then you can
05:34 have the Indirect Lighting. So things like this sphere over there
05:41 that's lit up affect the subsurface. You can the lighting effected by the subsurface.
05:47 So, light can penetrate it and shine through on something like sheer curtains,
05:50 something where that would be used. And then the setting that I typically
05:54 tend to use is both and that gives your subsurface scattering full interactivity
05:58 with the lighting in the scene. It's going to be the most realistic.
06:02 It has a little bit of a time hit on your rendering.
06:05 but, in general, is going to give you very nice look.
06:09 Let's go back to our material transfer and see some other things.
06:11 We have a maximum depth, which is the kind of the end-cap of how far light can
06:15 actually penetrate. So by setting this to something higher,
06:19 we're going to see less of the color appearing here on the surface.
06:22 And as we get deeper objects, we'll see less and less of the subsurface take into
06:27 account with much thicker objects. This is only a meter and my maximum depth
06:31 is set to a meter. So.
06:33 Really the maximum depth isn't really affecting it much in this case.
06:36 And we also have front waiting, which is going to control the amount of light that
06:39 is actually scattered forward. So towards the viewer.
06:43 Turning that down. So down to like 25%.
06:46 We'll get more of that light bounced forward.
06:50 So we see it Balance here a little bit differently, turning it to something higher.
06:54 We'll see more of a blend, going to let that kind of render out there.
06:59 And the default is 50%. I've weighted this one a little bit
07:02 higher just to give it a little bit less influence here on the front.
07:06 Any time you see samples on material setting in Modo, that's just going to
07:09 basically control the quality of it. If you get your subsurface is starting to
07:14 look grainy increase the samples its going to increase your render time but
07:17 also increase the quality of the setting. The same thing goes with your refraction
07:22 rays your blurry reflection or anything like that.
07:25 So, the last option here, which is same service, only it's just a check box
07:29 controls whether or not some surface scattering will effect other materials.
07:35 Turning that on will speed up your render time a little bit, but might cause some
07:38 difficulties when multiple sub-surface scattered objects are kind of close
07:42 together, in close proximity because they won't interact with each other.
07:47 It's usually a minor difference but when you're getting to better quality
07:50 renderings or more complex surfaces or more complex scenes, you might actually
07:54 notice that there so I usually leave that off as the time savings are typically not
07:58 worth it. Now this last object over here to the
08:03 right, and let's actually scoot over to it, is a really relatively complex surface.
08:09 It actually has a rim of polygons on the underside That contain a luminous material.
08:15 So it's actually shining some light down. And then, this material has a really
08:17 broad mix of a lot of different things. It has a little bit of subsurface with
08:22 kind of a pinky undertone. And just a light scattering on that.
08:26 So it's only 5 millimeters. So it's just kind of softening the
08:28 overall appearance. And then on the material ref, it has some
08:32 defused color, it has some specular, some fernel.
08:35 It has matched reflection with the specularity.
08:37 It has a little bit of an ice atropy, you can see that my reflections are a little
08:40 bit streaked. And then it has a tiny bit of clear coat
08:44 over the top of that, so that's our clear reflections over the top.
08:48 So this gives you a good example of when you start to really mix all of your
08:51 settings together. and make a more complex surface the
08:54 kind of thing that you can get. The actual look here is much more complex
08:58 than any of the simpler previous ones that we've looked at but overall it shows
09:02 the kind of thing that you can do when you mix everything together to get a good
09:05 complex surface. That's a look at, sub surface scattering
09:11 and luminosity. You can see how they add real depth and
09:14 other lighting options, to your 3D scenes.
09:18 They'll help you make your materials more alive and also increase the quality and
09:23 look of your lighting in 3-D.
09:27
Collapse this transcript
Procedural textures
00:02 In this video we'll have a look at how to add extra detail to materials using
00:05 Procedural Textures. Now Procedural Textures are a kind of
00:10 texture that is added onto an object, onto an object material, that is based
00:14 off of some kind of mask. So this isn't going to be anything that
00:19 uses images or anything like that. It's rather going to be something, on the
00:23 background here you see this grid texture.
00:26 That's a very simple example of a procedural texture.
00:28 It's simply based off of the spacing of grid lines, the way that the grid lines
00:32 fade out, and then the color of the lines versus the empty space.
00:36 So in this example I'm going to use the Materials Spheres start file, and that
00:40 will give me a nice clean basis to some of the materials on top.
00:45 So I can start by clicking on the first sphere here, and in the ball one material
00:48 I'm going to add some extra texture layers, here.
00:51 And extra textures are found inside the Add Layer menu up at the top of the
00:56 shader tree. If you choose Add Layer and then go down
01:00 a little ways. You can see there are a few different
01:04 kinds of procedural textures that we can add.
01:06 There are the Enhanced Modo Textures, which have a variety of different styles.
01:10 There are displays. You can do a counter or LEDs.
01:12 There are geometric ones that are relatively even, math based ones like
01:17 boxes or dimples or grids, things like that.
01:22 There are noise ones, these are more, kind of, randomized ones.
01:26 If you're familiar with Photoshop, you can think of like the Photoshop clouds function.
01:30 These are kind of different variations on those.
01:33 There are also organic ones, which are very similar in a lot of ways to the
01:36 noise ones and worth exploring. There are panels, which give you the feel
01:41 of different, kind of plates on a surface, so if you think of something
01:44 like a space ship that might have a lot of plates, or the hull of a large boat,
01:47 that might have a lot of plates and things on there.
01:52 And you know, as you go down, there are more here to explore.
01:55 Obviously, not enough time, in a video, to look at all of these, but we'll look
01:58 at some basics here, and how to add them. So, I'm going to start by going to Noise.
02:02 And I'm going to choose, the Multi-Fractal, and this is very much like
02:06 a Photoshop Clouds kind of function. You can see it drops in here, and it
02:11 drops into whatever material group I have selected.
02:15 So, I had this, back up here, I had the basic material selected.
02:19 And then when I choose Add Layer and Add In a Layer, it's going to add it directly
02:22 above wherever I had chosen. So, let's go back in here again.
02:26 I'm going to choose the Multi-Fractal. That will drop in.
02:28 And by default, it's going to affect just the diffuse color.
02:32 But each individual texture has two different options, it will have a Texture
02:36 Layers, tab, here in the properties on the right.
02:40 And this is where you control the general appearance of the texture.
02:44 So, the type of noise, you can choose and change the different kind of noise, here,
02:48 in order to get a different look. The noise seed, this is just going to randomize.
02:55 How the noise is on there. So you can just click different seeds,
02:58 and it will give you a different variation on it.
03:01 Octaves is going to be the number of depth in this case.
03:03 So if I change it to two, it's going to get less layered.
03:06 If I change it to four, it will have more layers.
03:09 As you can see, it can add differences that way.
03:10 And then the frequency is the changes between the different.
03:14 Octaves increment and offset also will adjust the way the layers interact with
03:18 each other. So, there's a lot here, and the best way
03:21 to really get a handle on these is to just sit and adjust and play with them
03:24 and get a good idea of how they work. And you can also control the clipping, so
03:30 that perhaps you have more black or less black, or more or less white.
03:36 And see, as I change those, I'm changing the way that this is clipped.
03:42 You can also adjust the bias and gain, just as you would on an image in Photoshop.
03:46 And then here, lower down, let's actually maximize this so we can see all of it.
03:50 You have colors for the background and the foreground, so if I wanted this to go
03:54 between blue and red for example, I can make it.
03:57 Red for the background and blue for the foreground, and there you can see it goes
04:01 between those two colors instead of black and white.
04:06 Now this only illustrates how this would effect a diffused color.
04:09 You can also change this to any other attribute of a material.
04:13 So, if I Right Click where it says, Diffuse Color, I can choose basic channels.
04:17 So, Clear Coat Amount, Diffuse Color is what we're on; Diffuse Amount.
04:21 Which will have a very similar effect in this case, because we just have a white material.
04:25 But if I had something like a blue color in my basic material, that's going to
04:29 affect just the amount to diffuse. So, this Diffuse Amount now is being
04:34 overridden by Multi-Fractal. Now let's go back to white.
04:38 So you can choose any of your basic material settings here.
04:41 Reflection amounts, let's see I can get reflection that will be in different
04:44 chunks here. Anything can be adjusted here in the
04:48 basic channels. There are also more advanced things for
04:51 when you get to different material settings, but one other one that I would
04:54 like to mention here is under Surface Shading.
04:58 Now we gave brief mention of Bump Maps, but this will actually let us demonstrate
05:01 and see what a Bump Map is. So, if I change this to Bump, you can see
05:05 that the surface of this material starts to appear to have a lot of actual bump to it.
05:10 Now, the actual amount of bump, the actual depth, is actually controlled in
05:13 the material. So, if I go to the material here, you can
05:16 see that my Bump Amplitude is set to 2 millimeters.
05:19 If I increase that to 20 millimeters, it's going to give the effect of much
05:22 much deeper bump. If you look at the edges of the sphere,
05:25 it's still round. This isn't actually affecting the shape
05:28 of the sphere at all. It's just changing the way that it appears.
05:32 If I want to actually affect the shape. Then I need to set that to a displacement.
05:39 So again, right-click, go down to Surface Shading.
05:42 You can see Displacement is the next one. And this will actually physically move
05:46 the polygons on the scene. Now the preview mode here is set to a
05:50 draft quality, a lower quality. If you want to get a better idea of how
05:53 that's going to look. Go down and see Draft Displacements here
05:56 in the Options. Uncheck that, and it will take longer to
05:59 preview, but you will get a much higher quality version of that displacement.
06:04 And now we see that effect on the surface, but also at the edges you can
06:07 see that is no longer spherical. Okay, so that's the basic idea of using
06:12 procedural textures to add more detail inside your materials in Modo.
06:18 They can override anything in your basic materials, and then they can also do some
06:21 more advanced things that, as you learn more about 3D texturing, you'll see how
06:24 those can be used.
06:27
Collapse this transcript
Bitmap textures
00:02 In this video, we'll have a look at image-based textures, or Bitmap textures.
00:06 And how they can be used to add more depth and interest to your 3D materials.
00:10 There are a couple of different ways to add in image-based textures.
00:15 Right now, I'm in the Materials Sphere start scene, and I have selected my
00:19 material for ball one. If I know where an image is in my Finder,
00:23 if I've got a folder set aside on my Desktop, I can choose to load an image or
00:27 any image sequence. If you have an animated multi-frame
00:31 texture that you'd like to add on. So, if I can choose Load Image, then I
00:35 can just navigate to wherever that image is.
00:38 I'm actually going to just pull though from the default content that ships with Modo.
00:43 So, if you, over on the left-hand side, see your assets over here.
00:47 I'm going to choose Images. Inside the Images here, I'm going to
00:51 scroll down to the PH Textures, and I'm going to go to Concrete.
00:56 I'm always kind of a sucker for putting concrete materials on these spheres.
01:00 I don't know why. So, if you have this material here, this
01:02 texture here, this image, you can just take straight out of the content and then
01:06 drag it into your Shader Tree. So, I'm going to drag it just above my material.
01:11 And it's going to place my image directly on my sphere.
01:15 Now, with image-based textures, the second tab here becomes much more important.
01:22 That's the Texture Locator. And this is going to decide how the
01:25 texture is placed in 3D space. By default, it's going to go to a UV map.
01:30 Now, if you don't have a UV map on your object, then that can be problematic.
01:34 But there are other types of projections that you can choose if you don't have a
01:38 UV map or you're not going to make a UV map.
01:42 You can choose to project it solid, which is not going to work very well for
01:45 image-based textures. You can project it in a planer fashion,
01:48 so straight along the x, y, or z. You can wrap it cylindrically, you can
01:53 wrap it spherically, which in this case is going to look a little bit funny
01:56 because of the scaling that I currently have.
01:59 So, let's say I want to choose though a spherical wrap.
02:02 I want to wrap it around the y so you can see my projection axis.
02:06 And then for size, right now it's set to 1 meter in all directions.
02:09 I'm going to choose to Auto-size that, and it's going to position this.
02:14 You can see it's changed the position, it's kept the size the same because this
02:17 is a 1 meter sphere. But it's changed the position to align
02:20 this with the polygons that have this particular material on it.
02:24 So, you can see it's moved it over on the x and up on the y a bit, and now it's
02:27 wrapping cleanly around this object in 3D space.
02:31 Now, if I change the projection axis, it's just going to wrap it in different directions.
02:35 See, there's along the x. If I do it along the z, see?
02:37 We get it. We start to get it wrapping around there,
02:39 and there's the y. I'm actually, for this case, going to go
02:42 back to the UV map because I think that has the best mapping here for this
02:45 particular object. Now with that done, there's a lot that
02:49 you can do with image-based textures, and with textures in general, to help improve
02:53 the look of your 3D models. Right now, it's just set to the Diffuse
02:57 Color, but I want to have multiple versions of this texture doing multiple
03:01 things on this material. So, I'm going to Right-click where it
03:05 says Concrete 01. Here, I'm going to Right-click on that
03:08 and I'm going to choose to duplicate it. Now at first, that's not going to do
03:12 anything because it's created another duplicate that's just set to defuse color.
03:16 Well, I'm going to change that one to Specular Color.
03:19 So now, the specularity is being modulated by this same texture.
03:23 Just like how you can use a set color to modulate the specularity if you're not
03:27 using texture layers on your base material.
03:32 And then, I'm going to duplicate it once again here and I'm going to make this one
03:36 set it to my Specular Amount. So, let's set the two as Specular Amount.
03:43 And now, you can see that this gets really bright.
03:45 And the reason for this is that it takes all of the pixels, dark to bright, in the
03:49 image, and it will map them to a low and a high value.
03:53 So, it's essentially looking at a gray scale version of the texture at this point.
03:57 And the low values, the dark areas, are getting 0% specular.
04:00 And the light areas, and this is a pretty light texture, are getting 100% specular,
04:04 which is much higher than our base material which only had 20% specular.
04:09 So, let's change that. And let's set our high value something
04:13 lower like perhaps 20%. There you can see that blends in a lot better.
04:18 Now, we're only getting a little extra sheen off there.
04:22 And I'm also going to take my Roughness and increase this a bit.
04:25 I'm going to change it up to say 75%. And at that, point I think this sheen is
04:29 a little bit heavy. So, I'm going to go and back off my
04:31 specularity even a little bit more and set it down to maybe 15%.
04:35 So, now you can see we're just getting a little bit of an accent here.
04:39 Now, an interesting thing is that if I choose to turn on Match Specular for my
04:43 reflections, I'm also going to get that reflection obeying those specular levels
04:47 on my material. So, I'm going to turn on Match Specular,
04:52 and I'm also going to turn on Blurry Reflection, which was actually already on
04:55 for this material. And you can see now I'm getting little
04:59 bits of environment color bouncing onto my object.
05:02 So, this is giving it kind of the appearance of a nice, sealed concrete
05:06 that has a little bit of gloss to it. You can see I'm getting little bits of
05:10 yellow-orange pickup down here, and little bits of color from the environment.
05:14 Now, I'm going to make one last adjustment here.
05:17 I'm going to duplicate this one more time and I'm going to set this to a Bump Map.
05:21 Now, if I've already used a material setting here.
05:25 So, one of these basic channels or any of the other ones, it will actually appear
05:28 here in my recent folder which is up at the top.
05:31 So, I'm just going to go up into here, set it to Bump.
05:34 And now, it's just going to add a little bit of bump to kind of help offset that.
05:38 Now, right now my high value is still at 15% because I'm just duplicating my
05:41 Specular Amount I had. I'm going to increase that back up to
05:46 100% so that I get a little bit more bumpiness out of this.
05:50 Now, if I want to go in and increase that farther, I can even go down to my
05:53 Material and change my Bump Amplitude. Right now, it's at 2 millimeters, which
05:57 is probably pretty close. But let's bring it up just a little bit
06:00 up to 3 millimeters, and we'll add a little extra depth to my material.
06:04 So, you can see I've got now one image that's controlling my Defuse Color, my
06:08 Specular Color, my Specular Amount, and my Bump.
06:12 And very quickly, I've gone from a pretty basic material, like the one on the
06:16 right-hand sphere here, to something that's relatively nice and complex.
06:22 That would actually be suitable for something in a 3D scene.
06:25 So, that's the basics of using Textures. You can use any kind of image, just
