modo 501 Essential Training

modo 501 Essential Training

with Dan Ablan

 


In this course, author Dan Ablan walks through the process of understanding the modo workflow while learning to create 3D models and animations. The course teaches fundamental tasks, such as modeling polygons and applying materials with the Shader Tree, while exploring scene building in depth through advanced lighting, camera, and animation techniques. The course also covers modo's schematic tools and shows how to render animations for various playback media.
Topics include:
  • Understanding surfaces and symmetry
  • Editing polygons
  • Shaping, deforming, and cloning objects
  • Working with text
  • Instancing objects
  • Applying procedural and image-mapped textures
  • Adding bump maps
  • Creating reflections
  • Working with different light types
  • Blending light sources
  • Setting up and animating cameras
  • Adding and controlling keyframes
  • Creating hair textures
  • Working with the painting and sculpting tools
  • Setting up inverse kinematics
  • Exporting a full scene

show more

author
Dan Ablan
subject
3D + Animation, Modeling, Rendering, Textures, Materials
software
modo 501
level
Beginner
duration
7h 32m
released
Sep 16, 2011

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Introduction
Welcome
00:04Hi! I am Dan Ablan, and I would like to welcome you to modo 501 Essential Training.
00:09Luxology's modo has quickly become, and continues to be, one of the most powerful
00:12and widely used 3D applications on the market today.
00:15In this course, we're going to cover navigation through the modeling tools and
00:18the Shader Tree, and we'll explore the workflow that has made modo so popular.
00:22You'll see how to model with both polygons and subdivision surfaces and use the
00:27Shader Tree to apply materials.
00:29We'll look at how to set up scenes with various objects, then animate them using
00:33keyframes while editing motions in the Graph Editor.
00:36Beyond the basics, I will show you how to create lighting for product shots,
00:39environmental lighting, and even volumetric lighting.
00:42Finally, we will render the animation for various playback media.
00:45I have been using modo since version 1.0 way back in 2004 and I am happy to
00:49share this knowledge, with you.
00:51Now, let's get started with modo 501 Essential Training.
Collapse this transcript
Using the exercise files
00:00If you have access to the exercise files for this program, you can put them
00:03pretty much anywhere you want.
00:05Just simply put them on the desktop here. I've got mine lying right on the
00:09desktop, and you can see all of the chapters.
00:11You can double-click on any of the files inside there to open them up;
00:16it will know that it's a modo file. But at the same time you can go to the File
00:20menu and just click Open and point your system down to any one of those files.
00:27If you don't have access to the exercise files, a good bit of what we've done,
00:31if we hadn't modeled it, was also found from the Layout tab in the assets that
00:36come with modo when you install them.
00:39So those are mentioned throughout the course, and you can load up any one of
00:42these models and follow along.
00:44Now in some instances throughout the course I have saved off the files we've
00:47been working on, so you can load those up and take a look yourself.
00:50For instance, if we go up to the File menu and select Open, you can look at the fire
00:55extinguisher that was built as we went through the course--and I had saved the
00:59versions as we had made changes,
01:01so you can feel free to load up any one of those.
01:03I will press the A key to fit this to view and then just kind of zoom in. And you
01:08could take a look at the stages that we built this, from the base stage up
01:12through the texturing stage, and even to the point where we had embossed it.
01:16So open up these files, take a look at them, and put your own unique brand
01:20into them. See if you can modify them in some way or use them as a basis for
01:24additional models.
Collapse this transcript
1. Getting Started in modo 501
Understanding the interface
00:00When you start up modo 501 you are going to a comfortable-looking interface like this.
00:05Now I have got this model loaded here, which is from the assets that come with modo.
00:09Don't worry about loading that just yet;
00:10I will show you how to do that in the next video.
00:12We see the interface.
00:13On the left side you are going to have your basic tools.
00:16These are basic primitives which we are going to use for all kinds of modeling projects, but
00:20something to pay attention to is down the side of this column here you are
00:24going to see other tabs, such as Deform, Duplicate, Mesh Edit, Vertex or Points,
00:31Edges and Polygons.
00:33These are additional tools we can use to change our models and manipulate and
00:38add more things to our model itself. But when I select any of these tools, such as the Box tool,
00:44down at the bottom you will see the properties. And at the same time, if you come
00:47over to the right side under the Items tab, this is where all of our elements in
00:52our scene live, such as a camera and object, a light, and so on.
00:56When I select any one of those items, such as an object, you are going to see the
00:59properties for that down at the bottom.
01:03If you need more room in any one of these panels, you can simply just move your
01:06mouse over and you will see the cursor change.
01:08You can click and drag and just pull that up, so you can get to all the properties.
01:14So the interface is very modular and because of that, the team at Luxology has put
01:19together a number of different layouts that you can use.
01:21So if you come up to the top, you will see the Layout dropdown, and then you
01:25will see Layouts flyout over here. And you can actually go back to some of
01:29the previous versions.
01:31So here's 201, here is 301, and here is 401.
01:39Now this doesn't mean you are going back to the 401 program;
01:41it's just the look of the interface.
01:44For this project we are going to use everything set in the 501 Default Layout.
01:48You can always go back to that.
01:50So for instance, if you take one of these panels and you look at the top right
01:54here, you will see a little dot in the top corner.
01:56You can right-click on that and duplicate, copy, detach, and so on.
02:01So let's say I accidentally delete that panel.
02:04You can always go back to Layout and hit 501 Default and that will bring that panel back up.
02:10You can also look at layouts such as Animate, Model, and Simplified.
02:15And Simplified is really nice
02:16if you're working on a model and you have very little to do in terms of
02:20animation and surfacing. You can put a simplified interface up like this and just
02:24use your basic tools and just get to work on your model.
02:27It works really well if you have a 27- or 30-inch monitor. And then we can just
02:32come back to our 501 Default.
02:35The team has also gone ahead and put together different views across the top.
02:39You will see these tabs up here. Now, these are nothing more than
02:42different arrangements.
02:43In the model Quad, if you're modeling from the old-school days of other
02:48programs where you have a top, a front, a right and a perspective view, you can jump to this view.
02:54I can't see the model right here, so I am going to press the A key and that fits that to view.
02:59That's something we are going to use all the time, so just remember the A key for fit.
03:04There is a Painting tab which we are going to cover, and we are going to be able
03:06to paint in sculpture models.
03:08We will talk about UVs a little bit.
03:11In the Layout tab, this is where we are actually going to get our model.
03:15So I am going to press the A key, and you'll see down here is where our assets
03:19are when we installed modo, and we will talk about those in the next video.
03:24Under these Setup tab we are going to talk a little bit about animation and
03:28rigging in here. And I can just click and move these panels to see all my tools.
03:33In the Animate tab of course, self-explanatory, we can animate with this tab, and
03:37we can see our timeline down here.
03:39So later in the course we are going to put some things in motion.
03:42And finally, the Render tab, and this is where we will actually see our render.
03:47And again I will press the A key and it fits that to view.
03:51The modo interface is actually very easy to navigate.
03:53If you are ever curious about what something does, just hold your mouse over and you
03:56will see a small pop-up automatically come up and tell you what's there.
04:00You will also see other options.
04:02So if I hold Ctrl I get a unit cylinder on this, or Shift, I get a cylinder item,
04:08and that's when you see that little tiny square in the bottom of these tools.
04:12So if you press and click and hold, you will actually see the additional tools.
04:17So, don't worry about those just yet.
04:19We will get to those as we model our projects. And even in this view, I can move
04:22my mouse and press the A key and rotate around.
04:25So let's get into the next video and I'll show you how to bring this up and
04:29make some changes.
Collapse this transcript
Understanding the workplane
00:00So I am going to go ahead and just clear this out.
00:02So we will go up to the File menu > Close scene.
00:07We don't need to save. All right!
00:09So everything is cleared out, so let me show you how to load that model up.
00:12Now this is a model that comes with modo.
00:15Typically, we are going to say File and of course Open, but in this case if we
00:21go to the Layout tab all of these models are already included. And I am going to
00:26pull this up just so you can see what's in here.
00:28If you look at the tabs here, we have got Materials; Environments; Meshes;
00:34different items, which we will talk about later; Assemblies, which gets a little
00:38more complex; and then different profiles we can use for beveling and things like that.
00:42But let's jump back to Meshes. And then here in this list, if you click and
00:47hold, you can actually see all the different objects, or meshes, as they are called in modo.
00:52So, I have the Human section selected.
00:55You can also see there is Electronic Devices; some exterior things, like awnings,
00:59fences, different railings you can pull in; and you can build different types of
01:04models with these assets.
01:06You can use them in your existing scenes.
01:08You can use them and manipulate them, or you can just use them entirely on their
01:12own and build scenes that way.
01:14So let's jump back to the Human, and you can see that there's a hand--
01:19couple of textured ones--but we loaded up just this fun old Picasso here.
01:24You can load in two ways: you can double-click it, or you can simply just click and drag into the
01:28interface. And I will pull this back down so we can see it.
01:31And when you load this in you can see over here in the Items tab Picasso is loaded.
01:37Now, a couple of things you should know about.
01:39By default, you are going to see this blank mesh layer and it's a blue box.
01:45A mesh is a 3D object.
01:47Because we use this existing preset, it came in as a group.
01:50You see like a little folder icon right there. And if you toggle the arrow then
01:55you'll see the blue box, just like the mesh up here that's blank, but you will
02:00see the Picasso Bust object in there.
02:03Up in the top-right corner you are going to see a Move, a Rotate, and a
02:06Zoom button, and to use these, click and hold on them with the left mouse and then drag.
02:12I can go up and down, left and right.
02:15Same with the Rotate.
02:16Click and hold on it and then you can drag around to rotate your view, and of
02:21course the same works for the zoom.
02:23But one thing we are going to do a lot is you are going to hold the Alt key or
02:27the Option key--Mac or PC it's the same-- and then you can actually click and
02:30drag your view that way.
02:35So, very easy to work with.
02:36Now, you will notice that in this layout I've got one large perspective view, and
02:42I can jump back to my model tab here, just so we get a full view,
02:45press the A key to fit that in, and you are going to think "Well, most 3D programs
02:50have that four-view quad look." modo doesn't by default.
02:55It's got one big view. And it took me a little while to get used to modeling this
02:58way, but now it's very hard to model any other way.
03:01The reason this works is because of the workplane. And if you look down here at
03:05the very bottom-left corner, you are going to see this icon.
03:07That's your workplane.
03:09And what the work place is this third grid that you can use for a number of
03:14different modeling functions.
03:16So if I hold the Alt or Option key and I rotate around, you can see that that
03:20icon rotates with me.