06:29 remember one note, is that it is going to come in as a square image.
06:34 So, if your going to be using a photograph that you've taken, make sure
06:37 that you crop it to a square size. Unless you particularly know that it's
06:41 going on to an object that is not a square size.
06:44 If you're just going to use something as a general texture, it would be a good
06:48 idea to go to Photoshop and crop it down to a square aspect ratio.
06:52 Llike this one is 600x600 pixels, using image-based textures, along with
06:55 procedural textures. Under Material settings, you can get a
06:59 nice look on your 3D models relatively quickly.
07:02 And then, you can go and customize them from there.
07:04
Collapse this transcript
6. UV Mapping
UV basics
00:02 In this video we'll be looking at UV maps and how they are used to apply textures
00:06 into 3D space on 3D objects. So we're going to start by putting a
00:10 little bit of geometry in the scene and start with something simple like a cube.
00:14 So I'm going to hold down the Shift key and then click on my cube to drop a cube
00:18 into the scene. Now I want to do two things here.
00:22 I want to place a new material on this cube and then I want to put an image into
00:25 that material. So, to put a new material onto my
00:28 polygons, in this case every polygon in my layer, because I only have one layer
00:32 here with one cube in it. I just press the M key, and any polygon
00:37 selected, or if you have nothing selected, all of the polygons, will
00:40 receive this new material. So we'll call this material Cube.
00:45 I'll click Okay. Now there's a new material on here.
00:47 So if I go to my Shader tree. Can see that I have a cube material that
00:51 was now created. And now I'm going to grab a preset image.
00:55 So if I want to grab the presets here, up in the upper left, you'll see that there
00:59 is a presets button, and if I click on that, I'm going to get a little window
01:02 pop up that has all of my preset content that is inside of Modo, and this is the
01:05 same kind of thing that you can access through the Render tab when you're
01:08 applying materials and things like that. So I'm just going to go to the Images set here.
01:16 So let's open up Assets, and I'm going to go down to Images, and I'm going to use a
01:20 Dosh Designs one here, and then I'm going to go to the DTUS architecture.
01:26 And it just has two items in here. I can use these because they're pretty
01:29 high quality. They're pretty large images.
01:32 One thing to note is that they are not square.
01:34 They're 3264 by 2448. They do tile, so if you lay one next to
01:38 the other, you won't see a seam between them.
01:42 But they're a little bit off squares. But for the sake of this video, they'll
01:46 do nicely. Having a nice high resolution helps to
01:49 illustrate here. So what I'm going to do is just grab this
01:52 and drag and drop it onto my material. And you can see that it has placed, that
01:57 image into my defuse color right inside my Cube material.
02:02 So I'm done with that for now. So let's go ahead and close that.
02:04 And then we'll hop over to the UV map and we can see what's going on.
02:08 So you can see right away here on my UV tab.
02:12 On the left-hand side I have my UV map, which is my cube unwrapped.
02:16 Since this is a basic, primitive shape, it has a built-in UV.
02:21 And basically you could think of this as somebody has taken box cutters, and let
02:25 me just go and select all of these boundary edges so that you can see them.
02:30 Somebody has taken box cutters, in all of the highlighted areas here.
02:35 And sliced it. And then just laid it out flat.
02:37 So that's the basic idea behind UV maps. It's taking this 3D shape.
02:44 Cutting it up in some way or another and then placing it flat so that my material
02:48 can lay on top. If I just select one chunk of the
02:52 geometry, the polygon, let's just focus in on this for a minute.
02:57 To hide everything else, I'm going to hold Shift and press H.
03:01 H hides what you have selected. Shift plus H will actually hide whatever
03:05 is not selected. So hide everything else in this case.
03:08 So if I focus in on this you can see that here in my UV map.
03:13 In the top section I have this bit of border coming in through here.
03:18 Then straight across through the middle and then down the right side.
03:21 I have, again, this grout over here and a little bit leaving there, so if I look at
03:24 this on my object in 3D space, you can see that we have the same thing.
03:28 So here is the grout through there running left to right, up and down and
03:32 then leaving out to the side there. Now, there is one thing that you can
03:37 notice, and it doesn't take a very perceptive eye to notice that these two
03:40 things are not exactly the same shape. So, let's have a look at why that is.
03:46 Right now, you can see that my cube, as it's laid out.
03:49 All of the six sides should be completely even.
03:51 But right now, they look all stretched vertically a bit.
03:55 The reason for that is, if we're taking the square space here, which is called
03:58 the zero to one. For UV's, it just goes 1, 2, 3, 4,
04:02 across, horizontally, but it's 1, 2, 3 vertically.
04:07 So, these ones, all need to be stretched downwards a little bit, so that they take
04:11 up less vertical space, really, they need to be stretched down to about 75% of
04:14 their current height. so that the width matches the height.
04:21 So I'm going to set my Action Center to Origin then turn on my Scale tool and I'm
04:25 just going to scale this down. You can see all of the textures actually
04:30 moving on the 3D model while I scale this down, and then I'm going to scale it down
04:34 to 75 percent in the hue which over here you can see the scale is hue and this is
04:39 U is horizontal and V is vertical. So once I've done that now you can see
04:46 that everything fits in there pretty nicely, and these are looking square again.
04:51 And there it is wrapped onto my 3D object a little bit better.
04:54 Now I do have one other problem here and that's the fact that.
04:58 It's kind of weird the way that it tiles around here.
05:01 The tiles look really big. And what I would like to see would be
05:04 this entire image on each one of these cubes.
05:08 So there are a couple ways that I could actually get that.
05:10 I could take each individual polygon here, and make it fill up the whole
05:13 space, and have them overlap each other. And there is another way that you can do that.
05:18 That actually happens within the image itself.
05:21 If we look at the image properties for the texture locator.
05:24 Let's go in here. There is a horizontal wrap and a vertical wrap.
05:28 And this is how many times the image will tile in UV space.
05:33 Right now, it's going to tile once. So it's filling the entire area.
05:36 And it looks pretty much like. It looks on our UV map here.
05:39 But if I change this up and increase it, let's say, to four by four, now we can
05:43 see that really what's happening doesn't look the same as the UV space anymore.
05:49 But what's going on is that this image is now been shrunk down to a quarter its size.
05:54 So that it tiles four times vertically. Four times horizontally.
05:58 And is actually making a grid of 16 of the images across the UV space.
06:02 And now with that done, can see that all of my different faces have the same image
06:08 on them. Which could be a problem if you're going
06:12 to have a good shot on the side here. And you can see that They are indeed the
06:16 same but if you're not going to show anything directly like that, that will
06:19 work pretty well as far as getting this across all of your individual polygons evenly.
06:25 So that's the basics of UV's. There are some more complexities that
06:32 happen beyond this and there is a bit more that goes into constructing them but
06:35 just understanding this will get you a good way towards being able to use UV's
06:38 in your 3-D space. They are used to unwrap your models, to
06:44 flatten them out, and kind of make polygon skin rugs of your 3D models.
06:49
Collapse this transcript
Basic projection
00:02 In this video we will have a look on how to actually construct basic UV's.
00:06 If you would like to follow along with me you can open up the UV basic start file
00:09 from the projects folder. And that just has this basic cube with a
00:13 texture already on it. And we'll go the UV tab.
00:20 And then I'm going to zoom in here and over in my lists, it has a bunch of
00:23 different mappings. One of these is UV maps, and you can see
00:26 that there's a texture map, which is what we already have on there.
00:30 And if I'd like to see the image in the background, I can always go down to Backdrop.
00:35 And it's right now set to current image selection, so if I go to my shader tree
00:39 and actually go fish out and find my cube, and find my image here.
00:44 That will pop up in the background. If you'd like something else to show up
00:46 in there, you can either choose a particular image that you already have
00:49 loaded into the scene, or you can load an image.
00:52 And that will bring up a dialog box and let you load in an image that is not
00:55 currently in your scene. So let's have a look at how this is
00:58 actually constructed. If we look at the edges here, we see that.
01:03 Let's get those all selected all the way around this border here.
01:07 Don't want any of the internal edges. This is just giving us kind of where the
01:11 virtual box cutters were used to cut this open.
01:14 Okay? So you can see that there's one
01:17 continuous piece that runs along this polygon.
01:20 Through this polygon, towards the left, through that polygon and through that
01:23 polygon and then terminates. And then here on the top there's one that
01:27 has cuts on all three edges but then it runs through this polygon and then down
01:30 through that polygon. And that covers all six of the faces of
01:34 this cube. Now there are a number of ways that we
01:37 can actually create UV. So we'll create a couple here.
01:40 In order to start a new UV you can choose New map, and that will just automatically
01:44 create a new one. And we'll call this cube 1.
01:48 Go ahead and click okay. And now that doesn't have anything in there.
01:52 So if I go to my Diffused color, and go to the Properties, and I set my UV map to
01:55 cube 1, see, we don't get anything. Because right now there aren't any
02:00 polygons from this cub in this UV map. So now we can go and actually unwrap this
02:05 and get them back into the scene. So there are two main ways of creating UV
02:10 maps, and those are the UV Projection tool and the UV Unwrap tool.
02:16 There's also a Project From View tool, but that's used a little less frequently,
02:19 so we'll just look at the other two for right now.
02:21 So the UV Projection tool, if you turn it on, gives you a few different options.
02:26 It has Planar, Cylindrical, Spherical, Atlas and Berrycentric Atlas too, these
02:30 are all a little bit more complex ones. And then Cubic is the other more basic
02:34 one down at the bottom. So basically, you can unwrap it based off
02:38 of a cube, based off of a sphere, a cylinder, or a plane in a single direction.
02:42 So, let's maximize this view, with the 0 key on the numeric key pad.
02:47 If I use a planar view, and it's planar on the y, which is going to be facing
02:50 straight down. Just click out here in UV space.
02:53 It's going to put all of my polygons as if I'm looking straight down.
02:57 So basically it's taking a view like this and it's projecting straight through.
03:01 Which gives me a problem along all of the sides, because now they don't have any UV space.
03:06 These polygons are being stretched vertically.
03:09 They're actually appearing here at these edges.
03:11 You can see this right-hand edge. Is both of these edges together.
03:15 So, the polygon that's in the middle. If I select it, you can see it's only
03:18 vertically represented right here. It has no horizontal value.
03:22 So, on the bottom polygon, however, it's the same as the top, so it looks pretty
03:26 good to go. This, however, is not going to be our
03:28 best way of creating a UV because, as you can see, it causes a lot of stretching here.
03:33 So, we have other options that we could use to project this.
03:37 And if I select all these polygons, I can try again with a different map and all
03:41 it's going to do is override the existing map.
03:44 So, let's do something funny like Spherical and I'm going to go ahead and click.
03:48 And you can see it's trying now, it's making a little bit more of an effort to
03:51 give us something. And you can see it's wrapped around the y
03:54 axis, so it has all of these polygons working very, very well, okay.
03:58 But the bottom and the top are having problems.
04:01 And again we can see why, if we select the polygon.
04:03 You can see that this polygon is stretched horizontally along the length
04:07 of all three of those polygons, and then has no verticality.
04:12 Same thing on the bottom. Stretched along those three, again, no verticality.
04:16 So, I could select those individual polygons.
04:19 Go to UV Projection tool, go to Planar, and map those out and then scale them down.
04:25 Now all of your transform tools work in here.
04:27 So I can Scale, Move, Rotate, and whatnot, and I can just scale these down
04:29 and then move them over to the corner. And then let's just select the top here
04:34 and I'll move it over there and then get these and move them up there.
04:38 So, there I've got everything represented now in my UV space, but these are
04:41 stretched vertically in my UVs, so they're not going to appear right.
04:45 These are pretty good, they're nice and square, so they'll work well but overall
04:49 not exactly doing what we want. So lets do another new map, here we'll
04:53 call this one Cube 2. And with this one, we'll actually use
04:57 kind of that box cutter technique, and we'll use the UV Unwrap tool.
05:02 So, just to make life easier here, I'm actually going to go back to the basic texture.
05:05 Go to my edges. And I'm going to select all of those
05:08 border edges again. So, I'm going to select them.
05:12 One side note, if you see edges selected, you will actually see the edges that
05:15 you've clicked on selected in orange. But every edge in this 3D view actually
05:20 could have two possible edges in UV space because this edge and this edge down
05:24 here, highlighted in purple, are actually the same edge.
05:30 So just so if you see that, you know what's going on.
05:33 So hold down Shift and continue to click and get the rest of those.
05:36 So now I have my Box Cutter selection made.
05:39 You can make this, manually. Obviously I just did this there to save a
05:43 little bit of time. So now let's go back to my cube 2, which
05:45 has nothing in it. And while I'm here, I'm going to go over
05:49 to my properties, and I'm going to set my image to cube 2 so we can see this work
05:52 in real time. Now I'm going to choose Unwrap tool, the
05:57 the Unwrap tool is going to assume that any edge selected is where I want slice
06:00 my model apart and unwrap it. So, if I click in UV space, you can see
06:05 that pretty quickly I've got a nice UV. Now, sometimes you might do this and it
06:11 might come in like this. Depending on how the unwrap actually works.
06:17 And that actually wouldn't be a problem here as long as you have everything attached.
06:20 One thing you'll note is that all of the polygons are actually a nice even square.
06:25 So I'm in good shape so far. So what I would have to do then is
06:28 reorient this and just kind of fit it in a little bit better.
06:32 So orientation is actually pretty easy. There's a Orient Pieces option which you
06:35 can see here on the left. So if I Click that, I can either orient
06:39 them horizontally or vertically or automatically.
06:42 So it will just choose the closest to horizontal or vertical for each
06:46 individual piece. So let's just go ahead and click OK.
06:49 And now, you can see that has given me nice orientation here.
06:53 The only problem with fitting this in exactly is the fact that I've got a
06:56 little bit of a gap over here. So again, there's another tool that will
07:00 help you fix that up and that is going to be the Fit UVs tool.
07:04 So I go ahead and fit UVs. I want to keep the proportion, otherwise
07:07 it's going to stretch it to fill the whole space.
07:10 And we'll just go ahead and click okay. So now it's jumped up, it's filled the
07:13 entire space. It's even from top to bottom.
07:17 So we have gaps at the top and bottom. So if I wanted this to look exactly like
07:21 the built in UV, I could just get my Move tool and then move down.
07:25 You can do the math in your head if you'd like.
07:27 But if we had four total polygons in height.
07:31 And we divide them evenly we're going to have half of a polygon on top.
07:34 Half on bottom. So there's going to be one eighth.
07:37 So I moved it down in the v negative .125.
07:40 One eighth in other words. And then there you've got that and if I
07:43 go over to my List View here and select my texture.
07:47 You can see that they're a tiny, tiny bit off (LAUGH)
07:50 These two edges are slightly different. They're the top and the bottom, but
07:54 pretty much I've gotten the exact the same thing between my unwrap, that I did manually.
08:00 And that texture that was the built-in UV.
08:02 So that' show you can start unwrapping simple UVs, ones that don't have a lot of
08:06 organic flow to them. Box models or things like this that have
08:10 relatively flat even surfaces, are pretty easy to unwrap in this method.
08:15 Get your unwrap tool, or get one of your projection methods depending on how it's
08:18 going to work best. And then start making your selection with
08:22 your edges use the Unwrap tool, cut it apart and start adjusting from there.
08:28 And then you have your basic UV's set up and ready to go.
08:31
Collapse this transcript
Organic UV projection
00:02 In this video, we'll have a look at more complex UVs, or UV's where, the actual
00:06 polygons, in 3D space, are not as evenly laid out as in the example of something
00:10 like a cube. Now, a sphere, gives us a really good
00:14 example of that, even though a sphere is a relatively simple shape.
00:17 If we go in and look at the actual polygons, here on this sphere, They are
00:20 of different sizes as they go up, and they also have different orientations,
00:23 they start to taper a little bit as they go up.
00:27 And then at the top we have all this pinching that goes on.
00:30 If you look at the default UV map for us here, you can see that the triangles at
00:33 the top are kind of just pulled apart. And all of the other four-sided polygons
00:38 are just evenly mapped into space even though in 3D space they have very
00:41 different scales. And this causes a lot of pinching and
00:46 warping in general of our image map when it's applied.
00:49 And then at the top, all of this segmenting causes some real ugly issues.
00:54 Now this brings up a very interesting thing to have to consider when you're
00:57 building complex UVs. And that is a balance between continuity