03:22You can see that I'm working down the Z axis now, and that gray place right there,
03:27that little line, is drawn between the X and the Y axis.
03:32And you see this grid that covers our whole scene, that large grid? That's the workplane.
03:37But what does that mean to me?
03:39Well, let's say I go ahead and I want to create just a flat plane in front of
03:44our little model here.
03:45Well, if I want to draw let's say curtain, I can just click and draw this out, and
03:49notice it draws on the proper axis.
03:52This object I've drawn matches the workplane position. Simple enough.
03:58So I am going to Command+Z on the Mac, Ctrl+Z on the PC.
04:02Then I will hold the Alt or Option key again, and I am going to rotate it down
04:06until that workplane goes to the Y axis.
04:09You see that pop right here?
04:11Now my Y is dominant and that work place is between the Z and the X axis, and you
04:16can actually see here in the interface that the workplane is now flat.
04:20What does that mean if I was going to draw that curtain again?
04:23Well, it's actually going to draw it laying down like a ground, rather than vertical
04:29in front of my model, because it's drawing on this workplane at the very bottom.
04:34Okay, so that is the workplane in its simplest form, and I will Command+Z or
04:39Ctrl+Z to undo that.
04:41But up at the top right you are going to see Work Plane. And here you can
04:44reset the workplane,
04:46you can align workplane to a selection, rotate, offset and edit
04:50with the workplane.
04:52As we work through this course, we are going to use different aspects of this workplane.
04:56From here we are just going to manipulate the polygons, the edges, and the points
05:00of this model so you can see how simple it is to create something entirely
05:04different from an existing asset.
Collapse this transcript
Understanding Action Centers
00:00Now one of the most important things you are going to have to learn in modo is
00:03the Action Centers, and that is right here.
00:06You are going to see this whole list as you click and hold on that button,
00:09from Automatic to Selection, Selection Border, Elements, and so on, but what are these?
00:14Well, what I'm doing here is I'm actually going to combine in this video a
00:18little project that combines the use of the Action Center along with use
00:22of Pivots and Centers.
00:24And if you just click and hold on the Items button, you'll see that Pivot and Center.
00:29So let's do this.
00:30From the File menu, I'm going to click Open and from the exercise files, under
00:34CH01, load the SimpleDoor, an object in modo where a scene is an LXO file.
00:40Some programs have objects and scenes and images, and modo of course has images
00:46as well, but whatever we do in modo will be in LXO file when we save it.
00:50And when you load that you'll see over here on the Items tab SimpleDoor.lxo, and
00:55within that Scene file is our Door mesh, and that's that blue icon right there.
00:59All right, so we've got this door and let's say we just want to animate it.
01:03We're just going to pivot it, just rotate it. Easy enough.
01:06We'll come over here to the Basic tab and click Transform, and look what happens.
01:11My tool to control that--and it's simply, you know what? I'm going to go back one more.
01:15Let's choose Rotate.
01:17And this first tool here we're going to use lot.
01:19This is the Transform tool, and this actually has Move, which are these little
01:23arrows; has Rotate, which the circles; and also has Scale, which are the squares.
01:29So it's a Move, Rotate, and Scale tool, all in one, and I use that one all the
01:33time. But you'll also see here the Move, Rotate, and Scale tools on their own.
01:38So, let's just simplify and go to the Rotate.
01:41And then I am going to click and drag on the green handle to rotate it around
01:45the Y axis. Look what happens.
01:46It rotates from the center, but we need to rotate that from the side of the door itself.
01:51Well, that's where an action center can come in.
01:53So come up to Action Center, click and hold, and choose Automatic.
01:57Now you're going to think it should know where to put that, right? Well, not really.
02:01The Action Center is the action center of my mouse and when I choose
02:04Automatic it's almost like choosing Manual, because I can then manually click
02:09and choose where I want that rotation to happen, where I want the action of
02:13my mouse to happen.
02:14So I'm just going to rotate my view a little bit by clicking and holding on
02:17that top corner button.
02:18And then I'm going to click right on the edge of the door here. And then when I
02:21click and drag on the green handle I'm now rotating it from that point.
02:25My action of my mouse, my rotation action, is from that clicked area. Easy enough.
02:30But let's say I want to keep that.
02:33I'm going to click and hold on the Action Center and select Automatic to turn that off.
02:38You'll see that it jumps back to the very center.
02:41Well, if I go up to Items, click in dropdown, and choose Pivot, we'll see a little
02:46kind of pivot right there.
02:47And I'll zoom in and move up.
02:49And I'll click on that Pivot, and then I can actually choose, let's say the Move
02:55tool, and I'll move this over.
02:58And so now I'm telling my object that your pivot from now on is on the side of that door.
03:04It doesn't matter that it's at the bottom of the door, because we're just going
03:07to rotate around the Y, so it can be anywhere on this side.
03:11And now when I go back to Rotate-- and we'll just go back to item,
03:15so from Pivot, click and hold and choose Items, then we'll choose Rotate--
03:19you'll see now that the rotational handle inside that part of the door, but my
03:24Action Center is no longer on Automatic.
03:26It's just its default.
03:28So now whenever I select this item, it will rotate from that position.
03:32And that's it, very simple.
03:34You don't have to choose different action centers and different pivots for
03:38each of your items.
03:39It's only certain times: a specific thing like this, like a door.
03:42It's very simple to move that just by selecting Pivot, moving it, and then you're
03:47good to go. But we're going to use different Action Centers as we model, because
03:51these are certain times where we're going to want to control things from a
03:54certain element of an object, element being an edge or a point or a polygon.
03:59There are certain times where the border of a selection might be needed for our
04:04action of our mouse.
04:05So as needed, just like our workplane, we'll come across these and use them when
04:09needed throughout our projects.
Collapse this transcript
Working with the modeling tools
00:00So you've seen some of the basics of how modo works so let's actually just do something.
00:05I'm going to start with the basic 501 default layout, and remember that's up
00:08here: Layouts > Default Layout. And then I'm going to be in the Model tab and
00:13from the Model tab, I can choose any one of these primitives.
00:16So of course everybody knows I like doughnuts, so I'm going to click the Doughnut tool.
00:20It's also called the torus in the more professional world.
00:25And when I do that, I get a Property panel down at the bottom that I can pull up
00:29and show. And in here I can choose the number of sides, and number of segments,
00:33the size of the hole in the middle, and so on. But I have no object here.
00:37Well, that's because I haven't drawn it yet.
00:38So I can just click and drag.
00:41Remember the workplane.
00:43Well, my workplane is set down to Z axis, so I'm drawing my doughnut standing up.
00:48So I'm going to undo with a Command+Z, or Ctrl+Z on the PC.
00:53Hold the Alt or the Option key, Mac and PC, and we'll just click and drag around
00:57that's all that workplane now jumps to the Y axis.
01:02Torus is still selected, and now I can click and drag and draw it out this way.
01:05Now you'll notice that I'm kind of just free-forming it here.
01:09For me, that's fine.
01:10I would like to kind of model that way, but some people like it little more
01:13precise, and that's where these Position tools come in.
01:17So for position here we can say -20 millimeters, press the Tab key, and then
01:22also do -20 millimeters, but it's still flat.
01:26I need maybe a little more thickness on it. And I can just click and drag up
01:31like this and you'll see that the Radius now changes in here as well.
01:36Let's make these even by going 200 millimeters, 200 millimeters, 200
01:43millimeters, and now I have a perfect-size doughnut.
01:47The sides, I can double that if I wanted and doubled the segments and you could
01:51see there is more detail. And we can change a size of the hole, we can make
01:56it bigger--whatever we need.
01:59And once you're done, click back on the tool to turn that off.
02:02What might happen is just you say oh, I think I want to make that hole different,
02:05and you turn this back on and you click again. Well, you're not going to be
02:09able to re-edit that.
02:11You're building a new object entirely.
02:13It's not much of an issue, because you can use some of the edit tools, but that was
02:17kind of a lot of work to make that, wasn't it?
02:19Part of modo's workflow is that you don't have to jump through a lot of hoops,
02:23which I just made, to get things done.
02:25Here is a couple of options for you.
02:27So rather than clicking the tool and dragging and seeing all the numerics, hold
02:30the Shift key and watch what happens.
02:32You see a little plus come up on all of these icons.
02:36And when I do that, take a look over here in the Items list.
02:39We had a blank mesh layer, and that's where we draw our object.
02:43Similar to something in Photoshop where you have the layers and you build in a layer,
02:46that's kind of what we're doing here.
02:48But when I hold the Shift key and I get this plus command and I click two things happen:
02:53I get an perfect torus and I also get a torus in its new own mesh layer.
02:59Let's skip that blank one altogether and create a new one.
03:02I can do the same with the ball, Shift+Click; same with the cube,
03:07Shift+Click; and so on.
03:08I've got all these primitives instantly added.
03:10To get rid of these, I can hold the Shift key, select one, and then select the
03:15others, and then right-click on these and choose Delete.
03:21And like I have said in all my training, whenever in doubt, right-click. There is
03:24always functions in most programs where you can right-click.
03:26For instance, if I right-click directly here in the interface,
03:30you can see I can choose different elements.
03:32Same way I can choose them up here; it's just a quicker way.
03:35One more way: hold the Ctrl key, and when you hold the Ctrl key you get these
03:40edge rulers, and what that will allow me to do, it will say "script failed."
03:44And the reason is because I've not selected a mesh layer, "No active mesh is in the scene."
03:49What that means is I need to tell modo I want to create something inside
03:54this blank mesh layer.
03:55Then when I hold the Ctrl key and I select that I create the mesh inside
04:01of that blank layer.
04:02It doesn't look a lot different, but it was just a way to create a very perfect
04:06unit primitive, meaning it's even on all sides.
04:09Another thing about the tools is that you can then manipulate them in the Deform tab.
04:15And now that I have a mesh layer to work, with you'll see that all of these
04:18tools become active.
04:20I can duplicate things with all these terrific tools, which we're going to do
04:24in our first project.
04:25Let's simply just go to the Array tool.
04:27A lot of times people want to click tool and have it work, but with modo, after you
04:32turn on a tool, you always want to click in the interface.
04:35And when you do that you'll actually see your object coming to life with
04:41whatever you're doing, in this case an array.
04:43Similarly to the torus, as we put the specifics into the size, we can put the
04:48specifics in for the Array Count, however we need.
04:52And of course if you're adding more, it's going to start to slowing down just a
04:55little bit depending on what your object is, but quite easily I just made myself
04:59a "Dan dozen" as I like to call it, of doughnuts.
05:02So very easy to use these tools, and we're going to use them in all of our
05:05projects throughout the course.
05:06You'll see how well they work and how easy they are to use.
Collapse this transcript
Understanding surfaces
00:00Now along with building model, the next thing that would come natural is
00:04surfacing a model, and modo makes this very easy with the Shader Tree. But before we get
00:08in to the Shader Tree, let's just talk about surfaces a little bit.
00:12I'm going to jump over to the Layout tab and from the Mesh tab, go ahead and
00:16choose from the Miscellaneous category, the Toy Tractor. And you can just
00:22double-click to add that to your scene,
00:25press the A key to fit, and you'll see this nice little tractor model.
00:29And then let's jump over to the Render tab.
00:31Now the render tab is a three-port view.
00:34It's got the Perspective view at the bottom, the Camera view on the top right, and
00:38then a Render view, a preview render.
00:41If you press F8 on your keyboard, you'll actually see this view pop up, a
00:45little preview window.
00:47That's the same window that's right here.
00:50So if you're working with the dual monitor, you could put that off to one side if you like.
00:54I'm going to press the A key to fit all of this to view. And let's just arrange
00:59this a little bit, so we can see more of these views up here.
01:03Over on the left-hand side--now I'll just click and drag this open--
01:06you see a set of preset surfaces and a Browser toolbar.
01:10Now the reason that comes up is because our screen is sort of squeezed in a bit.
01:16So let's just pull this out and once you get enough room here, you'll actually
01:19see that bar now appear.
01:22It's not always going to look like that depending on the size of your screen.
01:25Just keep that in mind: if you don't see it, click Browser toolbar to get it--
01:28or better, just open up your screen a little bit and you'll see the controls right here.
01:32And what this allows you to do is cycle through existing materials, again,
01:37that come with modo.
01:38I could take a look at Light, Glass, Fabric, Organic, and so on.
01:42I'll go to Plastic for this one.
01:44You can see these thumbnails. This little guy here will actually slide these
01:47folders open so we can read them better.
01:50And then we can look at High Gloss. Double-click to open, and here are some preset surfaces.
01:54So what can I do with these?
01:56On a simple level, I can just drag and drop them on, and now I've got a nice
02:01shiny plastic blue toy tractor.
02:03Very nice, but notice it went to the whole entire model.
02:06So I'm going to Command+Z to undo on my Mac, or Ctrl+Z on the PC, and let's
02:11take a look over here.
02:13I'm going to shrink this down, just click and drag these panels to the Shader Tree.
02:17Now I'll open this up so you can see it.
02:20This tab is called Shader Tree.
02:21Now this is pretty complex, but at the same time you can very easily view
02:25simple surfaces without much effort.
02:28By default, we've got a Base Material, but before we get into that, let's just
02:32talk about the surfaces here.
02:34This existing model had a Toy Window, Toy Wheels, Lights, Buttons, Body.
02:40When I hit dragged the existing preset onto that, it just cover the whole thing, and
02:45that's because I was in Item mode.
02:46If I jump to Polygon mode and I drag that on, it jumps at right on the wheels,
02:53because that's what I had selected and chose.
02:56And all we did was just replace that material with a preset. It's that simple.
03:00These materials are pretty easy to use and as I said in the very beginning,
03:05whenever you select any of the items, you'll see the properties for it below.
03:09So let's take a look at the tractor itself. What helps is if you close these up
03:15when you're not using them, just to keep organized.
03:18I'm going to go down to the Body itself, and you could see that now I can easily
03:22see just that material.
03:23When I select the material the color values for it all appear in the properties.
03:28If I don't want to use perhaps one of the presets included with modo, I can come
03:33in and just change the color itself.
03:35So I'll click in here and say I want to make this green.
03:38Now let's talk about that Color panel for a minute.
03:40When I click this, this very nice new color panel pops up, a lot different than
03:44it was from previous versions of modo.
03:46And I can use a hexadecimal color for web-type colors for instance; HSV for hue,
03:51saturation, and value; Kelvin temperature if you want to match daylight for
03:55instance; and so on; or just do what I did, which is just click a color.
04:01Once I move my mouse off, that panel goes away.
04:04It doesn't actually have a Close button--just move your mouse off of it.
04:08As I work my way down on materials, you can see that I can change Reflection, I
04:12can change Specular for shine, and so on.
04:15We can get to the Transmissive category later for transparency and things like that.
04:20On a simple level, the Shader Tree is where all of your surfaces will be
04:23applied to your model.
04:24So this model had some materials created already. How would you create your own?
04:28Let me show you how to do that.
04:30Let's go to File > Close All.
04:33We don't need to save this. And I'm going to open up the Model tab.
04:37And the reason this is here is that while we have been using the Model tab itself
04:41over here to create models,
04:43in the Render tab, we actually have a Model tab right here. And if I click that,
04:47what you'll see is my modo Tools pop-up, allowing me to quickly just add a model.
04:53So in this case, if I click and hold on these, you can see I've got Tube and Solid Sketch.
04:57If I click and hold, I've got Capsule and Cylinder.
05:01Click and hold, I've got an ellipse and a sphere.
05:04So it's just some other options here if I wanted.
05:06In this case, let's just choose a capsule, and then I'm going to click and
05:10drag in the view, grab the little blue plus and stress it out. I can make a little capsule.
05:17Close the Model tab and then I'll press the A key to fit that to view and then
05:21click and drag to rotate.
05:23So we've got a little pill, and perhaps we wanted to create a little surface for it.
05:27Now simply I could drag on any one of these materials and I'm pretty much set.
05:33The only thing with that is that it applied it to the base material, and if I
05:37have other objects in the scene, when I hit the Model tab--I'll hold the Shift key
05:43and click the Flat Plane--
05:45well, now my flat plane has the same surface.
05:48I've not told those objects that they have different surfaces.
05:51So all I need to do then is in Polygon mode jump to Item mode, and here is the
05:57first Mesh, and I can just double- click on that, and I'll press the M key for
06:03material. And I will give this a name and we'll call this Pill and click Return.
06:09Now that has its own unique surface.
06:10When I goes to the plane, the flat plane and press M--and we can call this ground let's say.
06:19Just to give it a little color, we can just click and drag on here to add a
06:24little color to it and also click OK, and now you see I've got two items with
06:29two different surfaces.
06:31And if I jump back to the Shader Tree, now you can see I've got the pill and
06:35the ground materials.
06:37And then from there, I can open these up and inside I have got my material for
06:42the ground and my material for the pill, which means I can drag one on here and
06:49perhaps drag one on there for the ground. Pretty easy.
06:53We can get much more complex with all kinds of included materials that come with
06:57modo, do layer masks, stenciling, things like that, but for now this really
07:02help you get started which just the defaults that come with modo.
07:06So try that out. Go ahead and make some models, play with the primitives, and put
07:09some surfaces on and see what you can come up with.
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Selecting elements
00:00In the previously video when we put some simple surfaces on our models I
00:04quickly selected the polygons in order to create two different surfaces.
00:07So in this video I want to show you how that works.
00:10Selection and deselections in modo are one of the very first things the program just
00:14came up with back in modo version 1,
00:17because modo is all about workflow and speeding up your workflow, and a good
00:20part of that is working with different selections.
00:23What are these selections?
00:25We can work with Vertex, or vertices, which are the points of your model, the
00:29edge of your model, the polygons, and then the Item mode itself.
00:34It gets a little confusing and you will at times move a polygon when you want
00:37to move the item and move the item when you want to move the polygon.
00:40I still do it to this day, after all these years of using modo.
00:43Let's go ahead and load up a model from the Layout tab. And under the
00:47Miscellaneous, like we did before, let's load up the Toy Tractor.
00:50Just double-click to load that. And then I am going to jump back to the Model
00:54tab, only just to keep a little bit cleaner interface.
00:56I will press the A key on my keyboard to fit that to view.
01:01So what happens in Item mode--you can see over here in the Items tab that the
01:05Toy Tractor object is loaded--
01:07in Item mode the entire object is selected, and what that means is if I press my
01:13Move tool, I can move this around. Simple enough.
01:17But what if I want to take this wheel and pull that off?
01:21Well, that's where I will go to Component mode. And you will see the little icon right here.
01:24You can click that and you jump instantly to Component mode.
01:28So if you hold your mouse, you can see Item mode or Component mode. And if you
01:31hear that term, that's what that means.
01:33And what is a Component mode?
01:35Well, a component of your model, meaning a polygon, an edge, or a vertex.
01:40So let's say I want to select this wheel itself.
01:43I will first turn off the Move tool, and now you see when I mouse over you can
01:48see the highlight of that wheel.
01:51If I click on it, obviously I am selecting one of those polygons.
01:54If I double-click, everything connected to that will become selected.
01:59I can press Shift+A to fit that selection to view, and to deselect all I do is
02:04just click away from it.
02:05But there is other really cool ways to select things. So watch this.
02:09We can select one and hold the mouse and select two, so, in order. And then I
02:14will press the L key on my keyboard, and that's select a loop, and with that I
02:19can press the Scale tool, which is right here, or the R key on your keyboard, and
02:24I can scale that up.
02:27I can also bevel that, and I can move it and do everything else.
02:30So one of the things to understand as you work through modo is that, like other
02:34programs, if nothing is selected, whatever you do applies to everything in your scene.
02:39In this case I have only selected this rim around this tire, and of course that
02:43is the only thing being affected.
02:45So Command+Z to undo, or Ctrl+Z on the PC.
02:47We will turn off that, and then we will click at the little area outside of that
02:51selection to deselect it.
02:53Other things you can do to select is maybe select one, then hold the
02:56Shift key and select two.
03:00Now the reason I hold the Shift key is this: selections toggle with your mouse,
03:03so if I Click+Hold my mouse, I can just select polygons like this.
03:09Let go on the mouse and now I am starting over.
03:14Let's say you want to select just a few key polygons. How do you do it?
03:18That's the Shift key.
03:19So I will select one, and I will hold the Shift key, and then I can add to my selection.
03:24And by the same token, Ctrl will let you deselect. So hold the Ctrl key and
03:29click to deselect polygons.
03:31Now why would you do that?
03:33Well, maybe perhaps you want to select just these guys in here.
03:37Accidentally, you get too far.
03:39Hold the Ctrl key and click on the one you don't want.
03:42And now whatever I want to do, bevel, extrude, can all happen to those selected polygons.
03:48All of these techniques work on the edges and vertex as well.
03:51If we go back now, we can select one, hold the Shift key and select another,
03:55and I use my Up arrow,
03:57now I can copy that selection pattern.