01:02 and distortion. In this case, this is a very continuous
01:05 UV map. All of the individual polygons are mapped
01:08 onto a single continuous chunk in the UV. So that means that I'm not going to have
01:12 any seam issues, except for here on the very top where things aren't attached
01:16 because all of these edges are ripped apart.
01:19 But around the rest of the sphere I don't have any problems with continuity, but I
01:23 do have a big problem with distortion and there's an easy way to view distortion
01:26 here right in the UV map. And that's under the options and pull
01:31 down all the way to show distortion. So in this map, this is kind of like a
01:36 heat map, that shows red polygons are ones that are being compressed in the UV
01:40 space, you can see that this polygon for example is square in 3D space, and it's a
01:43 very stretched out rectangle in UV space, so not exactly what I want.
01:51 And the example here up at the top. These ones are opposite.
01:55 And blue polygons show up as ones that are expanded in UV space as compared to
01:59 how they are in 3D space. So the way that we would get something
02:04 better out of this would be to look at breaking it up into individual pieces.
02:10 So let's go ahead and make a new map here, we call this sphere 1, and we'll go
02:14 to the UV projection tool and before I do that, I'm going to go over to my image
02:18 map here and go to the properties and change the UV map that it's looking at
02:22 from texture to sphere 1. And at first it's just going to go all
02:29 solid colour because there aren't any polygons in our UV.
02:33 Let's go back here, and go to our sphere. And there's one type of UV projection,
02:36 actually there are two variations of it, that will really illustrate this point
02:39 very well. And that is the atlas projection, or just
02:43 atlas, will just break the model up into several different chunks, and then place
02:48 it into UV space. So if I just go ahead and click.
02:52 We'll see that it's broken up into six different juncts: the top, the bottom,
02:56 and then four different quadrants. And while this is not ideal, and it has
03:02 a lot of warping where the seams appear, it's actually keeping the textures
03:06 relatively nice and even. And we can see that there's a lot less
03:10 distortion here. If I do something like relax this UV,
03:13 there's a tool called the UV relax tool. I can click and that will smooth this
03:18 about a bit, and removes almost all of the distortion.
03:22 But this is giving us a real big problem here with our continuity.
03:26 And if I just back up here, if I choose the atlas 2, you can see this even More
03:30 in depth that if I go ahead and I'm going to just put this in here and right
03:34 now my segments are set to 12. So, that means the atlas is actually
03:40 breaking this up into 12 different pieces.
03:43 If I decrease the number, you notice the lower I get, the more distortion appears.
03:48 The more continuous it's getting because here at three pieces I only have three
03:51 separate UV chunks which are also known as islands.
03:55 But they're being very distorted around the edges in order to do that.
03:58 The more segments I add, the cleaner this is.
04:01 The less we get of those distortions. We're getting more of that undistorted color.
04:06 But we are getting more and more segmentation.
04:09 So depending on the model that you have, this might not be an issue.
04:12 If you have no real need for really good continuity then it's not a big deal to
04:16 have multiple pieces. But when you're actually doing something
04:20 that does have a need there, then you have run a balance between having the
04:24 segments and then having continuity. So I'm going to back up here and I'm
04:29 going to change this to atlas. One here.
04:32 And then we're going to look at how we can improve this overall look.
04:36 So, I have these six different pieces, and I have this piece and this piece are
04:39 right next to each other. And then I have this piece and this
04:43 piece, which are also right next to each other.
04:46 So if I want to improve my overall continuity, I want to attach some of
04:50 these different islands together. And get them to be more continuous.
04:56 So if I go in and select the Edges here, I can see that I have a pair of Edges
05:00 across from each other. So I'm just going to select both sides of
05:05 each of these and with those selected I can actually Sew these together.
05:10 And if we look over here and pull down and Maximize this, we can see that I have
05:14 Move and Sew options. I can move and so the selected right now
05:18 both sides are selected. So selected and unselected won't make any
05:22 difference, but I can also choose averaged, and that's going to take
05:24 everything that I have here and sew it together.
05:28 And you can see that causes a little bit more distortion, but we can fix that in a moment.
05:32 Now you're going to look at the same thing here, and you can see that that
05:34 side Where I really need to sew this together is this side versus this side.
05:38 So, just to make things easier, I'm going to grab this piece here.
05:41 Move it over there. And I'm going to go down here and this
05:46 time I'm just going to select one side here.
05:48 So, that you can see that even though these are not both selected here.
05:53 If I run averaged, it's still going to stick them together.
05:56 And you can see that that's created something very similar to what we had before.
05:59 So now I'm going to take this piece, and just move it back into my UV space.
06:03 And now I'm going to go ahead and run my relax tool on both of these pieces.
06:07 So I'll select both of those, go UV relax, and go ahead and click.
06:12 And now, that's removed a lot of the distortion.
06:15 So you still have a little bit. This is a little red, this one.
06:17 And a little bit blue around here. And I could go in and move individual vertices.
06:22 In order to clean this up a bit but, this is close enough for now.
06:27 What this really illustrates well is that balance between continuity and distortion.
06:33 In order to get a good balance of both you usually best to go and pull apart
06:36 multiple pieces and then stick them back together as best that you can and that
06:39 way you can get a nice clean UV. That has good, undistorted textures that
06:47 apply to it. But at the same time does not have a lot
06:50 of seems. Now, if you're doing this on a more
06:52 complex object, like say a character or something like that, you want to put the
06:55 seems in places that are going to be more hidden.
06:58 So, want to take like a character's are, you'd want to run A seam perhaps under
07:01 the armpit and then down the underside of the sleeve and then as that unwraps
07:04 you're not going to see that seam because its in a hidden place.
07:08 So I'm trying to find good spaces for those scenes that you put in and you'll
07:15 end up getting a nice UV that uses your continuity well and then uses.
07:23 Also, your distortion well and keeps them both balanced and looking the best they can.
07:27
Collapse this transcript
7. Animation
Animation basics
00:02 In this video, we'll have a look at different types of animation and what can
00:05 be accomplished when animating in 3D. Now, there are essentially, as far as
00:09 we'll look at this, three different types of animation.
00:12 There's simple animation where the motion of objects and vertices, and polygons is
00:16 based off of simple points of time, like this bouncing ball.
00:21 Where all that's going on in the animation is that the ball is set in
00:24 different places at different times. And once those different frames are run
00:30 together, you get the effect of an animation.
00:33 There's then more complex animation, where some pieces are controlled by other pieces.
00:39 In the case of this robot, there is these unrendered pieces.
00:43 These spheres and these circles that control different aspects of the robot's animation.
00:48 Like this controls the blinking of the eye, these ones over here control the
00:54 rotation of the claws. Or the different angle that the claw can
01:03 take, and then the movement of the arm is actually, instead of basing this off of
01:07 moving all the individual pieces, is based off of the idea of taking a goal.
01:14 Which is down here in the wrist. And then, having everything else line up
01:19 to meet that when it's moved in 3D space. So, you can see there's much higher level
01:24 of complexity there that allows it to be much simpler to animate but takes more in
01:27 the setup stage. And then, the last kind of animation that
01:33 we'll look at is animation that is based off of actual physics.
01:38 In this case, all of the different pieces of the cloth, of the different vertices
01:42 and polygons, are animated based off of physical properties of cloth.
01:46 So that when you press Play, it actually calculates the movement of the geometry
01:50 based off of the interaction between the different surfaces, based off of gravity,
01:54 based off of wind. And you can see that there's everything,
01:59 even little bits of noise ripple in the animations that is just the wind blowing
02:03 and ruffling the cloth a little bit. So, those three kinds of animation are
02:09 what we'll look at and consider in order to create animation inside of Modo.
02:15 Simple animation based off of individual movement of different values in time.
02:23 More complex animation where some objects are controlled by other objects.
02:31 And then, physics animation where the actual movement is based off of actual
02:37 physical interactions.
02:41
Collapse this transcript
Creating keyframes
00:02 In this video, we'll have a look at simple animation, that is called Keyframe
00:05 Animation, and how that's set up inside a Modo.
00:08 And if you open the scene file, bouncing ball start from your Projects folder.
00:13 You'll have this file that has a simple ground plane, and then has a sphere.
00:17 And everything is set up, ready for you to animate.
00:20 So, the idea behind keyframes is that at major points in time in an animation
00:25 different values are set for pretty much anything.
00:29 They could be position, they could rotation, scale, could be a color.
00:33 Anything that you can change, you can actually keyframe.
00:37 And if you've been looking through the Modo interface, you may have seen this
00:40 little circles appearing on the left-hand side of a lot of values.
00:44 They appear for position values, they appear for material values.
00:48 Like here, you can see it on diffuse amount, diffuse color, diffuse roughness.
00:53 These all have these little check boxes. And what those do is actually allow you
00:58 to create animation. So, if we select this ball, we can see
01:02 that its current position is at half a meter or 500 millimeters positive on the
01:06 y, which makes it sitting directly on the ground.
01:11 And it is zeroed out in the x and the z, it's just kind of sitting in the middle
01:14 of the space, and up on top of this ground plane.
01:17 So, if I want to be able to animate this ball rolling left to right across the
01:21 screen, I would need to do two things. I need a first set up the position to
01:27 have it change from left to right, and then set up and animate the rotation so
01:30 it will appear to roll across the scene. So, let's look at how we can do that.
01:36 Start by going to the beginning of your animation timeline, which is at the
01:40 bottom of the Animate tab. You can just Click and Drag inside the
01:44 timeline to go to any point in time. And I'm going to go here to frame zero,
01:48 and I'm going to start by just taking the ball and turning on my Move tool.
01:54 The W key moving the entire item over to the left.
01:57 Make sure that you are in Item mode because animation with keyframes depends
02:01 on moving items and not the individual components of vertices, edges or polygons.
02:06 So, once I have it in it's initial spot, I'm going to go ahead and turn on
02:10 keyframing for just the x position. Because I only really want this to move
02:15 across the x here to start. So, I'm going to click on this.
02:19 And if I leave my mouse over for a second, you can see the different options
02:22 that you have for channel states for animation.
02:25 When it's red, it means that it's an animated channel and that it has a key at
02:29 the current time. If it's green, it's animated but it
02:33 doesn't have anything there. And if it's gray, it's not turned at all.
02:36 And then the other ones, we'll consider when we look at more complex animation.
02:39 So, you can also see here in my timeline, at frame 0, I have a little white box.
02:45 And that means that I have a keyframe at that point and time.
02:47 If I scroll all the way down here to frame 120, you can see that I don't have
02:52 a keyframe anymore. So, if I drag this over to the right, see
02:58 that now we do have a keyframe here at 120 now.
03:03 And also, there is this green line that connects the two keyframes.
03:07 And those in between frames, or tweens as they're called, are created automatically.
03:11 So now, if I just scrub across the timeline, we'll see the ball roll from
03:16 left to right. If I go backwards, from right to left.
03:20 So, now the ball's moving and it just needs to rotate in order to look like
03:24 it's actually rolling across the ground. Now, we could go in and do the math to
03:29 figure this out to get the exact amount of rolling based off of the radius of it.
03:34 But in this case, we'll just eyeball it here and we'll just make a guesstimate.
03:39 So, I want to animate the rotation of this ball.
03:44 So, I'm going to rotate it around the z-axis, which is the blue one.
03:48 So, I'm going to go ahead, go back here. And I'm going to turn on keyframing for
03:54 my z-axis. And then, I'm going to scrub all the way
03:58 down to frame 120, and then I'm going to set.
04:02 I'm just going to guess and say that about 3 rotations.
04:06 We'll get this all the way around. So, I'm going to put in 1080 for my
04:10 rotations at that point. And actually, you can see if I scrub this
04:14 in the timeline, I actually went the wrong way.
04:16 (LAUGH) So, it's rotating in the wrong direction.
04:18 So, all I have to do is go in to this last keyframe here, frame 120, and enter
04:23 in a negative 180. And now as I scrub this and see the ball
04:28 rolling across the screen. So, that's really all there is to setting
04:32 up keyframes inside a Modo. You set the frames that are the most
04:36 important points that will change anything drastically.
04:40 And in this case, it's going to be position to position and rotation value
04:43 to rotation value. If you wanted to change the color, you
04:46 could do something like that and keyframe the color.
04:49 So let's do that and add that on very quickly, and we'll call this ball and
04:53 we'll set that. And I'm going to animate my diffuse
04:57 colors so we'll make it go from white to black.
05:00 We'll just go simple here. Now, if I scroll from my timeline, we'll
05:03 see that the ball changes color. Here I'm going to deselect it so you can
05:08 see it more clearly and the ball rolls. Now, let's turn on some wire frames so
05:15 you can actually see it rolling. And so we, we scroll across, the ball
05:21 rolls across the screen and changes to black as it goes.
05:24 Keyframing is simple and it's the basis of animation Modo.
05:31
Collapse this transcript
Using the graph editor
00:02 In this video, we'll have a look at how to get further control over the way
00:04 keyframes are interpolated one to another by using the Graph Editor.
00:09 So, in this case, we want to make this ball bounce across the scene.
00:13 We'll just make it do a single bounce as it goes.
00:15 So, I would want it to start somewhere on the left and up and then end down on the
00:20 lower right. And have it bounce once in the middle.
00:24 So, we'll start by setting up the keyframes.
00:27 I'm going to start by animating the x, and I'm going to take the ball and move
00:31 it over to its initial start point. Then I'm going to scrub down to frame
00:37 120 and I'll move it to its ending point. Right there.
00:40 Right there, I can see I've got my keyframes in there and ready to go.
00:44 And now, I need to also keyframe the vertical position, or the y.
00:48 So since it's already sitting on the ground, I'm going to go down to the last
00:50 frame, which is where I want it to end up.
00:53 And turn on keyframing. And that will set that initial keyframe there.
00:56 And then if I scrub back in time, I can take the ball, and move it up in the air.
01:01 And now, the ball is just kind of floating down towards the ground.
01:05 But I want it to bounce right here on frame 60.
01:09 So, what I'm going to do is go to frame 60.
01:11 And then I'm going to manually go and key in 0.5, which will put it sitting on the ground.
01:17 And now if I animate this, you can see it looks nothing like a bouncing ball.
01:22 And that's because Modo is taking the keys that I have said, and it's trying to
01:25 give me a nice, smooth interpolation between them.
01:29 In order to change that, I have to look at the Motion Graph and edit it in order
01:33 to get a nice bouncing animation. So, the Motion Graph is located down
01:37 underneath the Timeline next to the Options, and it looks like a little line graph.
01:42 So, you see as I pull this up, I have my animation.
01:46 And if I just click on position y, you can see that this actually looks
01:49 something like the motion that my ball is taking vertically.
01:53 And you can see here that this looks nothing like a bounce.
01:55 It looks like it hits the ground. Goes underneath the ground and scoops up.
01:58 So, if I want to fix that, I need to adjust these different animations handles.
02:04 So, just like a curve in something like Illustrator, these are Bezier curves.
02:08 They have interpolation and they can be broken so that the interpolation is not
02:12 smooth and continuous. But in between, they will still kind of
02:17 stick together. So in order to do this, I'm going to
02:20 right-click on this keyframe. Go down and choose Break, and I want to
02:23 break the slope and the weight. And that will give me full control over
02:26 both of these handles. So now, I can edit this as I would in Illustrator.
02:31 Let's go up and I want this to kind of come and arc and bounce and hit the
02:34 ground, and then bounce back up. And I want to do the same thing here at
02:38 the end. And even though there's nothing after it,
02:40 I'm going to go ahead and just break this one anyway so I'll put in slope and weight.
02:44 And oh, there we go. So, we'll do something like that.
02:48 Now, this is going to be relatively slow because really, this would, in all
02:51 actuality, bounce one more than once as it fell this, over this amount of time.
02:55 But now, you can see already, as I scrub this animation, it's looking much, much better.
03:00 The only problem now is that Is going very slowly at first.
03:04 And then it picks up speed. And it slows down towards the end, like
03:07 it's hitting into something. So really I want the x motion across the
03:10 screen, left to right, to be linear. And right now, it eases in and eases out.
03:15 So if I look at my position x, you can see, yep, sure enough, I've got this
03:19 slope that goes up. And I can change the slope of these.
03:23 Right now, it's curving and it's an automatic slope.
03:26 So, if I click up here on slope in the top of this window, I can choose linear
03:29 out for here, and now you can see it goes out linear.
03:33 I'm going to choose this last frame. Go to Slope > Linear In.
03:36 And it's a nice linear motion. So now, if I scrub the timeline, I get
03:40 something much more like a bouncing ball. So, that's the basics of the Graph Editor.
03:46 All it takes is adjusting your individual Interpolation between your keyframes that
03:52 you've already setup. And you can get more complex and more
03:56 controlled animation while still only having a few different actual keyframes set.
04:03
Collapse this transcript
Rigged animation
00:02 In this video, we'll have a look at how animation can be rigged or set up so that
00:05 individual items are not directly keyframed.
00:09 So, in this example, if you Open up the Parenting Start File from your Projects
00:12 Folder, you'll see I have an Earth, which is a large sphere and a Moon, little bit
00:16 smaller sphere. Not to scale, but you know, hey, we'll go
00:20 with that. And if I wanted to make this Moon orbit
00:23 the Earth, it would be probably easy enough to go and set up keyframes, so
00:27 that it's here, and then here, and here and here and here.
00:32 But getting an exactly circular path could be a little bit challenging.
00:36 There are a couple of different ways that you can actually go about this, and the
00:40 first way to get one objects behavior to follow another object is by simple parenting.
00:47 So, if I wanted to do that, I could just take the Moon here.
00:49 And I want to make it a child of the Earth.
00:53 So, all I'd have to do for that is take the moon, drag it up onto the earth.
00:57 And you see I get that orange arrow to the left side.
01:00 And then when I release, can see that the moon is inside the earth.
01:03 So, now, if I take the earth, and rotate it.
01:06 The moon is going to rotate with it. Okay.
01:10 So, that, is a good way of setting up some basic relationships between objects,
01:13 and it's going to be the basis of a lot of other kinds of animation.
01:17 If, however, you don't want to have to rotate the Earth in order to make the
01:20 moon orbit it. You'd want to use another object.
01:24 So, let me go ahead and take the moon and drag it back out from underneath the
01:27 earth and then I'm going to go over to the Setup tab.
01:31 And there is a, kind of, a magical underlying gem of animation that exists
01:35 in 3D animation programs and that's called a locator.
01:40 In some programs they call it a null. And if we look over here in the top left
01:44 side of our tool bar, we'll see this little locator, that look like basically
01:47 a directional axis with x, y and z, and then alternating white axis for the
01:50 negative x, y and z. So I click on that, it's going to drop a
01:56 locator into the scene. And this is something that I can use for
01:59 animation purposes, it won't show up in any finished renders, but I can use it to
02:03 organize, to animate, to do other kinds of parenting.
02:07 If I, for example, take my moon, and make it a child of the Locator, now I can
02:12 rotate the Locator, and the moon will go without having to rotate the Earth.
02:22 I can even go a step further, and here, let's back up to before I had made the
02:26 moon a child of the Locator. I'm going to take this, and I'm going to
02:30 rotate it up a few degrees. It's kind of facing the direction that
02:34 the moon is there. And now I'm going to take the moon, and
02:39 once again I'm going to drag it into there, and now if I select this Locator
02:43 and I set my action center to selection. See it's going to orient itself with my
02:50 actual axis there. And now if I rotate it, it's going to
02:54 spin around the earth that way. So I can change my orientation, and also
02:58 rotate any other direction that I want, it's going to directly obey that.
03:03 So, that gives you kind of a simple idea about how parenting can work.
03:08 And then if I wanted I could take that Locator make it a child of the earth.
03:12 And now wherever the earth moves, the Locator and the moon will go with it.
03:17 So, could use that to set up a larger orbit for the earth around the sun, and
03:21 then the moon around the earth, and using a couple of different locators, that
03:24 would be a really simple animation to set up.
03:29 There are times, however, when we don't want to use direct parenting, because you
03:33 don't want one object to completely control another object, and that's when
03:36 constraints become very, very useful. So, I'm going to just make a new scene
03:42 here very quickly. And I'm going to pull up my model tab
03:46 here and just add in a Sphere. So, that I have a camera, light, sphere
03:51 and that's it. So, if I look here at the sphere, and I
03:54 look at the camera, and I'm going to want to look through the camera's perspective now.
04:00 So I'm going to click here where it says Perspective and change it to Camera.
04:04 And let's just set up a really simple animation for the camera.
04:07 I want to turn on keyframing for all the position and rotation values.
04:11 And let's say I want to start the camera down here.
04:15 And then by frame 120. I want the camera to be up and over here.
04:22 Seems very simple, but when I actually scrub this animation, you'll see that
04:27 there's a lot of swing to it. That might not be really what I want.
04:31 I want to actually track the position of that sphere so that it stays in focus all
04:35 the time and doesn't move across my scene and, you know, stays in, targeted as far
04:39 as the animation goes. So, I could make the camera point at the
04:45 sphere, but we'll skip over that and add in another locator.
04:49 I can make the camera now point at the locator using a direction constraint.
04:55 You can see the constraints over here on the left-hand side.
04:59 So to do that all I need to do is select my camera, which is what I want to do the pointing.
05:03 And then I'm going to hold Control on both the Mac and the PC, and click on the locator.
05:08 And that's what I want to point at. So now you can see with that done, all
05:12 these three constraints become active. So I can constrain my position, my
05:16 rotation, or my direction. In this case, I want to constrain my direction.
05:21 So that the camera is pointing at the locator.
05:22 Now nothing is going to happen right off the bat until I move the timeline but, as
05:26 soon as I jar the timeline one frame, now I can scrub my timeline and you can see
05:30 that the sphere always stays in focus. So I can use that same kind of option to
05:37 constrain the position, the scale, the rotation of different objects, and that
05:41 way, some objects can be controlled by other objects without having to have
05:45 every different attribute be controlled by them.
05:51 So, in short, setting up good parenting and good hierarchy in general, and then
05:55 using constraints, will allow you to simplify your animation work flow, and
05:58 really make it a lot easier to do more complex animations and more smooth
06:02 animations without some of the issues of doing things with keyframes alone.
06:08
Collapse this transcript
Physics animation
00:02 In this video, we'll take a quick look at physics-based simultation, so this is
00:05 animation that does rely on keyframes or parenting or anything like that, any kind
00:09 of rigging. This is simply based on setting up actual
00:14 physical properties And then letting physics do it's thing.
00:19 Now, we can actually mix some keyframe animation along with the physics
00:22 animation, which we'll see later here in this video.
00:25 So, let's hop on over here in the animate tab.
00:29 And I am in the file physics start, it will be in your projects file if you want
00:32 to follow along, and what you see here, initially is a really simple scene.
00:37 It has a block, a cube. And then a plane, which is the ground.
00:41 So, there are 3 main elements of physics that we'll cover here in our video.
00:46 And those are active ridgid bodies, so something that does not bend or give way
00:51 in it's shape. Active means that physics acts upon it.
00:57 So, gravity, other objects that are moving will cause these objects to move.
01:02 Then there are passive rigid bodies and these are actually again things that
01:05 don't deform and don't give or buckle in their shape at all but they can still be
01:08 keyframed and physics doesn't act upon them.
01:12 So, gravity isn't going to cause them to fall, for example.
01:14 And then, soft bodies, so you could think of things like cloth.
01:18 Or rubber or anything like that. So we'll have a look at all of those here
01:22 and make a simple scene. So here is a cue like I said and a plane
01:26 sitting underneath it. So first off, we'll just make this box
01:30 fall on the ground. Simple enough.
01:32 Now we want this box to be acted on by gravity, so we'll choose Make Active
01:35 rigid body. So we click and there we go.
01:39 We got an active rigid body. And if we look around our items list here
01:42 and we pull this down, we should see that a recoil notice popped in there.
01:48 So we know that recoil which is the physics simulation is engaged now.
01:52 So I'm also going to choose this plane here on the ground and I want to make
01:55 that a passive rigid body because We just want it to sit there.
01:59 It's the ground. So, we do that and now there is a Play
02:02 button here. Use this play button as opposed to this
02:05 one in the bottom in the timeline. It will cause some less problems here so
02:08 let's go ahead and hit play and we'll see that the box falls, bounces on the ground
02:12 and then comes to rest. Pretty simple.
02:17 All right, well, let's not stick with pretty simple, let's get a little bit
02:20 more complex, so you'll see that in our Items list there is a folder.
02:24 Title extra blocks. And if you open that up, it's got a lot
02:28 of extra blocks in it. All named cubes down through cube 80.
02:32 So, this is a big grid of blocks. And there they are.
02:37 So, now what I'm going to do is I'm going to apply physics then to all of these.
02:40 So, I'm going to click on the top one, scroll down and Shift-click on the bottom.
02:44 You should see the all selected. Actually the one that isn't selected is
02:47 going to be that first one that you have. This one right in the middle.
02:50 Click make active ridget body. Now those all will become active ridget bodies.
03:01 All right. So now we uncheck those.
03:02 I'm going to hide those again. (UNKNOWN) Now as a side note, these are
03:05 in what we call a (UNKNOWN) locator. It's not anything other than organization
03:10 in my items list. You can select multiple things.
03:14 Right click and choose parent to group locator.
03:16 And it's just going to put them in a folder.
03:17 It won't affect anything on the animation.
03:19 It just allows you to align your scene a little bit better.
03:22 So, now, with that done, I'm going to go ahead.
03:24 And once again, hit the play button. Now you can see they all settle.
03:27 And there's a little bit of wiggle to them, you can see here.
03:30 These are. Actually having a little bit of balancing
03:32 act going on. And they're kind of teetering back and
03:34 forth a bit. So if you want to scrub through the
03:37 animation, you can do that. And you can see the animation playback.
03:41 One note is, you don't want to get back to frame one when you're doing this.
03:45 Because that will actually cause the. Physics simulation to reengage.
03:50 And then, if you try to scrub through your timeline, it's not going to be able
03:53 to calculate it at the speed that you're scrubbing which is much faster than real time.
03:57 So, if you go past here, just want to go ahead and hit play again and then you'll
04:00 see everything settle and there you go. So you have the start of some nice,
04:04 simple physics animation. All right, now as I mentioned at the
04:09 beginning of this video you can actually mix keyframed animation along with
04:12 physics animation. So lets do just to that.
04:17 I'm going to unhide the ball here which is just as the name indicates, a ball and
04:22 it actually has some keyframe data on it.
04:26 It just moves, from right to left. So it moves across into the screen now if
04:31 I go ahead and hit play we're not going to get anything happening with that
04:34 ball other than it passing straight through at first because the ball is not
04:37 a physics object. So let's go ahead and back up to frame
04:41 zero and select the ball. And this one we want to keyframe so in
04:45 that way its just like the ground. We want to make that a passive rigid body.
04:50 So I'm going to go ahead and click make passive rigid body and now let's go ahead
04:54 and hit play again. Now, all of a sudden we get something a
04:58 little bit more interesting. Now this is working alright for me except
05:02 it's a little slow and it's not causeing enough damage.
05:05 I'd liked to see a little bit more impact.
05:08 So, I'm going to do 2 things. I'm going to go into polygon mode and
05:10 select this ball. I'm going to scale it up a little bit.
05:14 Not too huge, but a little bit bigger, alright?
05:17 And now I'm going to go into my graph editor.
05:20 You can see I have my position x and y here.
05:23 I'm just going to go grab this keyframe, which you can see is at frame 60.
05:27 And that's going to be where the ball comes to rest.
05:30 And I'm just going to pull that back to frame 30, and then I'm also going to take
05:34 my position Z here which is it moving right to left and I want to change my
05:38 slope to linear in, so it's not going to slow down.
05:44 It's just going to go straight up into it.
05:46 It'll come to a pretty quick stop, but you know we're not really focusing on the
05:49 ball, so that'll be alright. So, now, you can see that my animation is
05:52 taking much less time. And see if I scrub this.
05:55 You can see since I've changed something and I was back at frame zero, I'm not
05:59 getting actual interaction, but if I drag back to frame zero, press play, now we'll
06:02 see that's something a little bit more interesting.
06:07 So that's causing a lot more damage, which is more in line with what I wanted.
06:11 So there you go, that's the gist of basic interaction between Key framed and
06:15 physics data and, you know, hey, let's go one step farther.
06:20 Why not, right? My mention is that there is this soft
06:22 body in here, which is going to simulate cloth and things like that.
06:26 So, hey, if you look here in our items list, I have a cloth item prepared for
06:30 you and that is basically a Polygon plane.
06:34 A plane of polygons, divided up relatively heavily because this is going
06:38 to bend and buckle, actually need polygons in order to handle that.
06:44 And I'm going to apply soft body to that.
06:48 So make sure that you have the items selected, and just click on Make Soft Body.
06:53 And you'll see here that now we get a little plus sign by the cloth And we have
06:56 this soft body influence. So down in the properties here for the
07:00 soft body, you can see that by default, it just turns it on.
07:05 One thing that I am going to turn on here, other than leaving everything else
07:08 at default, is I am going to do self-collisions.
07:11 That way, if the cloth ends up hitting itself, it's going to have something to
07:14 collide with. Not just only the environment objects.
07:17 So, you might be able to guess what's going to happen here.
07:20 As I hit play, that clock is going to drop.
07:23 But it's not going to drop fast enough to escape the ball.
07:26 Now you'll notice here now, and actual problem with this, and that is that when
07:31 the ball passes through, it doesn't quite make full contact with that.
07:39 In between each frame, that ball is actually moving too much for Recoil to
07:44 track at it's default settings. We can actually make it improve.
07:49 So, let's go down, go to recoil, and this is going to be the general way that you
07:52 will improve accuracy. Or the quick way that you improve
07:55 accuracy in Recoil, is taking steps here. This is the number of steps in between frames.
08:00 It is actually tracking in order to solve the physics puzzle here.
08:04 So I'm going to take that and turn it up to 50 so you get a nice, clean simulation.
08:08 I'm going to play those, it'll take a little bit longer and then bang.
08:12 It whacks into that and because the blocks can't go forward as much stuff
08:16 will fly out a little farther And then it just takes that cloth down and lays it up
08:20 on the ground. So there you go.
08:25 The basics of cloth, rigid body, and physics interactions inside of Modo.
08:32 If we look here, we can actually back up, let's go ahead and grab a good frame
08:36 here, take something like that And I'm going to go over here to render, and this
08:39 is actually set up in a pretty nice scene.
08:44 So let's go in here, let's get this a nice shot here, and actually, I also have
08:49 other materials on here. I have a base material kind of hiding
08:54 everything else, just to make it easier to see, but if I turn that off, then we
08:58 can see a cloth with some blocks and a concrete ground.
09:02 We can turn it around this way, we'll be able to see the ball inside there.
09:07 But you can see getting something like this modeled would take you a lot longer
09:11 than it does in simulating the physics, so.
09:15 There you go. Physics can make your life easier in
09:18 modeling, scene layout, and definitely in animation if you use rigid, passive, and
09:24 soft-body dynamics in MODO.
09:29
Collapse this transcript
Vertex maps
00:02 In this video we'll have a quick look at vertex maps, and how they can be used to
00:05 help improve physics based simulation. Vertex maps actually exist on a number of
00:10 levels and can do a lot of things. But in the case of what we're looking at
00:15 here, we'll look at vertex maps and how they can be used to contain physics or
00:20 cloth simulation in order to make it work a little bit better.
00:26 So I'm going to go ahead here and I'm going to choose, I have a weight map
00:29 actually already set up on here. And you can see what this vertex map
00:33 looks like. Under weight maps you see that we have
00:35 subdivision, which has to do with subdivision surfaces.
00:38 Not what we're concerned with right now. And they have pin one and pin two.
00:41 Let's actually look at pin one, because it's going to be the one that helps with
00:43 this simulation the most. And if I want to see what this vertex
00:47 map looks like, here, where it says, Advanced Open GL, which is my redraw for
00:51 this scene, I can go down and choose Vertex Map.
00:55 And you can see, that everything in here has kind of this drab olive grey color.
00:59 Which essentially means 0% weight. And then up here on the very top, I have
01:05 this edge, this very top edge has bright red, which equals 100% weight.
01:11 And you can set Vertex Map Weights. It's really simple, all you need to do is
01:15 select an object, select some vertices, and I'll just select some here, and I'll
01:19 undo this. And you can go to Vertex Map, and the