04:00If I select one and maybe skip two of them and use my up arrow, I can now just
04:07go every three, like that.
04:08We'll do it one more time like this, and go all the way around.
04:12We'll go with two of these here.
04:15Alt key again to select a Loop, and then if I use my left arrow on my keyboard, I
04:21can slide that selection--
04:22using my right arrow I can go back the other way--
04:25hold the Shift key and then use my up arrow and I can expand my selection.
04:30And we're going to use that a lot. Let's say I wanted to just select this part of the wheel like this.
04:35I can hold the Shift key and then press my up arrow to expand that selection,
04:40making it very easy to then select the Transform tool and just pull that out.
04:45And then we'll click to deselect.
04:48There are two ways to turn off a tool.
04:50So if we have our Move tool on, we'll click and drag to pull this, hit the
04:55spacebar to turn off your tool, and then you click to deselect.
04:59And also, if you continue with your spacebar--watch up here--you can toggle
05:03between Vertices, Edges, and Polygons.
05:06So let's stop at Edges real quick and take a look what happens.
05:10Now when I mouse over in Edge mode
05:12that tells modo I'm working with edges.
05:14So I can very easily just double-click and select an edge, just the way we did
05:18with a set of polygons.
05:20I can then of course use the Scale command and scale that edge up.
05:25And edges are very powerful, and we're going to use those throughout the course.
05:29And at the same time we can use Vertex and do the same thing.
05:32We can select one, hold the Shift key, select two, press the L key to select
05:37Loop, press the R key for Scale, and you can scale those points up.
05:43Now, everything I've done here doesn't look a lot different from Points to Edges
05:46to Polygons based on just scaling these, but perhaps we wanted to tighten up the
05:51edge of a model in here.
05:53Well, that we want to do just with an edge.
05:57Or we want to extrude the front end here of these polygons, so that we work
06:01just with the polygons.
06:03Depending on the project at hand, working with selections of points, edges, and
06:08polygons vary greatly,
06:09but all of the tools work on each of those.
06:12For instance, I am able to bevel points, I am able to bevel edges, and I am able
06:15to bevel polygons by pressing the B key.
06:19Many programs have different functions for different modes.
06:22You are going to use a different mode for beveling edges than you do with
06:25polygons, but not in modo.
06:27So it makes it very simple to just control and work with your model.
06:31Another thing we would use selections for: let's say, we want to put these on a separate layer.
06:35So I would double-click this wheel.
06:37I'd hold Shift, double-click this wheel.
06:39Then I'll hold the Alt or Option key and rotate around.
06:43Shift, double-click, Shift, double-click.
06:48On my keyboard, just Ctrl+X to cut.
06:50Go to a blank mesh layer, right here in my Item List, and Ctrl+V to paste.
06:56And now I've got those into a new layer.
06:59The reason I do that is let's say I want to animate them, or I want to work
07:03with them separately, or perhaps they're a reference for another model. Maybe it took a
07:07really long time to model that portion.
07:09You're done with it. Keep that in the background as a reference and then
07:12model in another layer.
07:14Similar like you would do in Illustrator or Photoshop.
07:16You can always combine those layers later, but this is a way to separate your
07:20model and protect parts that you've already made.
07:23Just a little bit there about selections and deselections.
07:25As you work, you're always going to be selecting and deselecting.
07:29We're going to do a lot more of it in the next few videos.
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Understanding the elements of a 3D model
00:00You've seen how working with existing models is relatively easy in modo,
00:04how you can select and deselect polygons and edges. But let's take a step back
00:09and talk about the basic fundamentals of a model, which are vertices, edges, and polygons.
00:14I'm going to rotate around here until my axis
00:16is on the Y, and you can see right there on my icon in the bottom-left screen
00:22that means my workplane is on the Y axis. And just hold the Alt key and click and
00:26drag around, Option key if you're on a PC. And what I'm going to do is just come
00:31up to my basic tools--
00:32I'm in the Model tab--and draw out a simple flat box.
00:36It doesn't look like much, but it actually has a few elements that we can talk about.
00:43Before I turn this off, create a few more segments just by clicking the right
00:47arrow on the X and the Z, and that gives me nine panels within that cube.
00:53We're not going to do any thing on the Y;
00:55we're just going to keep it flat.
00:57And when you model you can also come up here to Center Selected and choose All,
01:03and that just centers it out and where does is center it? On the 0, X, Y, Z
01:08axis, right at that center there.
01:09I will press the A key to fit, and what I'm also going to do is press W,
01:15which is my Transform tool, and I'm just going to move this up a little bit, so
01:19we can make it clear, because what you're seeing in the background there is the
01:22grid that represents our world measurement. And that world measurement is down
01:27here, 10 mm. What that means is every one of these squares is 10 mm in size, so a
01:33lot of people that I've trained over the years ask, "Well, some of these values,
01:37where do they come from?
01:38So when we were building this box we had these millimeters in here.
01:42It's based off of this measurement down here, this world grid, so it's just
01:46something to keep in mind.
01:47As far as percentages, when we look at the scale of an object, that's relative
01:52to the object's shape. Don't get too hung up on the numbers.
01:56So getting back here.
01:58We have nine polygons within this large mesh. What that means is I can
02:04select any one of these if I'm in the Polygon Component mode.
02:08But how is this mesh made up?
02:09It's made up of points, so we start there.
02:12There is a point here and here and here, and so on.
02:16The edges between those points, it's almost like Connect the Dots. And once those
02:22are connected, they make a polygon. And with that, depending on our model, you can
02:27change how you want to edit.
02:30It all really depends on what you are trying to do. So in this case I want to
02:32round the corners, so I need to work with the points.
02:35So I'm just going to select each of these four corners, and all I have to do is
02:39hold the Shift key and click on them. And then I'm going to go to Bevel, so I
02:44press the B key. Vertex Bevel comes right up, and I'm going to click and drag.
02:51Then notice that they're straight, and I want to round those out.
02:54Well, if I look at the properties for the bevel, I can add a few segments to
03:00it, and I can round out those corners. But let's say I want to do something
03:05with these edges here.
03:06So I'll come to Edge mode, and I want this one and this one and this one, and I
03:12want to actually pull this up to make a wave. Well, that's where working with that
03:17edge is going to help.
03:18If I went and pulled the polygon and press the W key again, it pulls this
03:22whole section up. Instead, I am going to Edge mode, press W, and now I can pull
03:30up just this one point. Turn that off.
03:34As we move through the course, we're going to be using all of these tools.
03:37At certain times we'll we use our text, at certain times we use edges, and at certain
03:40times we use polygons.
03:42modo has a lot of great tools for each one of those, as you just saw with the
03:45Vertex Bevel. There is Edge Bevels, and there is Edge Wading to create different
03:49types of scale and sharpness on the edge of an object.
03:53So we're going to use each of those. Don't worry about getting too hung up on
03:57which mode to be working in.
03:58It all is going to depend on the model you are creating and what you need to
04:01do with it.
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Understanding symmetry
00:00When you're creating models in modo, every once in a while you need to do
00:04something that is the same on both sides,
00:06so rather than modeling twice or editing twice, you can use Symmetry.
00:11So up at the very top of the screen, you'll see the Symmetry button,
00:14which currently is off.
00:15I'm going to switch it to X. What that means is whatever I do on the positive X
00:21axis will happen on the negative X. Well, how do I know where that is?
00:25Well, this goes back to the workplane that we talked about earlier in the course.
00:28You can see from the legend down here at the very bottom corner, if I click and
00:32hold the Alt or the Option key and I rotate around, you can see that we're
00:35working on the Y axis.
00:37That Z axis is sticking out of that workplane selection.
00:41But if you look at the X, you can see that it's left to right.
00:44If I was to rotate it like this, well, the Z is left to right.
00:50So think of this as like a little roadmap, almost like a GPS for your scene.
00:54If that is still too confusing, here is a simple way.
00:58Rotate down and look at the end of the grid. There's my Z axis;
01:02this is my Z right here.
01:04You know that Y is up and down; always remember that.
01:07Well, then you can just look at the grid and say, oh!
01:09There's positive X, so you can see the plus X right back there.
01:12Okay, so that's what we're going to do.
01:15Now in order for Symmetry to work, your objects', points' vertexes need to be
01:20at the exact same position on the negative side and on the positive side.
01:25This dark cross here, this dark center line, that is my 0 axis.
01:30So it's positive on one side, negative on the other.
01:33So what do I want to do?
01:34Well, I want to maybe pull all of these points out.
01:38If I stretch them out, it wouldn't have the same effect.
01:40So for instance, if I choose Stretch, see those corners? They look stretched.
01:46We don't want that,
01:48so Command+Z to undo, Ctrl on the PC.
01:51We'll turn that stretch off.
01:53Instead, in order to move these points, I need to select them and then move them.
01:58To make it even, I have Symmetry on.
02:02So I'm going to use the right mouse button and Lasso+Select those points,
02:08and look what happened.
02:09When I did the right side, the left side automatically was selected.
02:12Then when I go to choose Move, notice it only affects the right side.
02:18When I move to the right, the left goes with it, and my corners stay intact.
02:25They don't actually become stretched.
02:26So I click to turn off the tool and click to deselect, and now I've used Symmetry.
02:33By the same token, you can put it on the Z and if our object was thick, you
02:36could do it on the Y.
02:36Well, that's all well and good,
02:39but what happens when you have an object--
02:43I'll just Shift+Click a ball here and I'll press the A key to fit--
02:50what happens when you have an object like this and you want to do some work on
02:54it that is not symmetrical?
02:57There's a way to fix it in modo-- a lot of people don't know about that.
03:00First of all, when you're not using Symmetry, turn it off.
03:03I'll go to the Polygon mode, and I'm going to just take a few here and I'm going
03:08to kind of move them around. All right!
03:12Now here's a fun tool.
03:13Let's deselect these. Press the T key.
03:16That is Element Move, and we can just click on an element and move anything we want.
03:23Again, an element, that we talked about, is a vertex, an edge, or a polygon.
03:27So if I mouse over the polygon, I can get it, or the point or the edge. Pretty good!
03:34Now you're not going to see this much of a variation in most models;
03:38this is just for example. But you might have the face and one eyebrow might
03:42be a little off of the other and then when you go to your Symmetry it doesn't work.
03:46Well, there is a way to fix it.
03:48You can go under the Geometry tab and choose Symmetry Tool. And all you have
03:53to do to use this tool is just click and drag. It says Symmetry is not
03:58active, so let's do that.
03:59I'll put Symmetry on the X, and then we'll just click and drag.
04:04What happens is that it matches the vertex position.
04:09So now when I go back to my Element Move, by pressing the T key, now
04:16Symmetry will work.