01:25 Weight tool. Shift + W is the hot key.
01:30 And then clicking and dragging will set the vertex map.
01:33 Now, if I bring up my model view here, and press Shift + W, you can see my
01:37 actual weight value there. So, that's a 200 and go down to their at
01:43 0, you see its green, grey color and then if I go to negative it turns blue.
01:50 I can use this in order to constrain, my actual class simulation.
01:56 So what I'm going to do is select the cloth here and I'm going to go over to my
02:00 setup and let's scroll down here until we find the cloth hiding in here somewhere.
02:08 There it is, there's our cloth. We'll go to Properties and you can see
02:11 that I have a bunch of different maps. And all these maps will refer to a vertex
02:15 map, and the one that we're concerned with here for this is a Pin map.
02:19 And what a pin map will do is actually freeze or partially freeze, if you don't
02:23 have a 100% value on your vertex map, the simulation in an area.
02:27 So, if I turn on for pin map, if I choose Pin, then this top edge is not going to
02:31 move, isn't going to be affected by the physics simulation.
02:37 So if I just hit play here. And actually to make this a little easier
02:40 to see, I'm going to go back and recheck the base material that's on top of
02:43 everything so that we just get kind of a nice white coloring, where you don't have
02:46 to worry about all the materials on here. I'm going to go ahead and just press Play.
02:53 And eventually our ball is going to come busting through there.
02:56 There we go. And now you can see instead of just
02:58 flying off with the sphere this thing acts more like a curtain.
03:03 It flies up, it gets knocked out of the way by the ball and then it just will
03:06 come back down to rest. So you can set this up to work anyway
03:10 that you want. You can use a variations of values, you
03:13 don't have to set it to 100% or zero. You can set gradations, you can set maybe
03:18 one edge at 50% and the other edge at 10% and then it will have much more effect on
03:22 this side than this side and I can do all sorts of things here.
03:28 So, these can also be used to a lot of different things in physics.
03:32 You can use it to setup how structurally sound it is, how much it will stretch,
03:35 how much it will bend. That way, you can really customize the
03:39 cloth, because not all the cloth, obviously, is completely uniform across
03:42 the entire surface. So, we can use a vertex map to simulate
03:46 that unevenness that exists inside of cloth.
03:49
Collapse this transcript
8. Lighting
Lighting styles in 3D
00:02 In this video, we'll have a look at some of the lighting styles and options that
00:05 are available inside of Modo. We'll look at directional CG lights,
00:09 which are the kind of basic lights that are used in a lot of 3D packages, and
00:12 will actually transfer from 3D package to 3D package pretty well.
00:17 And we'll look at some more complex lighting.
00:19 And we'll also look at global illumination or radiocity, which is a
00:22 more complex and advanced lighting style that will let you have more realism in
00:25 your 3D renders. So, this scene here demonstrates a good
00:30 example of just a basic CG lighting scene.
00:33 You can see that the light is clearly coming from the upper left.
00:37 It has kind of this round sheen on the sphere and then this straight sheen on
00:41 the cone. The shadows are black and dark except for
00:45 we have a little bit of reflection creeping in onto the edge of the cone,
00:49 and in under here around the cube, and then off even the side of the environment.
00:55 Just kind of hard rough shadows. You get the feeling of depth.
01:00 You get the feeling of the lighting and the shadows.
01:02 But it leaves a lot to be desired as far as actual realism, and being a little bit
01:05 more compelling. Now, using this kind of lighting, you can
01:09 actually get very good results if you use it very carefully.
01:12 If you use it very deliberately. And then also combine it with materials
01:16 that are well optimized for. And example of that would be this old man
01:21 here who has just basically three very simple lights pointed at him.
01:28 And what we can't even do here is go and grab these lights.
01:37 Just three of these are known as spotlights.
01:39 They're just very simple lights kind of like a stage light and if we take these
01:44 and rotate them around the origin, we can change up the lighting style pretty
01:48 quickly here. So, if I spin these all around this way,
01:53 we can get a little bit more front lighting.
01:57 We can see so now the light's coming from over here.
02:01 Spin it even farther over that way, we can get kind of a more nice balanced
02:05 light coming from the left, and then a little bit coming from the right.
02:09 Keep going around even farther and get a nice bit of edge lighting that works well.
02:15 We can rotate them up this way to get some really different varied lighting styles.
02:20 Just using these three simple lights. So, it can be a good way to get nice
02:23 lighting and typically you're going to get faster render times with this kind of lighting.
02:29 But what you will miss in doing something like this, let's make it larger so you
02:33 can see it. What you will miss is a kind of, added
02:36 level of softness and nuance that comes from more realistic lighting.
02:40 And that's the global illumination or radiosity that I mentioned earlier.
02:44 So, we can see here's the same subject in a scene that uses a more complex lighting.
02:52 This is actually lit by a combination of CG lights and also of an environment image.
02:58 That is an actual photograph, a spherical photograph taken, stitched together of a
03:02 number of photographs. And then, those photographs are used to
03:06 calculate the lighting in a scene. The nice thing about this kind of
03:10 lighting is that, you can change it up just by changing the environment image or
03:14 the image that's surrounding the scene. So, if basically, you can go in and take
03:20 some good quality photo's of something in high dynamic range or at you know, above
03:24 the kind of the standard JPEG range. You can get good lighting out of them and
03:30 can use these two. Have at least the start of very good
03:33 lightning scenarios built. So, using different types of 3D lighting,
03:37 you can achieve a good look no matter what it is you're doing.
03:42 Even if you're just using simple lighting, knowing how your lights work
03:45 and using them well, will allow you to get good results.
03:49 And then, if you have more time and more need for better looking lighting, then
03:52 you go with more complex and advanced lighting styles.
03:56 It can add a lot of realism and extra detail to your 3D renderings.
04:01
Collapse this transcript
Direct illumination
00:02 In this video we'll have a look at the basic types of lights that are available
00:05 in MODO, and how they work and some of the options to make them look better.
00:09 So, the first one that we'll look at here is the basic light that comes turned on
00:13 by default when you start a scene in MODO and that is a directional light.
00:19 directional light is something kind of a kin to sunlight.
00:22 It doesn't come from a particular point in space, you can see the actual light
00:25 here, highlighted in orange, and if I move this light around, it's actually not
00:29 going to effect my lighting at all. It will force my Preview Render to start
00:34 re-drawing, but it's not going to change anything.
00:37 All that matters with the directional light is the angle that it's coming from, so.
00:41 If I take it and rotate it so it's coming from a lower angle, you can see that
00:45 that's going to change my lighting, but the actual position of the light really
00:48 is irrelevant. So, that's the most basic style of lighting.
00:53 There are some things you can do to make it look a little bit better, but we'll
00:55 come back to those in a moment. So, the next kind of lighting we have
00:59 available is a point light. And this would be something kind of like
01:03 a light bulb. So, you can see it up here represented by
01:06 this star in the scene. And with a point light it's actually
01:09 opposite of a directional light. The angle or the rotation of it doesn't
01:13 matter at all. All that matters is position, because it
01:17 is a point in space that has light emanating from it.
01:21 So let me go back to an automatic action, and center here.
01:23 If I take this and rotate it It's not going to do anything to my lighting but
01:26 if I take it and move it, we'll see the angle of the shadows changing, we get
01:30 more blown out because it's getting much closer.
01:35 Now this does obey a realistic light fall off, so as it gets closer to things, it
01:38 is going to cause them to be much brighter and more blown out, and the
01:42 farther away it gets, it will fade out, just like a real light would if you move it.
01:49 Away from an object, that's a point light.
01:53 Now next most basic style of lighting which in some ways is a little bit better
01:57 and in some ways not is a spotlight. And the spotlight's position and
02:02 direction both matter. You can think of this as something like a
02:06 stage lighting. It's a light eminating from one point in space.
02:10 But you can move it and rotate it and any of those things will actually affect the rendering.
02:15 So if I take this light and move it down, see that the actual lighting is changing
02:20 in the 3D scene. And also if I take it and rotate it.
02:25 Again, the lighting is changing. With a light like this, you actually do
02:28 get control over the cone angles. So you can see here the purple circles
02:33 that are being drawn back at the end of the light will actually control the
02:38 radius of the light is the outer one. So how wide the spotlight is open essentially.
02:45 And the second one is how softly it falls off.
02:48 Now, you should notice that the edges here will get more soft, but it's not
02:52 going to make the shadows any softer. There's some other things you'd have to
02:56 do, and it's actually similar across all of the different lights that will allow
02:59 this to actually soften your shadows and look a little better in general.
03:03 So, that's a spotlight. The we get into some slightly more
03:06 complex kinds of (UNKNOWN) There're basically 3 different ones that
03:10 we'll look at here and they're all kind of variations on a theme, because
03:13 they're emitting light, not from a single point in space, but from a particular area.
03:19 So, the first one is actually an area light and this is a light that (no
03:23 period) If we look at it here in our 3-D scene, is basically a square.
03:29 And it's a square that shines light down onto the scene.
03:33 So you notice that the shadows have become much softer.
03:35 This is getting to look a bit more realistic and it's a bit more compelling.
03:40 Doesn't look as static as. Say this directional light did.
03:44 (UNKNOWN) hard edge shadows, much more unrealistic.
03:48 But the aerial light is starting to get a, a little bit better looking because
03:52 it's not casting light from a single point in space which I don't know too
03:55 many light sources that are (UNKNOWN) small but, it does cast light from an area.
04:01 So, another variation on that is a cylinder light, which can think of
04:04 something kind of like a neon light. Is going to cast light from a kind of
04:09 cyclindrical area. And you can see the effect again, is
04:12 something significantly softer. And a little bit more compelling than
04:17 those first basic ones. The the last one of these that we'll look
04:20 at is a dome light. What the dome light does is actually
04:24 creates a dome and lights the scene from that dome.
04:27 So light is coming in from all point around our 3D scene.
04:34 So this one is a relatively basic one. And it is a relatively slowly rendering one.
04:39 So it's not really one that we use very often.
04:42 There are other options for rendering similar kind of looks, that will actually
04:45 achieve the look more efficiently and look better as well.
04:48 So, let's go back and look at some of the options that we can use to make these
04:51 lights look better. So with directional lights, point lights
04:55 and spot lights, there are some extra options down here and let's go ahead and
04:59 maximize that. You can see that we have a radius here.
05:04 And this, is my spotlight, which, let's make sure that I've got the right light visible.
05:08 I've got a radius that I can, in Control here.
05:11 So, if I take this radius, and increase it, let's put it up to, oh, half a meter,
05:14 so it's relatively big, alright. That's too big, let's go to 200
05:18 millimeters, there you go. Now, you can see this is actually
05:21 softening out my shadows a little bit, but it has done nothing to My highlights
05:24 the highlights are still the same shiny ugly ighlights.
05:28 Thats becaus ethere is an option on all these lights called ismple shading.
05:32 Simple shading means that no matter how big a light source is its size and its
05:35 area that it casts light from is only going to effect shadows.
05:40 Its not going to affect the highlights and things like that but if I turn that off.
05:44 It softens things a bit and we get some nicer specularity and other things like
05:47 that so it's looking a little bit better. Let's have a look at that same option
05:52 here even on a point light we can get the same thing.
05:55 So if I take and put my radius. My point light up to, let's see, .25, a
06:02 little bit bigger, and then turn off simple shading.
06:06 See that we're starting to get something, again, a little bit nicer.
06:11 Now, the next thing would be to take this and jump a step farther and choose
06:14 something like an area light, which, let's turn off that point light and turn
06:18 on the area light. And now, let's turn off simple shading
06:23 for the aerial light. You can see, all of a sudden, we get a
06:27 much much softer, nicer looking scene. And there are actually more options with
06:32 the aerial lights, these are new in Moto 6.01.
06:34 You can make it visible to the camera, so you would actually see it.
06:38 If you are to move the camera around, so you'd actually see the square of light.
06:42 To make it visible to reflection, and invisible to refraction.
06:44 So something transparent. So let's turn all three of those options on.
06:48 And we'll actually see now, because these objects have some reflectiveness on them.
06:54 Actually see kind of a squarish shape in that reflection.
06:58 So that's going to add a lot of realism as opposed to the look Of, a, regular
07:01 specular highlight. Specular highlights, unless you're using
07:05 anisotrop you're always round. So this little bit of, kind of squared
07:10 off edge, really helps this look a lot better.
07:15 That's a quick look at all of the basic light styles inside MODO.
07:19 Using a combination of these in lighting with multiple points, and then adding
07:23 some coloration to the light. Can actually help you produce relatively
07:27 compelling imagery with, you know, just the use of these basic lights.
07:31
Collapse this transcript
Indirect illumination
00:02 In this video, we'll be having a look at Global Elimination.
00:05 And how it can be used to light your scenes with more subtlety and nuance than
00:08 using the traditional CG Lights. This is the Global Elimination Start
00:13 Project file, and it has inside of it a backdrop, three little objects that has a
00:18 group of lights. But they're all turned off at the moment.
00:23 So, all of the lighting in this case, is going to have to come from the actual
00:27 luminous environment objects. So, what we have in here, if we hop over
00:34 to our model Quad view, are three little four polygon lights.
00:41 So, it's basically four polygons that have been smoothed and have a little bit
00:44 of contour to them, and each one of them has a different light material on them.
00:49 So, the light materials, if we look here at one of these, let's grab light three here.
00:56 Has a material with basically a luminous intensity setting, and then a luminous
01:02 color and that's about it. So, it's a very simple, yet effective way
01:08 of lighting your 3D scene, so I'm going to go back here and hide all of these for
01:12 the moment. And let's hop over to the Render Preview.
01:16 And we can see what happens when we turn each one of these on.
01:18 The first one is the overhead light. We can see as I turn that on, we have the
01:22 overhead light appear. Now, this scene already has Global
01:26 Illumination turned on. But if you don't have Global Illumination
01:30 turned on, that's found under Render, and then Global Illumination.
01:34 And Indirect Illumination is what you need here.
01:36 If I turn this off, you'll see that I still get the reflection from this light
01:40 polygon up here. But we don't get any actual lighting from it.
01:44 We just see that little bit of reflection.
01:46 But once I turn that on, there. We actually start to get some real light
01:49 coming off of these, alright? So, three different lights.
01:53 The second light, it's a cooler lighten again.
01:57 It's just four polygons that are subdivided.
01:59 They're in sub (UNKNOWN), and then there's a little bit of contour.
02:03 So, you see you get the cool light coming from the left-hand side.
02:06 And then, we have the warmer light coming from the right.
02:09 And you can see how this actually bounces around a little bit and starts to fill in
02:12 areas that are not directly hit by the light as well.
02:16 And you can increase the amount of light bouncing that happens.
02:19 Under Indirect Illumination, you can see that there is an Indirect Bounces option.
02:23 If I turn that up by one, everything is going to get a little bit lighter.
02:27 And we actually start to get some light bouncing even more off of the different surfaces.
02:31 This will take longer to render, so beware turning on these extra balances is
02:34 going to slow you down when it comes to render time.
02:38 I'm going to turn them off right now so we get a faster preview.
02:41 So, when we start to combine these, we can build a kind of multi-point lighting system.
02:45 So, there's the warm and the cool lights and they're together.
02:48 And then we'll throw in the light up on top.
02:51 All right, so that simply we have our, our scene lit.
02:54 If I turn these off, I can go and add a light material to one of these objects.
02:58 For example, let me go grab this here, here.
03:02 And I'm going to press N to apply a new material, and then I'm going to go
03:04 through here and grab light and click OK. And you can see this sphere now is
03:08 actually illuminated, and it's casting light into the scene.
03:12 So then, I could also turn on other lights to kind of help highlight and
03:15 accent things if I want. I'm going to turn this back on to the
03:20 ball material that doesn't have anything on it.
03:24 And let's go ahead and bring back our light.
03:28 And the other bonus that you get with Global Illumination is that you get light
03:31 play start to bounce back and forth between different colors.
03:35 So for example, if I take this ball material, I'm going to click on the ball
03:37 in the Preview Render. That's going to bring up my settings for
03:40 the ball here. I can take my diffuse color and let's add
03:43 something nice and bright. Let's go with green.
03:49 Now, you can see I start to get a little bit of light play between the objects.
03:53 And I start to get a little bit of color spill off on each of those.
03:57 I can change this to something like red. You see that we get a little more warmth
04:02 in there. So, changing around the colors here,
04:06 because I have light bouncing in this scene will allow me to get more color
04:09 bleed between objects. Once you get again a little bit more
04:13 believability and realism, there is one other way that we can get Global
04:17 Illumination to apply light into a scene. So, I'm going to turn off these three
04:23 lights here, and in my Content browser, I am currently in the Environments folder.
04:29 And with Modo, by default, you'll ship with indoor, outdoor, and studio, and
04:32 then I have some other ones that I've brought in.
04:36 But let's go in here and go to our indoor ones.
04:40 HDRI Environment, so it's high dynamic range indoor environment.
04:45 It's basically a photograph that has a higher spectrum of colors between low and
04:50 high that exist in it. So, it's higher than like a JPEG.
04:54 But this extra amount of data can be used to extrapolate 3D lighting.
05:00 So, I'm going to take this Trigrid 01 here at the bottom, and double-click on it.
05:04 And when I do that, it's going to actually drop that image into our scene.
05:08 And it's a little bit hard to visualize, so what I'm going to do is in my
05:11 Perspective view, I'm going to go to Advanced OpenGL, GL background.
05:16 And I'm going to choose the environment so that I can actually see the
05:18 environment that's in here. And if I look around, you can see that
05:22 I've got this simple environment now surrounding the object.
05:28 If I go to my Shader Tree and go down to the Environment, you can see I have one
05:31 environment that's visible to the camera. And I have another environment that is
05:35 visible to everything. I'm just going to turn this one off for
05:39 now so that we can see everything together.
05:41 So, now you can see that we have this image in the background, and it's a
05:46 photograph, and it has different colors coming from different directions.
05:53 And this scene is now going to be lit as if it were in the middle of this environment.
05:57 You can see I have no lights in my scene now.
06:00 I don't even have luminous polygons in the scene.
06:02 But I still have lighting coming from the environment.
06:05 You can always augment this with other lights.
06:08 I could use more of my fill lights that I've created, my little olygon fill lights.
06:14 I want to add some more kick to this. But overall, you can see that I get good
06:18 control, good high quality look. And something that looks very subtle and
06:22 realistic for my lighting using Global Illumination.
06:26
Collapse this transcript
9. Rendering
Camera setup
00:02 In this video, we'll have a look at the camera and how its used in Modo.
00:06 Some of the options it has, and how it gives you your View port for finished renders.
00:11 So, the camera is an item just like any other item in Modo a model, or a texture
00:15 or anything like that, a light. So, you can see the camera in our 3D
00:20 display here in our Perspective view. And then in the Upper views, of course,
00:24 is the view through the camera, and then the rendered preview of what the camera
00:27 is actually seeing. Now, the camera behaves in many ways like
00:32 a real world camera. You can go to the Camera properties,
00:36 maximizing that you can see that there are a lot of options that let you control.
00:41 Not only the position and rotation of the camera, but also things like target
00:44 distance that can deal with depth of field.
00:47 You can control the focal length of the view and even lense distortion on the camera.
00:53 For example, if I wanted to have a more zoomed in camera, I can increase my focal
00:59 length with the 70 millimeters. You can see now my camera view is more
01:05 zoomed and that camera itself hasn't moved.
01:07 You can see its in the same place in our 3D scene, but now it's zoomed in more.
01:11 I can also lens distortion. That will affect the way the camera
01:18 actually views. And you can see we have different options
01:22 for our distortions here. So, you can do pincushion distortion, no
01:26 distortion, or barrel distortion. And of course, you can do anything in
01:31 between those by adjusting the values yourself.
01:37 A lot of the other camera options are under the Camera Effects view.
01:41 So, let's go to the Camera Effects here. Actually, before we do that let's back
01:45 off our focal length a bit. So, we can see this sphere on the left
01:49 that's up close. And in Camera Effects, you have options
01:52 for Depth of Field, which is your focus and your focal length.
01:57 Have options for Motion Blur. So, if you have moving objects or moving
02:00 camera they can blur between frames to give a more realistic look to the movement.
02:06 You have options for Stereoscopic, which takes two side-by-side cameras.
02:09 And you can render them out separately for use in doing two image, 3D.
02:15 And then also for a Clipping plane. And that would be just taking everything
02:19 closer than a given distance. In this case, we can turn it on and see
02:22 if I turn my clipping plane up that clipping distance.
02:26 You can see that blue sphere starts to disappear and even the shadow off of this
02:29 white sphere. So, everything closer than two meters is
02:33 completely gone. So, as I dial this up, let me get rid of
02:37 that white sphere. So, I can do that and now I've gotten rid
02:40 of all the things that are closer than two and 2 3rd meters from the camera.
02:45 So, you can use that to kind of clip things away that may be blocking your view.
02:50 So with depth of field, you can enable that and you can either set a focus
02:54 distance manually or you can auto focus. So, if we auto focus it's going to take
02:59 the very center of the camera view. And it's going to set whatever object is
03:02 directly at the center of the camera view as your focal distance.
03:07 And then, you can control your F-Stop to get either more or less depth of field.
03:12 So, if I decrease my F-Stop, let's pull it down to something really low here to
03:15 make this obvious. We'll go down to one.
03:20 You can see now that my objects that are in focus are very crisp.
03:25 But here, as we get things a lot closer we lose that a lot.
03:28 Now, if I increase my F-Stop to something higher, we'll get a much more subtle effect.
03:33 So, the things that are here close to the Camera view are a little bit out of focus.
03:37 But everything is relatively good. And you also have presets for these by
03:42 clicking on the arrow to the right of the F-Stop.
03:46 You can also control the number of iris blades and the iris rotation, and then
03:50 edge waiting. And this has to do with the bouquet effect.
03:54 When you see bright spots that are out of focus, they become more bloomed out and
03:58 blown out in the view. So, you can even choose to edge wait
04:01 those so that the bloomed out areas have more of a ring or more of a flat kind of
04:05 disc appearance. So, a lot options here for making your
04:09 finished renders look very nice with regards to a real Camera view.
04:15 So, that's a quick look at the camera. You can move it around, obviously in your
04:18 3D scene, to get any perspective that you want.
04:21 And then once you do that, it's just a matter of setting up the options so that
04:25 you get it to look like what you want your finished render to look like.
04:31
Collapse this transcript
Render settings
00:02 In this video, we'll have a look at Modo's Render settings and how we can
00:05 control the quality. And also the scale of the images that are
00:09 rendered when we complete a final render. So, on the Render item in the Shader
00:14 Tree, you'll find a lot of properties for your render.
00:18 You have Frame, Settings, and then Global Illumination which all will control
00:22 different aspects of the quality and the scale of your render.
00:27 So, the first one is the Render Frame. This is where you choose the camera that
00:31 you'd like to render from. In this case, we only have one camera so
00:33 there's only one option there. And choose how many frames will be
00:37 rendered in an animation, and then how many steps will be rendered in each pass.
00:42 So, you can choose to skip every other frame or something like that in order to
00:45 get an animation done more quickly with less frames so that you can get a preview.
00:49 If that's the kind of option that you're looking for.
00:51 And then, you can also choose how to name or how the naming conventions will be
00:55 chosen if you have render passes enabled. So, all sorts of different options there
01:00 if you're working with render passes. Which in an early level you probably
01:03 won't be, but that is there should you start to delve into render passes.
01:08 Also, in here is the frame controls. And this just controls the actual scale
01:11 of your rendering. The default is 720x480 pixels, at a 1.0,
01:16 or a square pixel aspect ratio. You can choose to pick inches or
01:21 centimeters and then control the DPI. So, for example, if I wanted to render it
01:27 8x10 at 300 DPI. There you go, 8x10 300 DPI.
01:32 And then, you can also change your pixel aspect ratio is you're going to rendering
01:37 out in something other than just a square pixel.
01:41 For digital or HD or print. Additionally, you have control over the buckets.
01:45 And this is a little bit more under the hood than you'll typically need to worry about.
01:49 This is simply the scale of the individual blocks that appear when you
01:53 render your image. Under Settings, we have some more control
01:58 over the actual quality of the rendering here.
02:01 So, Anti-aliasing has to do with how the object is smoothed.
02:06 If we're looking at a diagonal group of pixels, a stairstep group of pixels.
02:12 If you want that to look like a diagonal line, obviously black and white pixels
02:15 won't do the trick. But you need extra shapes of gray in
02:18 between in order to smooth it out and make it look more like an actually
02:21 straight line. And that's where Anti-aliasing actually
02:24 comes in. Now, Anti-aliasing is actually handled in
02:27 3D applications is that areas of high contrast, where you might have something
02:31 that would look jagged. The rendering engine will zoom in, render
02:36 it at a higher quality, zoom back out, and average the the pixels to give you a
02:40 better result. So, the number of samples per pixel will
02:45 give you smoother results as you can get higher numbers per pixel, 8 is the default.
02:51 That's usually alright for preview renders.
02:53 But oftentimes, for finished renders or animations, you'll want to go with
02:57 something higher, 16 or 32 at least. And if you have a lot of things causing
03:02 noise or general rough looking parts of your image, you'll want to go to
03:05 something even higher. So, a lot of times, blurry reflections or
03:09 things like that will require higher numbers of samples in order to make them
03:11 look nice and clean. Also in here, you can choose different
03:16 filters for how the anti-aliasing is actually handled.
03:19 Again, this is a bit more under the hood than you'll probably need to go.
03:22 But Gaussian is the default, and is usually a pretty good option.
03:25 You can also use Catmull Rom if you need it sharper, more crisp.
03:29 Anti-aliasing and Mitchell Netravali is good if you have areas where there is
03:33 some noise that isn't resolving easily with your typical anti-aliasing.
03:38 Just so that you know that. Now, Environment Shading, Refinement
03:42 Shading, Refinement Threshold, these all handle how while your anti-aliasing
03:46 filter actually works. And for most, beginner uses the default
03:50 settings is probably fine. Here is also where you can enable or
03:54 disable depth of field and motion blur. You can turn those on per camera, but
03:58 then you can enable and disable them here.
04:00 So you can see, if I turn off depth of field, it's going to click off here in my
04:03 render even though I have them on for my camera.
04:06 I click them back on. I can also turn on Motion Blur, which
04:09 isn't on for my camera. So, it isn't going to make any difference
04:13 in this Preview, but the option is there to globally turn these settings on and off.
04:19 So, aside from that, nothing else in here is anything that you would really
04:22 typically need to worry about on a beginner level.
04:25 This is just for more fine-tuned rendering.
04:29 Once you get a handle on the basics of rendering, these might be areas to look
04:32 at for improving the quality of your renders.
04:35 And the last bit of your render settings that you usually need to consider is the
04:39 Global Illumination setting. And really, we can bake this down to a
04:43 pretty simple look at. If you have noisy-looking lighting and
04:48 you're using Global Illumination, increase the radiance rays.
04:53 Higher radiance rays is going to cause cleaner looking renders at the cost of
04:57 render time. So higher number, better quality, slower render.
05:03 Lower number, lower quality, quicker render.
05:05 So, it's a typical trade-off between how much time you can spend and how good you
05:09 want it to look as is the case in many applications.
05:14 Other things down here, again as I said, are relatively unused for a beginner level.
05:20 The one thing that I would say to look at is if you're rendering animations with
05:23 Global Illumination. And you're doing something like an
05:27 architectural rendering or something where there isn't a lot of animation of
05:30 anything besides the camera. So, if the camera is just moving around a
05:34 static scene enable walk through mode. And what this will do is it will clean up
05:39 your image so that you don't get flickering of your lighting in between frames.
05:44 And it will also decrease your render time on animations.
05:48 So, just something to keep in mind if you're rendering animations of that sort.
05:52 So, that's a quick rundown of the basic settings you need to handle.
05:56 If you are creating renders in Modo, and going through those and keeping an eye on
06:01 those should keep, you're in good shape for creating your first basic renders in 3D.
06:09
Collapse this transcript
Render outputs
00:02 In this video, we'll have a brief look at at an essential piece of finished renders.
00:05 And those are Render Outputs. Now, Render Outputs control what images
00:09 are exactly created when you make a finished render.
00:13 The Render Outputs exist right underneath the Render Item in the Shader Tree.
00:18 So, you can see by default, we have a final color output, which is just the
00:20 color that you see on screen in your Preview Render.
00:23 It's the adding together of your lights, your textures, your colors, and your
00:28 objects, all your shading. that's your final color output.
00:32 There's also an alpha output. And if you have a space where there is no
00:35 geometry in the scene. So for example, if we didn't have the box
00:39 that these spheres were sitting inside, the Alpha Channel would be just the shape
00:42 of the spheres themselves. Because there would be nothing behind them.
00:47 In this case, our alpha will actually be white because we don't have anything underneath.
00:51 Now, you can add more render outputs as many as you want.
00:54 You can either duplicate ones that are here by Right-clicking and choosing
00:58 Duplicate, or by choosing Add Layer > Special > Render Output.
01:02 So in, in this case, we don't need any more, so we'll just modify the ones that
01:05 are here, namely the alpha, in order to see the other ones that are available.
01:09 Now, if you Right-click on the effects, so over here we'll click on Alpha and see
01:12 all of the render outputs that are available.
01:16 Now, a lot of these are ones that you will not use very often, and some of
01:19 these are ones that you will probably never use.
01:23 But there are a few that are extremely important and I think are worth learning
01:26 about, even right from the get go. So, there are three that we'll consider
01:31 right now, and they are Ambient Occlusion, Depth, and \surface ID.
01:35 And since we're down here, let's start on Surface ID.
01:37 Now, what the Surface ID is, is takes each individual object in the scene, and
01:42 each material in the scene. And per object, it will apply a flat
01:47 color to each material. So, it's easier to see than explain.
01:51 So, I can preview this by choosing, in the top of my Render preview, Effect.
01:56 And you can see I have the two render outputs that are existing right now,
01:59 Final Color and Surface ID. So if I choose Surface ID, you see I get
02:03 a preview of my Surface ID. So, this can be very useful for going
02:08 into Photoshop and creating masks. Based on individual materials, and that
02:13 way you can change things like the color, or you can blur a particular object.
02:17 Or do other things to it in Photoshop because you can easily create a mask just
02:21 based off of a selection of, you know, these individual colors and pixels.
02:26 So, this can be very useful as you adjust your images in post processing.
02:32 The other two are depth and ambient inclusions.
02:35 Let's move up and look at depth next. Now, the depth pass is actually a grey
02:39 scale representation of the position of the camera to a set given distance away.
02:46 The default setting is 10 meters. And right now, this one has decreased to
02:51 2.1 meters so that it can show more closely the environment.
02:55 So, if I increase that depth, you can see that the image becomes more washed out.
03:00 So, setting this back to around 2 or 2.1 will give me more contrast, and then it
03:04 will give me more to work with in Photoshop.
03:08 More than any other image editing application or animation application like
03:12 After Effects for that matter. And this can be very useful for doing
03:16 things like adding fog, adding lens blur in Photoshop.
03:20 You could use this as your Blur layer so that you could add something like depth
03:23 of field in post-process instead of doing it with your camera in 3D.
03:28 That way you can save time and you can also adjust the amount of blur that
03:31 you're getting very quickly. As opposed to having to re render an
03:35 entire scene or an entire animation. So, that's our depth output.
03:40 And the last one we'll look at here is Ambient Occlusion.
03:43 Now, this Ambient Occlusion has actually already been modified by default.
03:47 Your Ambient Occlusion will look a bit more like this, in this case, it's all black.
03:54 And the reason for that is that Ambient Occlusion takes the idea of bringing in
03:58 light from all directions. And then, showing where shadows would lie
04:02 if light is coming from all around. So think, overcast stay, you set
04:06 something, you set a white ball on a white piece of paper, and what you see is shadows.
04:11 And that's kind of what you get here. And since these spheres are all inside a