04:19So it's a great way to fix models by using the Symmetry tool.
04:23Hopefully, you won't have to do that.
04:25Symmetry can really be a problem sometimes, so just make sure to turn it off and
04:30you won't have any problems with it.
04:31Be very specific about it.
04:33It's often used for modeling faces and adjusting faces.
04:37If you're using any kind of architecture, or you're building an object like we
04:40had just previous with those rounded corners and you want them perfect on each
04:43side, Symmetry is terrific for that.
04:45But as a regular everyday modeling tool, it's not something you're going to
04:49have on.
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2. Modeling with Polygons
Building a model
00:00So anytime you're doing 3D, you can look at many videos as you want
00:04talking about the interface and tools, but really the best way to learn is
00:07to build something.
00:09So in this chapter, we're going to actually build a fire extinguisher.
00:12I've got a reference here.
00:13It is actually in the Images folder within the Chapter 02, exercise files.
00:18You can use any one, because we're not necessarily going to build this
00:21exactly over itself;
00:23we're actually just going to use this as a reference.
00:25So if you've got a fire extinguisher hanging on the wall of the office, you can
00:27grab a shot of that. Or if there's one sitting next to you, put it on your desk,
00:30and you can look at the nuances. Or just use this one right here.
00:33Now, what we're going to use in this is some simple primitives to get started,
00:36of course a disc that we're going to pull up, and kind of pull in little bit
00:41with the Bevel tool and some other tools to create this nice shape at the top.
00:44But I'll show you how to do that and keep that curvature while also having a sharp corner.
00:49Later, I'm going to show you how to build the tube with some unique tools.
00:52We're going to use some other tools to work with different layers to actually
00:57build this band that goes around, holding the hose into place.
01:01But to get started, let's go ahead and just choose the Disc tool.
01:04I'm going to hold the Alt, Option key and rotate around, so that I'm on my Y
01:10axis, just like that, and I can see with my workplane set to Y right there.
01:14Then I'm going to click and drag out a disc about yea big.
01:19But I'm going to go to my Radius in my Properties and I'm going to make sure
01:22that these are equal.
01:24So one is 545 millimeters and one is 570.
01:27It doesn't necessarily matter which one is which; just make sure they're both same.
01:32Position, make sure these are the same too.
01:35You don't have to do it this way.
01:38You can very easily just go ahead and center it out after.
01:42So once that's done, we're going to click the Disc tool to turn it off, and
01:46center-select it all just to make sure that it is centered.
01:50So this is where our cylinder is going to begin for the fire extinguisher. Easy enough.
01:56Now, in order to bring this up, I can do it in a number of ways.
01:59We can do it as an extrude or as a bevel, and really the choice is yours.
02:03I'm going to go to Polygon mode, and then I'll select that polygon, because
02:07that's what I want to extend out from the base.
02:12If I come down here to my Duplicate tools, you can see I've got Array, Radial,
02:19some other ones, Clone.
02:20Well, we don't really want to clone this because we don't want copies of it;
02:23we want to bring it up more.
02:25Well, what if I go down to Polygon?
02:26Here you can see I've got Bevel. I can choose that.
02:30When I click and activate the Bevel, a lot of people want to instantly click
02:33with the mouse and do this, and that's great, but you don't really have to do it that way.
02:38I use Bevel all the time just as a multiplication tool, just to multiply my selection.
02:43So all I'm going to do is just drag that up.
02:46The only thing is that when I do this I don't have any segments in here.
02:50The segments would be good if I was going to bend this where I was going to
02:53create a different shade around the middle.
02:56But I can always go back and add that,
02:57so I'm not too worried about it.
02:59Now, we're not doing this exactly to scale.
03:02We've not measured the fire extinguisher.
03:04We're doing it by line of sight, simply just so that you can learn the tools,
03:07which is what the importance is here.
03:09So we've got a basic shape right there.
03:12So how do we handle the actual bevel of this?
03:14Well, let's press B again, which is Bevel, click to activate. And Inset is the red--
03:22I'll click and drag on that--and Shift is the blue.
03:27You can see right there that we get pretty much the basic shape right away,
03:31but it looks a little chunky, doesn't it?
03:32I can turn off the Bevel tool and then click to deselect that top polygon.
03:38What happens if I hit the Tab key?
03:39We get sort of a bullet shape.
03:42But really, it's very smooth, right?
03:44Well, the Tab key turns on subdivisions.
03:49This is something you're going to use all the time.
03:51In fact, when you create some little primitives, by default, that subdivision is already on.
03:56Okay, and what this is doing, you can see over here with the mesh selected, down
04:00here at the bottom, it says Subdivision Level of 2.
04:04It's subdividing each one of those polygons to get a smoother shape.
04:08So all I need to worry about is adding more detail so that it sharpens it out.
04:14So we can work with edges.
04:16I'm going to double-click this edge and I'm going to Bevel.
04:20Press the B key and look what happens.
04:22We suddenly have beveled out that edge and added more geometry, allowing this to
04:26curve more properly.
04:29But I can add a Round Level to that bevel, perhaps two, and what that does is
04:34adds two segments right in there, just like that.
04:38I'll hit the spacebar to turn off the tool, and then I'll click away from this to deselect.
04:43Now, you can see that we're starting to get that shape a little bit more like we want.
04:49But the top is not quite right.
04:52So I'll jump back to Polygon mode. Choose this.
04:57I'm going to bevel again.
04:58Just click, and notice that as soon as we do that, because of the subdivision
05:03modes, we have a much cleaner object.
05:05I can very simply just scale this in a little bit and pull this up.
05:11Then to make another bevel, hold the Shift key and click one more time.
05:18Now we've got a very nice shape to work with.
05:20So I'll click the Bevel tool to turn it off, click away from it to deselect that
05:24polygon, and now we've got that relatively nice shape.
05:29It's a little too straight here.
05:31So how would you then go about adjusting this?
05:34Well, I'm going to go back to Edge mode. Because I don't need to work with the polygons now--
05:38I need to work with the edges--
05:39I'm going to double-click this edge, and under the Geometry menu, I'm going to choose Slide.
05:47I'm going to move up my Properties here so you can see what's happening, and
05:51make sure that all these defaults are on and Duplicate is off, because what
05:56Slide will do is let you drag this edge on that contour.
06:03But a feature in modo 501 called Preserve Curvature should be on.
06:08What that will do is allow you to keep any kind of curvature in that shape.
06:13Now we've got a very nice even curve across the top. So spacebar to turn off the
06:18tool and then click a blank area to deselect.
06:22Now the last thing we need to do on this base, if we go down to the bottom and
06:26hold the Alt, Option key to rotate around, you'll notice that because polygons in
06:29modo are one sided, we've got this open bottom.
06:32The reason it's open is because, remember, we had one polygon, and we just went up with it.
06:36So there's really nothing there.
06:38So again, in Edge mode, double-click, just move your mouse--
06:41I'll get close so you can see this-- move your mouse just right over that edge.
06:47And I'm clicking and holding, by the way, on the top right again. Click and
06:51hold to move like that.
06:53So when you see your mouse highlight over that edge at the bottom, double-click
06:57it, and then you can press the P key to create a polygon--
07:03another keyboard shortcut you'll use often.
07:06That looks terrible, right?
07:07That's okay, because what's happening is that you've just attached all these.
07:11You just created a polygon from those selected edges.
07:13You just need to add a little more detail.
07:15So we'll jump back to Polygons and because we just created that, it's
07:19already selected for us.
07:20Then we'll choose Bevel and just click it like that.
07:25That adds a little more geometry.
07:27Then I'm going to Shift+Click to activate Bevel again, and this time I'll
07:32just inset it a bit.
07:33I'll turn off Bevel, click to deselect. And that extra bevel there, see how it
07:40just rounded that corner for us very nicely?
07:43That's all you really need.
07:43You can always go back and add more edges.
07:46I'll press the A key to fit, and the last thing I need to do is press the M
07:52key, Polygon Set Material. And we'll call this Fire_Ex_Base, and
07:59then I'll set a color for it.
08:01I'll click the color wheel and choose Red and click OK.
08:04Now, you don't have to set a color right here;
08:06you can always do that later.
08:07The biggest thing is that you're telling these polygons they have a specific
08:11name named Fire Extinguisher, or whatever you'd like to call it. I'll click OK.
08:17Then we'll save. So File > Save.
08:21Then I'm going to make sure this goes to our Desktop > Exercise Files > CH02.
08:28I'll call this Fire_Ex_v1.
08:36That way you can load this up and continue from here if you like.
08:39So with a very basic primitive of just a flat disc, within a matter of minutes
08:43you can actually create a realistic model.
08:46But of course, we've got a lot more to do with this to create the hose and some
08:49of the metal clamps.
08:51So in the next few videos, you'll see exactly how to do that with some of the
08:54additional modeling tools.
Collapse this transcript
Editing geometry
00:00In order to create the handle for this fire extinguisher, we need to have some
00:04sort of connection to it, and the way we're going to do that is extend the top
00:09and then we're going to use a basic geometric shape to create the clamp that
00:13will go on top of it.
00:14So as we start building more complex models, we're going to be working with
00:17different mesh layers.
00:19So this first object here in the Items list, it says Mesh.
00:23That's just a default name. Just right-click on it and choose Rename.
00:26You usually can click, wait, and click again, and it will allow you to select
00:30it; and if not, right-click. And we'll call this Base, because the scene itself
00:35is called Fire_Ex_v1, and then we have a base.
00:38Now, I am going to take that base and I am going to go to the Polygons here and we
00:41are going to extend up just a little bit.
00:43So I am going to zoom in just by clicking and holding the zoom in the top
00:46corner, and I am going to select this center polygon.
00:50I am going to hold the Shift key and press the up arrow just one time, allowing
00:53me to easily select that outer edge.
00:56Then I am going to instead of these Bevel, use Extrude, okay?
01:01And the Extrude tool, just Shift+X, so Polygon Extrude.
01:05You can also look under the Basic tab. It's right there.
01:09Just click once, the tool becomes active, and you can click and drag and pull that up.
01:13That's all we need.
01:13It's kind of like a little lip for it.
01:16But notice that because we're using the subdivision surfaces where we have
01:20the Tab key on to make it a smoother object, we get a little bit of smoothing on there.
01:24We want it a little bit sharper.
01:26So that's where I will come back to Bevel and just click once, and that
01:30just bevels that out.
01:32Turn off the Bevel, click to deselect, and now we've got that little end of the
01:37fire extinguisher there.
01:38Now look what happened too.