04:14 closed box, we're not really going to see anything.
04:18 So, I can show this to you in two ways. First way is to just take the walls and
04:22 ceiling and hide them. And now, you can see there are these
04:25 spheres sitting on the ground. And that's kind of the typical view you'd
04:29 get if you have non-enclosed areas. But if you do have enclosed areas, so go
04:33 ahead and unhide those. And you want to be able to see some of
04:37 this Ambient Inclusion anyway, you can set the Depth.
04:40 And you can increase the Depth in order to have the rays benefit polygons that
04:44 are existing. So, if I increase this just a little bit,
04:48 it's initially going to go straight to white because these polygons have no thickness.
04:55 I would say paper thin, but they're not even that thick.
04:57 So as I increase this, it will start to pull a little bit more of the detail in.
05:02 So, let's just increase this. I'll keep going.
05:05 And there we go. And I'll sit and let this refine for a second.
05:08 And there, you can see kind of a good look at the interior of this scene.
05:15 And again, controlling this occlusion range can give you a variety of effects
05:19 depending on how you'd like to visualize this.
05:23 This can be very useful for adding a little bit of extra depth and emphasis to
05:27 textures and lighting, and post process. And also, can be used to highlight
05:31 individual objects in your 3D scene. Now in your finished render, you may find
05:36 that the default of 64 occlusion rays is going to look a little grainy and a
05:39 little rough. And we have the typical trade-off here of
05:43 higher numbers equals smoother and better quality.
05:45 But also slower render time. So usually, I like to go for a nice
05:49 balance of somewhere around 256 rays. That gives you a nice, clean look without
05:54 taking too long to render. If it still looks a little grainy, you
05:58 can bump it up to 5,12 and that will look really nice and still give you a decent
06:02 amount of speed and quality. So there you go, render outputs in a nutshell.
06:08 They're great for adding extra detail when you're post processing your images
06:11 and they appear anytime you render as long as they are enabled.
06:15 You can see the little eyeballs here like in Photoshop.
06:18 If the eyeball's there, it's enabled. So, when I go up to Render and render to
06:22 create a finished render, you'll see that I have my default color here.
06:28 And I can see my output at the top, final color output.
06:32 And then, my other option that will come out here in a second is Ambient Occlusion.
06:35 And I'll wait a second to enable that so that you can see it.
06:39 So first, it does an irradiance cache, and this helps define the lighting
06:42 because we're using Global Illumination. And as soon as that is done, it will go
06:49 through and make the finished render pass.
06:52 This is the last radiance pass. And now, it's going to go through and render.
07:01 And so, this is my finished rendered color there.
07:04 And if I switch down to Ambient Occlusion, I can see the Ambient
07:06 Occlusion render coming in the same space.
07:09 And you might see a little bit of a difference because I switched back and forth.
07:12 But once this is actually completed, it will balance out and make the colors even across.
07:18 And see there's my final color output. And here's my Ambient Occlusion.
07:30 I can see it's looking even again, just because I switched back and forth.
07:35 But as soon as this completes, the pass here, there you go.
07:39 And we can see, there's our final color, there's our Ambient Occlusion which is
07:43 looking a little funny, but that's just a glitch here in this redraw.
07:48 There you go. So, as I zoom in full size, you can see it.
07:51 So, there's are Ambient Occlusion. There's our final color.
07:55 And I can choose to save the individual images or I can save layered images.
08:01 So, it would, that will give me both of my passes into one layered image, and
08:05 they'll be ready for me to edit in Photoshop.
08:09
Collapse this transcript
Rendering animation
00:02 In this video, we'll have a look at Rendering Animations in Modo.
00:05 Now, rendering animations is really pretty simple.
00:07 But there are a couple of things to keep in mind.
00:09 To render an animation, if you have animation setup as we do in this scene,
00:12 this is an animated rendered scene if you'd like to open it up and render it out.
00:19 So, I can render an individual image by just going to render or also hitting F9.
00:24 And then, I can pull down to render animation if I want to render out an
00:28 entire animation. And you'll be presented with a couple of
00:32 dialog boxes when you render an animation.
00:35 And I'd like to cover these so that you know what to expect here.
00:38 You get your first frame and your last frame.
00:40 If you want to render the entire thing, then just choose the entire range, 1 to 120.
00:45 And you can also choose the frame steps. So, if you want to skip frames, and say
00:48 render something at half the number of frames just to get a preview out.
00:53 And you can choose that by increasing your frames depth, and then you have a
00:56 few options for how your images are saved, and also for render passes.
01:01 And we don't have any render passes set up here, so there's no options there.
01:05 But for saving the images, you have a few options.
01:08 And you can save them as an image sequence a movie or layered images.
01:13 Now, I would always recommend saving as either image sequence or layered images.
01:18 You can save out as a QuickTime movie. And when the render is actually done, it
01:21 will be just a playable QuickTime movie. But there is one issue with that.
01:26 And that's that a QuickTime movie is not a complete file until it is completely rendered.
01:31 So, if you've got 120 frames. It's not an actual playable movie until
01:35 120 frames have been rendered out. If you happen to have a computer crash or
01:39 something on frame 120, guess what? You lost all of the rendering you just did.
01:44 If you're rending that as an image sequence or a layered image sequence, if
01:47 you have multiple render passes. Then if you have a crash on frame 120,
01:52 you simply reboot your computer. You open the scene, you render frame 120
01:58 and you're done. There's no big drama in there and then
02:02 you can use QuickTime Pro, you can use After Effects.
02:06 Even Photoshop, you can use frames to assemble sequences into a finished
02:09 animation and then save out a QuickTime movie from there.
02:12 It's an extra step, but it's worthwhile if you're doing renders that take, you
02:16 know, more than a few minutes. If you're doing short renders, that only
02:19 take a few minutes to render. A lot of times I will personally go and
02:23 save as a QuickTime file. Because if I lose five or ten minutes,
02:26 because it's a short render. It's not the end of the world, and then
02:29 it saves me the steps of going through and creating a finished render.
02:32 So, once you have everything set up the way you want, go ahead and click OK.
02:37 And you'll be presented with a dialog box.
02:40 And from here, you can go ahead and save out your image sequence.
02:44 Usually best idea to put it into a folder.
02:49 And then, you'll get all your images in there you can choose the format, just
02:53 like any other option. And if you're doing a layered format,
02:56 you'll get a layered PSD files. And then, you can pull those layered PSD
03:01 files in with all the individual render outputs into something like After Effects
03:05 and then layer them up after the fact. So, let's go ahead and cancel because I
03:10 don't want to render right now. There you go, that's it.
03:13 Our rendering animations in Modo. It's very simple.
03:15 Just make sure that you know what options you want to have and render out the best
03:19 output for your personal needs.
03:22
Collapse this transcript
Conclusion
Modeling next steps
00:00 Creating good UV maps is an integral and crucial part of the 3D modeling and
00:04 animation process, and I would encourage you not to shy away from it.
00:10 In my experience it tends to be one of those topics that is the bane of most 3D
00:13 artist's existence. But really, it's something that once you
00:16 can get a hold of and master and start to enjoy a little bit.
00:20 You'll find that it makes your entire pipeline much, much more powerful.
00:23 Because then it allows you to do more things with your textures than you can if
00:27 you either don't do very good UV's or just kind of skip over the process
00:30 entirely and don't use them. And really the core of what happens with
00:36 good UV mapping is really just like things that we've discussed.
00:39 If we look at the UV map for this column even thought it's a relatively complex
00:43 multi part piece, really everything has just been pulled apart.
00:47 If I double-click on individual pieces in the UV map, you can see that I've got
00:51 individual chunks here that are just being taken apart.
00:55 And then put back together throughout the UV space.
00:59 Everything's represented here and is unwrapped relatively cleanly.
01:03 It takes a little time, it takes a little patience.
01:05 My best advice is to get used to the little bit of a puzzle that exists in
01:08 doing it. Find a little joy in it, and it'll make
01:11 your life a lot easier as you do so. And there's one other tool that I thought
01:14 I would mention, it's not really a tool it's more of just a little tip.
01:18 But when you're using your UV maps, and trying to create a good UV map,
01:20 especially on something complex, there's a great tool that you can use.
01:25 Let's go over here to my model tab, and I'm going to open a Presets.
01:29 And under the Images, in the Presets and then all the way down you'll see a UV
01:32 section, and this has some UV images. Now, the one that I really like to use is
01:37 the Modo UV Checker, just take that and drop it onto your UV mapped image.
01:41 And you can see that this grid is going to appear all across your model.
01:45 This will allow you to very quickly and easily find distortions in a real live context.
01:50 And the upside of using this as opposed to just looking for distortions in the UV
01:54 map itself is that you can see which ones are important.
01:59 And which ones are only causing minor problems with your UV's.
02:03 Notice I've got a little bit of an arc coming through this part of the UV, it
02:06 might be an issue if I'm using something like a marble texture.
02:09 It's probably not going to come into play at all.
02:12 Also through here there's a little bit of stretching going into these divits.
02:16 But again, depending on the type of texture youre using it might not be
02:18 important at all. And if you're painting your own textures,
02:20 then it can probably be just something that you don't even worry about.
02:24 But all the other large, kind of flat open areas, the round area around here on
02:28 the base. These are all covered very well, very
02:31 cleanly, and you see that all of my UV maps are giving me a nice, clear grid,
02:34 because they're nice and evenly laid out. So, this can be something that helps you
02:40 in the process, by using this and other techniques inside the UV layout itself.
02:46 Such as the Show Distortion tool, it will allow you to make these UV's the best
02:50 that you can. Don't shy away from this, it's really
02:54 important for making good quality models, especially when you're working in
02:58 something like Low Polygon, Real Time application.
03:02 Where UV maps are going to be integral in pulling in data from your high poly or
03:05 your more complex models onto your lower density, lower poly more simplified models.
03:11 So, making good UV's there is really really important.
03:13 But throughout the entire 3D creation process these UV's are going to be key to
03:17 making good 3D work. So, work on them, practice them, master
03:21 them, and you'll be very happy that you did.
03:24
Collapse this transcript
Texturing next steps
00:02 As you work on mastering the basics of moving around vertices, edges and
00:05 polygons, using them as direct polygons or as subdivisions surfaces, you'll begin
00:08 to see that there's a lot more that you can do with these modeling techniques.
00:15 There are a lot of other tools that we have not gone over here, but will help to
00:18 speed your workflow as you begin to get more in depth in how you are creating
00:20 your 3D models. Here I have a quick example of something
00:26 modeled with subdivision surfaces and just how complex they can really get.
00:31 This is actually out of the Modo stock content library.
00:35 These are all individual lego pieces that were pulled out of there.
00:38 And these are all actually modeled completely by hand with subdivision surfaces.
00:43 So, if we take for example a piece like this.
00:46 Let me look here on the underside. We can see that every little nook and
00:50 cranny is actually modeled here and you can see the amount of detail in the
00:53 actual model that allows the surfaces to be controlled in the exact way that we
00:56 them to. You can see here every little bit is
01:01 working together nicely. Also, you can see as the pieces fit
01:05 together, there is, you know, little bits of rounding and little gaps and things
01:09 that add to the accuracy of the pieces. Kind of like a little gap in here is all
01:15 included, so. That's a good example of what kind of
01:19 things you can do with subdivision service modeling.
01:23 You'll also see that as you increase the complexity of subdivision surface models,
01:26 there are other things that you can do to create models as well, more organic
01:29 modeling techniques, such as sculpting and solid sketch.
01:34 As you dive more into these, you'll be able to create just about anything that
01:37 you can possibly imagine. So, keep practicing the modeling tools
01:40 that you've learned here. Continue learning and training and
01:43 finding new things to do, new projects to work on and your modeling skills will
01:46 increase all the time.
01:49
Collapse this transcript
UV mapping next steps
00:00 Texturing is a deep and complex topic all on its own.
00:05 You could easily spend many hours learning and mastering techniques for
00:09 creating good textures. While we've covered all of the basics of
00:13 what goes into a texture, there is still a lot left to cover.
00:18 Mastering the Shader Tree will allow you to complete complex textures, create
00:22 things that you see in real life or things that you need to visualize.
00:26 Perhaps, that you have not seen in real life.
00:29 In order to master the Shader Tree, it's really important to consider your layering.
00:33 Look at how layers cover each other, look at how different layers interact with
00:37 each other. A good way to study materials is to
00:41 actually study the presets that ship with Modo.
00:45 And there are many more that you can find for free on the Luxology website.
00:50 Though, looking here at materials, and let's give ourselves a little bit more
00:55 space here. If we take a look, like at the enhanced.
01:00 Look here and let's just go to Materials. I've just got one in there, and it's a
01:03 nice interesting example though. This puts together a lot of different
01:08 layers in order to build the actual material.
01:12 You can see that there is regular Base layer, there's a diffuse amount and
01:15 there's a Bump layer that go into there. You'll find other materials here in the
01:20 presets that add more and more layers of complexity in order to create the desired result.
01:25 Sob studying what other people have done is a great way of figuring out how to do
01:28 what you would like to do. Remember that any time you use a preset
01:32 material, everything that goes into that preset will be included as you apply it.
01:37 Sob applying a preset will dump all of the different layers for that preset into
01:41 your Shader Tree and let you see how they interact.
01:44 And how they layer, and how they create the desired material.
01:48 Keep studying these, they're a fantastic resource.
01:50 And you can see that way that other great artists are creating wonderful textures
01:53 of their own.
01:54
Collapse this transcript
Animation next steps
00:02 We've really only scratched the surface of what is possible with creating
00:05 animation inside of Moto. Although, a lot of the basics are covered
00:09 with parenting and relationships between objects, there's a lot more that you can
00:13 also do. You'll learn that there's the ability to
00:16 attach Mesh structures, like this one here.
00:20 This basic sloth character that I've created using the Solid Sketch tool, is
00:24 overlaying a basic rig, or an armature created of joints and skeletal bones,
00:28 that are put together, and then control the actual mesh itself.
00:35 Then on top of that, there is a layer of Inverse Kinematics, which allows some
00:39 control pieces, the cubes here that you see in the scene, to act as goals.
00:45 And so, as one of these pieces is moved around, the other joints will reorient
00:49 them self, in order to keep the system together.
00:53 You can see even if I pull this over farther, it will pull on the character itself.
01:00 This kind of rigging is very common, and very powerful for creating complex
01:05 characters, and other complex moving pieces.
01:10 So as you continue learning about animation, if that's something that
01:14 interests you, look at ways that you can attach your models to other types of
01:17 control rig, so that you can gain greater control over the model, and so that you
01:21 can create things that will move in interesting and also predictable ways.
01:28
Collapse this transcript
Lighting and rendering next steps
00:00 Lighting in 3D scenes is not always the same as it would be in real world
00:04 lighting scenarios. But that said, the real world is a great
00:10 place to look for references on how to get better lighting in your 3D scenes.
00:15 You can see in this simple sample of the glass bottle sitting on a black
00:18 background, with a little bit of reflectivity.
00:22 That the actual scene setup is very similar to how one would be setup in the
00:25 real world. There are two large soft lights sitting
00:28 off to the side, and then on the left and right of the scene there are also these
00:32 large transparent. Translucent kind of tissue paper kind of constructions.
00:37 And those serve together to blend out the lighting and the reflection on the object.
00:43 So, this is a very common setup that you might see in a photo shoot.
00:48 If you have experience in photography, draw on that experience in order to
00:52 create more depth of your 3D lighting and 3D rendering.
00:55 If you don't have experience in photography, find someone who does, find
00:58 books that talk about it. There's a lot of information that you can
01:02 grab from the real world as you look at lighting scenarios and lighting setups
01:05 that will help you make your 3D scenes richer and more compelling.
01:09 Draw on the real world, and include some of your own imagination to create scenes
01:15 that are beautiful, compelling. And exactly what you want to put into
01:22 your 3D portfolio.
01:24
Collapse this transcript


Suggested courses to watch next:

Creating Product Shots in modo (3h 24m)
Dan Ablan


Rhino 4.0 Essential Training (5h 48m)
Dave Schultze


Are you sure you want to delete this bookmark?

cancel

Bookmark this Tutorial

Name

Description

{0} characters left

Tags

Separate tags with a space. Use quotes around multi-word tags. Suggested Tags:
loading
cancel

bookmark this course

{0} characters left Separate tags with a space. Use quotes around multi-word tags. Suggested Tags:
loading

Error:

go to playlists »

Create new playlist

name:
description:
save cancel

You must be a lynda.com member to watch this video.

Every course in the lynda.com library contains free videos that let you assess the quality of our tutorials before you subscribe—just click on the blue links to watch them. Become a member to access all 104,069 instructional videos.

get started learn more

If you are already an active lynda.com member, please log in to access the lynda.com library.

Get access to all lynda.com videos

You are currently signed into your admin account, which doesn't let you view lynda.com videos. For full access to the lynda.com library, log in through iplogin.lynda.com, or sign in through your organization's portal. You may also request a user account by calling 1 1 (888) 335-9632 or emailing us at cs@lynda.com.

Get access to all lynda.com videos

You are currently signed into your admin account, which doesn't let you view lynda.com videos. For full access to the lynda.com library, log in through iplogin.lynda.com, or sign in through your organization's portal. You may also request a user account by calling 1 1 (888) 335-9632 or emailing us at cs@lynda.com.

Access to lynda.com videos

Your organization has a limited access membership to the lynda.com library that allows access to only a specific, limited selection of courses.

You don't have access to this video.

You're logged in as an account administrator, but your membership is not active.

Contact a Training Solutions Advisor at 1 (888) 335-9632.

How to access this video.

If this course is one of your five classes, then your class currently isn't in session.

If you want to watch this video and it is not part of your class, upgrade your membership for unlimited access to the full library of 2,025 courses anytime, anywhere.

learn more upgrade

You can always watch the free content included in every course.

Questions? Call Customer Service at 1 1 (888) 335-9632 or email cs@lynda.com.

You don't have access to this video.

You're logged in as an account administrator, but your membership is no longer active. You can still access reports and account information.

To reactivate your account, contact a Training Solutions Advisor at 1 1 (888) 335-9632.

Need help accessing this video?

You can't access this video from your master administrator account.

Call Customer Service at 1 1 (888) 335-9632 or email cs@lynda.com for help accessing this video.

preview image of new course page

Try our new course pages

Explore our redesigned course pages, and tell us about your experience.

If you want to switch back to the old view, change your site preferences from the my account menu.

Try the new pages No, thanks

site feedback

Thanks for signing up.

We’ll send you a confirmation email shortly.


By signing up, you’ll receive about four emails per month, including

We’ll only use your email address to send you these mailings.

Here’s our privacy policy with more details about how we handle your information.

Keep up with news, tips, and latest courses with emails from lynda.com.

By signing up, you’ll receive about four emails per month, including

We’ll only use your email address to send you these mailings.

Here’s our privacy policy with more details about how we handle your information.

   
submit Lightbox submit clicked