01:40You'll see that because of this shape in here, it looks like it's indenting a
01:44little bit, and perhaps you don't want that.
01:46If you hit the Tab key and turn that off, you'll see what's happening.
01:50There's an extra edge inside there, and I like that extra edge.
01:54It actually gives me a little more contour.
01:57But it also means this a little too sharp, and if I double-click, if I move it,
02:04it's not going to really do much for me.
02:06So I am going to hit the Tab key and go back, allowing me to very easily select
02:10this. And then just like we did earlier, go to Geometry and choose Slide, and we
02:16can slide that out a bit, just kind of like that. And that just pulls that away
02:24and helps from indenting.
02:25The other option is you could bevel this.
02:27So I will press the B key, and if I click and bevel, that really helps flatten it out.
02:35But wait! I can go one more. Let's take this one right here, hit the B key for Bevel,
02:41and watch what happens.
02:42Now, we're really getting that sharp edge that we want.
02:45So I will turn off the Bevel, click to deselect.
02:49So that looks really good.
02:50We really flattened out that top, but in doing so, because I have a round level
02:55on that bevel, I got some extra edges here that I really don't need.
02:58These three in here are fine,
03:00so how do I get rid of these?
03:01Well, if I just go to one, double-click, I can use the Backspace key to remove.
03:07Or just so you see where it is, go to the Edge tab and click Remove right here.
03:13And do you want to keep vertices? No, just click OK.
03:15This is what's really nice about modo is that you can very easily remove edges
03:20and points without destroying your model, and that's all I need.
03:24In fact, I probably don't even need this one. And does it change the model much?
03:30A little bit, but it doesn't mean that I need to keep those.
03:35You want to learn to work efficiently and even though those few edges will make
03:40no difference whatsoever in terms of rendering or file size,
03:43it's just kind of a good habit to get into to keep the model as clean as possible.
03:48So Command+S, or Ctrl+S, to save here on the PC, and then now let's create a new
03:54mesh layer, because now we're going to build this clamp that's going to go on the top
03:57that's going to not only hold the handle, it's what would put this unit on a wall.
04:01So from the Items tab in the top right, under Add Item, click and hold and
04:07choose Mesh, and that's a new blank layer that we can put a model into.
04:11Then I am going to go to the Top view.
04:14So I am going to click and hold over here, the top left, to get to the Top
04:18view like that, just choose a different view mode. And I can press the A key
04:22to fit that to view.
04:24Then from the Basic tab, we are going to choose a box. And we're going to
04:28build the box across the top, kind of like this, longer left and right and
04:32narrow forward and back.
04:34Then let's get down to a front view, and you can see that I built that right at
04:39the base, so we want to move that up.
04:41We're going to turn that off. And then using the Extrude, we're going to
04:45pull that straight up.
04:47So let's jump back to the Perspective view, select the polygon, then choose
04:53Extrude right there from the Basic tab, click on it, and then let's extrude that up.
04:59Now, it doesn't look like much, but as I am doing this, before I turn the tool
05:04off, I am going to add some sides, about three sides to it.
05:07Let me zoom in so you can see what's happening.
05:09So I added some segments there by adding that Side button right there.
05:14Turn off the tool, click to deselect, and now we've got this really nothing box
05:19that's sitting on the top, but we can use this to manipulate for the model.
05:25So we're going to press the W key to move this over, and what I want to do now is
05:32extend out from this area here.
05:34So I am going to select this polygon-- and this is why I had created more
05:38segments, because I need to pull these out.
05:41What we're going to do is extrude again.
05:45So I will click here, and I will extrude this out. And modo remembers that I had
05:52four sides chosen for my previous extrusion, so that's fine.
05:55I will turn off Extrude and deselect and then just rotate around, select this
06:01polygon, extrude, click to activate, and then pull it down on the Y. Turn off
06:09Extrude and click to deselect.
06:11So we just made that clamp that's going to allow it to sit on the wall. And I think
06:16what we'll do is press the Scale command, and I am actually going to scale it
06:20out this way a little bit. And then the Move tool or Transform and let's pull
06:28that back, just so it's covering up entirely.
06:31Then I'll turn the tool off.
06:36So we've got that clamp, but now I need a place for the handle to sit, and I
06:41need this to be cut out.
06:43Well, how would I do it? I essentially need the opposite view of this.
06:46You saw that extruding this out and then extruding that down works,
06:50but there's another way using Booleans where you can actually cut a hole in something.
06:54So first, let's name this layer. Just click and hold and then click again.
06:59We'll call this Clamp, save the scene, and then we're going to add another blank
07:05mesh layer for the Add Item layer. And what I am going to do here is create a box
07:10in another layer that's going to represent what I'd like to cut.
07:18So from the one view, that's about as wide as I want it. And then clicking the
07:22red center--not the arrow, but that red plus--
07:26I can pull and extend this out. And then I will turn off the Box tool.
07:33So in one layer I have got a box that will be used to cut the layer behind it.
07:39Once it's built, I can press the W command and just kind of tweak it a bit
07:43for position, okay.
07:45So I'll turn that off.
07:47Now I am going to make sure that my Clamp layer is selected. I am going to turn
07:51off the Base by clicking this little eyeball. And so as you build larger scenes,
07:56that's something to keep in mind, that you can turn items on and off.
07:59You're not deleting it;
08:00you're just turning off visibility.
08:02Now see, if I hold the mouse there, it says Click to show or hide.
08:05So the background layer is set as the wireframe.
08:09That's how you know. The foreground layer is our clamp itself.
08:14Under Geometry, I am going to go down to Boolean and choose Boolean, and I am
08:20going to subtract the Driving Mesh as the Background layer and click OK.
08:26What that does is it allows that box to cut out the box in front, so two
08:30different ways to create that shape:
08:33one using Extrude a Polygon and using a Boolean.
08:36Then I will go back to this mesh layer, right-click on it, and delete, turn my
08:42base back on. And then let's hold the Shift key and select both of these, and
08:47now we have the clamp that sits on top that we can put our handle into.
08:52And if you want to adjust it a little bit, you can.
08:55I am just going to stretch it a little bit more, just so it covers that end.
08:59So here's one other thing you can do: press the O key next to the P key on the
09:05keyboard and you'll get your View and Shading options. And in here, right in the
09:09middle, it says Inactive Meshes.
09:11It's set to Wireframe.
09:13That means any mesh, any model in a layer that is not active, such as our
09:18background base, as you see right there, is a wireframe. That makes sense.
09:23Well, now that you know that, what's cool about modo is you can make it flat
09:26shaped or as same as your active item, and just move your mouse to turn that off.
09:32You have to remember that your base now is a background.
09:36So I left these on Wireframe for a little while during this course, just so you
09:39kind of get an idea.
09:40But now that you are well suited with modo, you know that you have to very
09:45specifically click on one of these items to be working with it.
09:49So last thing I am going to do with this clamp is press the M key. And I
09:53will call this Clamp. And I will click the color, and I am going to make it
09:57just black, and then click OK, and now we've got our clamp on the top ready
10:04to be hung on a wall.
10:06And, by the way, you'd think that it wouldn't be enough to hang on the wall, but
10:09these are how they're designed, because there is a plate that goes on a wall
10:12that extends out and then has like a little hook that this part sits on to.
10:16But we're not worried about it being that precise at the moment.
10:20So we've got a little clamp there.
10:21Next thing we need to do is create our hose and then our plunger that we squeeze
10:25to have the fire extinguisher material come out.
10:28So some basic geometric shapes. We started with a disc with a base. Then we
10:32started with just a box for the clamp.
10:34By using just the simple tools in modo, we can start creating more of a
10:37complex object.
Collapse this transcript
Controlling geometry
00:00In this video I want to show you how you can control geometry with a few of the
00:04cool tools that modo offers.
00:06So what I am going to do is go to the File menu, click Open, and we are
00:10going to load the Fire_Ex_v2.lxo.
00:13Fire_Ex_v1.lxo we created in the previous video. And what we did in that was take
00:19basic geometry, like a disc,
00:22we extruded it out, and we beveled it in, and then we controlled these edges, and
00:27then we built this clamp. In the clamp we used a Boolean function, as well as
00:32additional extrudes. So, simple enough.
00:35In this video what I want to do is build a handle that will allow us to carry
00:40it around, and then we are also going to build a small little tube that's going
00:43to come out from the top.
00:44And we are not trying to make this super accurate;
00:47the idea here is just to really give you an idea of all these different tools
00:50you can use to create different shapes.
00:52So from Add Item dropdown in the Items tab, we are going to select Mesh.
00:59That's a new blank mesh layer.
01:01Its location in this list does not matter at this point.
01:05Sometimes the order is important, especially when you get to the Shader Tree
01:08for materials, but in the Item list the order doesn't matter at this point.
01:13Then what I am going to do is come to the front view, and here is a trick to do this.
01:17Right now, we are in a Perspective view. And you can see if I click and hold on
01:21the top right I can rotate around and see my entire 3D space.
01:25I can click on the Perspective and choose any of other views, just to get a
01:29little more control, but the way I like to do it is if you press Alt+Space, you
01:34can choose between Transform, Select, Action, Center, and Falloffs, which we
01:38haven't talked about yet; or if you press Ctrl+Space at the same time you get
01:42this Pie menu that pops up wherever your mouse is.
01:45So I can just press Ctrl+Space, move to front and select it and I quickly jump
01:50to the Front view. And don't forget that we have, by pressing the O key on your
01:55keyboard, with the View and Shading commands, we have the Inactive Meshes set as
02:01Active Item, same Shading.
02:04And what that means is the background is also the same shade as the foreground.
02:08So everything in this case is Advanced OpenGL, because that is my current.
02:13So, just to keep it a little more visible, I should say, we are going to put
02:18this here to Wireframe.
02:21So inactive meshes are wireframe, meaning any mesh that's not selected, in this
02:27case the clamp and the base, will be wireframe.
02:30And you should know that that is our background.
02:31That will help us work a little bit more cleanly.
02:35From the Basic tab, I am going to select Box, and I am just going to draw out my handle.
02:41But a few things I want to do before I finish this.
02:44I want to make sure that I have enough room here to build a little hose that's
02:48going to come up and out, and I also want to shape this.
02:51So we are going to do this with a couple of different things.
02:54So I have got it that way, and before I turn off the tool, I am going to jump
02:58over here to the Perspective view. And notice that because we did in the front
03:02view, it's just a flat object. That's okay.
03:05So Ctrl+Space, and we will jump to the right view .And then using the blue
03:10plus handle in the middle of this Box command, I can actually extend and move this around.
03:18And let me just zoom in, so we can see this.
03:20So click and hold on these buttons here and then click and hold on the zoom
03:23and drag to the right.
03:24Now, we will just extend this and then click on the plus, not the arrow.
03:29The arrow is going to move it; the plus is going to actually change the size and shape of it.
03:33And now what I am going to do is just fit this right inside there, like that.
03:37And then Ctrl+Space, let's get back to Perspective view.
03:41The last thing I want to do before I commit to this model is add some segments
03:46to it. And we are going to do this right here for the cube down in the
03:51properties, and I'm just going to click the right arrow and add some segments
03:56across that. Just like that, that's all I really need. And in fact, I might
04:01actually take the top and just pull this down slightly, like that. That's it.
04:08Turn the cube off,
04:10move over, and now it's looking pretty good, but I need this handle to be angled down.
04:16So I am going to press Ctrl+Space to get to a front view and most people might
04:21think okay well, let's choose Rotate.
04:24We can move our Action to here by clicking over towards that top corner--bottom
04:29corner, that is--and go like this.
04:31Well, that can work, but I want these edges to be straight up and down,
04:36so there is a better way to do this rather than rotating it.
04:39So Command+Z to undo or Ctrl+Z on the PC.
04:43We are going to go to our Deform tab right here--
04:45I will pull these back down, so you could read--and I can choose Shear, and I
04:50want to shear from that same point.
04:52And then I am going to grab this green handle and pull, but look what happens.
04:57It does it from the wrong side.
04:58We want to reverse this.
04:59So Command+Z, or Ctrl+Z to undo, and in the Properties for the Transform there
05:05is a Reverse button.
05:07Now, we will get into falloffs a little bit more later on, but simply,
05:11the Falloff is a way you can control a movement, and in this case a Shear is a transform.
05:17It's a move function.
05:18But this tool, the Falloff tool, is telling modo more falloff, more move on this
05:26thick end, and less on this thin end.
05:29So with it reverse, and I pull that down, I have more movement where the thick end
05:34is and less where the thin end is.
05:36And this way I keep my forward and backsides straight, but I get that angle
05:40that I'm looking for. Pretty neat.
05:44So we will turn off that, and we will Command+S, or Ctrl+S, to save, then
05:51Ctrl+Space to get to my pie menu, and let's jump back to Perspective view.
05:55And you can see we have a very nice shape here that we can use as our handle.
05:58But the problem is, on this fire extinguisher, this handle is not solid.
06:02So, very similar to the clamp, we need to cut out this center, and there are a
06:08number of ways we could do it.
06:10We can use a Boolean like we did earlier;
06:12we can select the Polygons and Delete and then just Extrude or Bevel them;
06:16and we can use another tool called Thicken, but I am going to save Thicken
06:20for the hose later on.
06:22So in this case we could just copy this and cut it out,
06:26just another way to do things.
06:27So over here in the Items list I am going to right-click and then choose
06:31Duplicate. And for the original mesh, or the second mesh, doesn't matter at this point,
06:36we will call this BaseHandle like that. And I am going to turn off this Base and the Clamp,
06:46and then go select this, and this will be, we will just name this Cuttingtool,
06:51like that. And then we want to go back to our Basic tab and choose Scale.
06:56Now, I will press the A key to fit everything to view.
06:59I will go back to Scale, and we want to make sure we jump to Polygon mode,
07:04what that's going to allow us to do is scale these polygons down just like this.
07:08Just click and drag right on that center circle from the Scale tool.
07:12The Scale tool keyboard equivalent is the R key.
07:18But notice when I scale it down it's inside it.
07:21Well, that's not going to help us much, because we want to actually see a
07:23hole through the top.
07:24So we will go back to Transform and we will just slide this up, just so it comes
07:29out. And then we are going to take the back side.
07:33Turn off the Move tool, select this polygon, and then put Move tool back on.
07:44And then we are going to use this little tool right here, because if I grab
07:47this red handle, it's pulling out straight based on that workplane in the
07:52back, which is fine, but in this case we want to pull it down. You can
07:56simply do it like this,
07:57but what's nice in modo is that the tools have a double-axis control.
08:01So while the green handle controls the Y up and down, the red handle controls
08:05the X left and right.
08:07This little guy right here allows me to use both of those at the same time.
08:10I can just pull that out.
08:11We will turn this tool off, hold the Alt or the Option key to move around, and
08:16select this Polygon, and we will do the same thing:
08:19W for Transform, grab that little dot, and pull this out.
08:24modo is all about workflow.
08:26So when I add little tools like this, rather than you might think that one
08:30movement on the Y one movement on the X is not a big deal, but over the course
08:33of an entire model, especially when it's paid job and time is money, little
08:37things like this really help save time, and all those little seconds do add up.
08:41So I am going to click to deselect this, and then I am going to reverse these layers.
08:45So I will go back to the BaseHandle and then that makes my CuttingTool in the
08:49background. And just like we did earlier, we are going to hit Geometry, come
08:54down to Boolean, and choose Boolean.
08:58And then Operation is a Subtract. The driving mesh is our Background layer,
09:03that one we just edited.
09:04We will click OK and that background now is cut out of that handle very nicely.
09:11Go back to the Cuttingtool, right-click on it, and delete it.
09:16We do not need it anymore.
09:17We will turn our Clamp back on, turn our Base back on, and let's press the O
09:22key to get our Viewing and Shading options, and inactive meshes can now be
09:27same a active mesh.
09:28Now we have this nice little handle to work with.
09:32And we can do a little more detail on it and work with these points to kind of
09:35clean them up, but for now, that actually is working pretty well for us.
09:39The last thing we need on this is a material,
09:41so let's make sure we select the Handle, press M from Polygon Material, and we
09:47will call this Handle. And I don't want it to be black.
09:51Let's just give it a gray color and click OK.
09:55So now we know that that has its own unique surface material, which we can edit later.
09:59In an upcoming video what we are going to do is using Mirror tool to create
10:03another version of this, and then we are going to create small little holes
10:07using the Bend tool.
10:08This video actually helps you create a very nice-looking handle. Simple. But we
10:13got use the Falloff tool, and we got to use a Boolean, all right on these
10:17simple geometric shapes.
10:19This is a reason that most of these models you will create start with these
10:24geometrics, and that's why these are all located right here.
10:27It's the basis for almost everything you are going to create.
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Bending geometry
00:00A lot of times when you are making different models you're going to need to bend.
00:04And the Bend tool in modo is really powerful, but it's often very confusing, so let's do this.
00:10Let's take our existing model that we built in the previous videos of our fire extinguisher.
00:15So I'm going to go to the File menu, click Open, and we're going to load up Version 3.
00:19I'll click OK.
00:23So Fire Extinguisher Version 3.
00:24Press the A key to fit, and you'll see the fire extinguisher from the base to
00:29the clamp, to the handle that we've built.
00:31Now we're going to come to the Items tab, choose Add Item, and then Mesh, and that
00:37creates a new blank mesh layer. And what we're going to do is create a little
00:42hose that's going to come out.
00:43Now we're not going to build the big hose that goes around the side just yet. That's coming up.
00:48And by the way, just to scroll in like that, I have a wheel on my mouse, and if
00:52you have one, you can actually scroll in and out every easily that way.
00:56At the top here, what we want to do is create a little bit of a hose that comes
00:59out from the center and comes around.
01:01I am going to do something here too.
01:03I'm going to jump to the Shader Tree, open up the Render, and here are the three
01:08material groups that we created.
01:10I am seeing that the black might be a little bit hard to see, so let's do this.
01:14Let's go to the Clamp and choose the Material, and I'm going to the Material and
01:20I'm just going to select this and make this is kind of gray, like that. And move
01:24the mouse off, and that's goes away.
01:26And then we'll do the same for the handle.
01:30It is already gray, but we are going to make it a little bit brighter. And we
01:34haven't placed our final surfaces on here yet, so we are just doing a minor
01:37adjustment. Let's turn back to the Items tab now.
01:40So now that you can see this little bit better, we will be able to create our disc.
01:43What I'm going to different here is press Ctrl+Space and then jump to the top view.
01:48So I'll select that with the left mouse, and it jumps me over. And in our blank
01:52mesh--let's make sure that's selected in the Item list--
01:55I'm going to choose the Disc tool, or the Cylinder, and we're going to build a
01:59disc like this. And I'm watching my numerics on the left-hand side here, so it
02:05just 90 millimeter is my Radius, and it could be approximate.
02:09Before I turn the tool off, Ctrl+Spacebar again, to get to the front view, and
02:14let's just make sure that this is settled down kind of about there in the base.
02:19Then I'm going to turn off the Cylinder, go to Polygons tab, and then we're
02:24going to choose Extrude.
02:26So we'll choose Shift+X. It's a nice keyboard equivalent for Extrude
02:30And Ctrl+Space lets you actually get to the Perspective view.
02:35We're just going to click and pull.
02:40Now why did that work that way?
02:41Well, don't forget, we've got our mesh layer selected, our brand-new mesh.
02:46So even though you saw the whole model, we were telling modo, we are only
02:49working with this one layer.
02:51So early in the course when I talked about making multiple layers and why would we do that,
02:55this is exactly one reason.
02:56The base is fine, the handle is fine, the clamp is fine;
02:59we're not working with those at this point.
03:01Now we're able to simply extrude what we want without destroying anything else
03:05we already built; it works really well that way.
03:07So with this extrusion, I want to come up about that far, just enough so that
03:13I'll have room to bend that over.
03:16Later we're actually going to build the nice hose that comes around the outside.
03:19We also want to make sure that our sides have enough segments.
03:22You cannot bend a straight object, so when we build it, we want to make sure we
03:26have enough segments.
03:27So initially yours might be zero like this, and what you end up with is only
03:33just kind of that ring like that.
03:36We won't be able to actually bend that over, because there is nothing there to
03:40allow us to do that. We need geometry.
03:42In many ways it's like taking a straight wall and trying to bend it. It will crack.
03:47By adding segments, we make it more like a screen door or window or screen window.
03:52And with that mesh layer there like that, that nice quad,
03:55we can actually bend that over quite well.
03:57So I'll turn off Extrude and then go to the Deform tab, and we'll choose Bend.
04:03It's also Ctrl+E, using the shortcut.
04:06Now for bend, I like to be straight on in orthogonal view, so Ctrl+Spacebar and
04:11get to the Front. And let's just turn off the Base and the Handle, so you can
04:17see what we're doing, and the Clamp.
04:20And what I am going to do with the bend is just click right at the bottom, and
04:23what happens is that I get this nice ring.
04:25And with the Bend tool you can have the action happen from the X, Y or Z, but
04:31because I was in the front view, modo knew that I wanted to down the Z axis.
04:36And what that means is I can grab this and bend it to the left or right, but there
04:40is this line coming out. So let me zoom out a little bit. This right here.
04:44What this handle will do, it will allow us to control the bend, so I want to put
04:48this straight at the top and watch what happens.
04:50So I am going to click and drag on this blue handle here and I bend that entire
04:56unit, and that's really all we want to do. But let me show you what happens if I move this.
05:01We're able to actually create a different shape for the bend just by
05:05pulling this handle.
05:06This is what's really neat about modo's tools is that they work live like this,
05:09so you really can get a good feel for your final model.
05:13It's not as much trial and error
05:15as it is just pull and push to the way you want it when you see the action happen.
05:20With the right amount of segments, we're going to get a smooth shape.
05:23If we didn't have enough of these, it wouldn't be smooth enough.
05:26So let's keep this like this just for a minute, and let's put our Clamp and our Base back on.
05:31Actually that's about right.
05:32That's about where I want it.
05:33I'm going to press the spacebar to turn off the bend tool and then
05:36Ctrl+Spacebar to go back to the Perspective view.
05:40And let's take a look,
05:41now we've got just that nice little tube coming out, just like we want.
05:45Later we can build upon this to create the rest of the hose. And again, we
05:50are not trying to go for a perfectly accurate model, but we definitely want it to work.
05:55We don't want to have a hose floating there on the side not really connected to it.
05:59So last thing I need to do is name my mesh layer, and we'll call this CenterHose, and
06:06we'll press the M key for a polygon material, and we'll also call this
06:09CenterHose. And we'll do Command+S or Ctrl+S to save.
06:15So what we have done here is we've taken a disc and we built our base.
06:19We've taken a box and we built the clamp.
06:22We've also take another box and built the Handle.
06:24We have used Booleans to cut them out, and then we've used Falloff to shape that
06:29Handle and we've also used another disc with a controlled bend to build the hose
06:35coming out of the center.
06:36So all geometric shapes, with just all of modo tools, can help you make a
06:41great model.
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Adding detail with edges
00:00Once you start building a model, you work with the geometric shapes to get that
00:04initial shape together, and then from there you add details, and one of the best
00:08way to details is with working with edges.
00:11In this case, I've got the model of our fire extinguisher loaded up--
00:14this is Version 4, part of the exercise files--
00:16and we're going to do two things.
00:19First we're going to copy this handle so we have a top handle to the clasp.
00:23This bottom one is more of grip and then the top one will actually be one
00:26that you would squeeze.
00:27So I'm going to press Ctrl+Spacebar and get down to a front view, and we're
00:31going to make sure that we select the base handle. And what we're going to do is
00:35mirror this. And the way we're going to do this--
00:38let's go back to Basic tab--and with mirror what you want to do is choose your
00:43model and we're going to flip it over on the Y axis, which is exactly how it's designed.
00:48So you can press Shift+V, which is the Mirror tool.
00:51It's also under the Duplicate tab, if you want.
00:54And when you do that you'll get the Mirror generator that pops up. It can
00:59be kind of confusing at first, but really what I like to do is turn the tool on
01:02and just click right in the interface, and then I know that I can just click on
01:06an axis and I have something mirrored exactly where I want.
01:09And that work pretty well,
01:11because from there I can then choose the edges and adjust them make
01:14some modifications.
01:15So with that I can just turn the Mirror tool off. Pretty simple. But this handle is
01:21actually in the same mesh layer as my base. Is that okay?
01:24Now, in this one it is, but if you had to actually animate this on its own, it
01:29should be its own item. So just keep that in mind. And the way you would do that is
01:33double-click this to select it, add a new mesh layer, and then you would cut and
01:38paste this into the new mesh layer.
01:40You don't need to do that now, but if you wanted to animate this handle,
01:44that's how you would it.
01:45What we really want to do now is just kind of adjust this a little bit.
01:50As we have worked, each part of this fire extinguisher has had its own mesh layer,
01:55so anything we did happened to that the entire mesh. That was fine.
01:58For the base handle now, this really is just handle, so let rename it. And we
02:04only want to work with this top one right now, which means we have to select it.
02:07If we don't do a selection, anything we do will happen to the bottom as well.
02:11And what I want to do with this is stretch it and size it a little bit.
02:14So let's jump back to the Basic tab, choose our Scale tool, and I'm just going to
02:20squeeze it a little bit and squeeze a little bit, just like that.
02:24That's all we need.
02:25We don't need it be any thinner on x axis, which is the axis we're looking at,
02:30the blue axis. And what I mean by that is if we press Ctrl+Space to Perspective
02:34view, the blue axis is our Z right here.
02:37We only needed the X and the Y, just to shape that a little bit.
02:41Then we'll press our Transform tool. And again using these little circles to
02:47control two axes at once, we can just kind of come down here like this, and then
02:51we turn that tool off and we can click to deselect, and that creates a top clamp
02:56for us, just to squeeze it.
02:57The next thing I want to do is work with these edges, so we'll jump to Edge mode,
03:02telling modo we want to work with edges, and I'm going to select just these
03:07corners. And I'm rolling my wheel on my mouse to zoom in, and I'm holding the
03:11Shift key to select these others. Hit Ctrl+Click to deselect any corners
03:16that you don't want, Shift+Click to add another one. And all we're doing is
03:20taking these edges here, just those, and now we can work with this one because it
03:26is in the same mesh layer, and this one and this bottom one, and what we're going
03:31to do is B--that's our Bevel tool-- we're going to click and drag.
03:36And I have a round level of two,
03:39and that adds two segments as we pulled that geometry into a bevel. And we
03:44pull back here. Let's turn off the Edge bevel and click to deselect, and
03:48we've just added a little bit finer detail to very simple object just by
03:53beveling those edges.
03:54It suddenly just add a little bit more to it. And by the same token, we can do that
03:59to our clamp. So let's make sure we select the Clamp layer.
04:02We can select this edge.
04:04We can select the bottom edge, even the inside edge if we want. And I'm holding
04:11the Shift key to select these edges, and this one, and the bottom one.
04:18I am not going to worry about the inside of this point. And again, just bevel.
04:22We'll click and drag, and now we have given that some nice detail.
04:27Click the Bevel tool, turn it off.
04:30If you go too far, like I just did here, just Command+Z or Ctrl+Z to undo and
04:35then press the B key to bevel again and just not go as far and then click a
04:40blank area to deselect, and now we have just added much nicer detail on these.
04:45You can experiment with that, choose perhaps these bottom edges right here,
04:49all the way around.
04:50For this we wanted a little bit more molded metal.
04:54That has a nice look to it.
04:55So working with edges makes it very, very nice to add detail.
04:59We can do one more time.
05:00We will select right here just from the top one, press the B key for Bevel, and
05:05just bevel that out. Spacebar turns off the tool, click the blank area to
05:09deselect. And of course we Save.
05:11What we also need to do on here is just create a small, little plate that will
05:16hold this clamp together. And again we're not going for super detail, but we do
05:21want it to look nice. You're taking time to do it, and the idea is that you get used
05:25to using all these tools and all the variations that are available to you.
05:29Play with the edges, see how it looks, and don't forget you can always undo, but
05:32save as you go, and you can do some really nice details through out this model.
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Editing polygons
00:00Working with our fire extinguisher, we have used a lot of simple geometric
00:03shapes and used a good bit of the modo tools.
00:06But now you also want a little bit of realism in this as well.
00:09And we've done that by putting edges together and beveling them.
00:13But our little handle here is just kind of floating.
00:15And what we need to do is extend this clamp up so that our handle is connected to it.
00:21What we're going to do is go to the Clamp itself, and let's turn off the
00:25CenterHose and the Base from visibility, just by clicking the little eyeballs.
00:30And what we're going to do is edit this Clamp so that it encompasses our
00:34newly added handle.
00:36And the way we're going to do that is by jumping to the Ctrl+Spacebar and
00:41choosing the Right view like that. Or you can choose Left.
00:44I think in this case, let's do Left.
00:47And what we want to do is take this handle and extend it up.
00:51And we don't want to stretch it.
00:53We actually want to take these nice points and move them up.
00:56Earlier in the course, I showed you how stretching a rounded corner can
01:00really kind of distort it.
01:01We want to work with the points.
01:03So we're going to go here. And in order to see things better, I want to make sure
01:07I'm in the Wireframe view.
01:09And the reason is, other than visibility, is that if I go like this, often I'm
01:14only selecting what's in front of me, because it's a shaded view.
01:18If you take a look at a perspective view, and I kind of just go like this, it's
01:22only selecting what's in front.
01:24Often you can't select all the way down, because of the shaded view.
01:29So by going to a Wireframe view-- we're on the Left side, looking at a
01:34wireframe--we very easily can come in with our right mouse button and select
01:40all of those points.
01:42And I know that those will go all the way through.
01:45We also want to take this side and move all of these up.
01:49So, very carefully, we're going to select from in here with the right mouse
01:53button, we're going to Lasso+Select all the way around, and then let go.
01:59And then I want to hold the Shift key and add to the selection, like that.
02:05Zoom out a little bit. W is our Transform tool. And I'll click just the green
02:09handle to move them straight up.
02:10I am going to move those up to about there.
02:14And before I turn this off, Ctrl+Spacebar to a perspective view, and we can see
02:19that it might be a little too high, so we'll pull this back down right to about there.
02:24And what that does is encompasses the clamp and the handle altogether.
02:29So let's turn off the Move tool, click a blank area to deselect, and let's take
02:34a look at the OpenGL view.
02:36And now you could see that that handle is tucked away very nicely in there.
02:39Then we'll put on the Hose and the Base to get a feel for the whole thing.
02:45And it's looking pretty good.
02:46And perhaps that hose might want to come up a little bit more.
02:49How would we edit that, now that we've extended our clamp up a little bit?
02:53Well, this was version 5 that we started with, so let's do this.
02:57So let's say File > Save As, and I'm going to version 6.
03:02Now I've been manually typing in these versions, but there's a better way to do this.
03:07So if you say File > Save Incremental, what happens is, version 6 now
03:12becomes version 001.
03:14We don't necessarily need to do that, but when you're start a new model on your
03:18own, do that from the beginning.
03:19For instance, you would name this Fire Extinguisher and then the next
03:23save, do it incrementally, and it'll be 001, 02, and so on.
03:27And I pretty much do that for every single thing I do in modo.
03:31And the reason I do that is because too often people have final, final 1, final 2.
03:36Well, your model is almost never final, and if you save them in versions, you
03:39always have one to go back to,
03:41but you always know which is the most current, because it is the one with
03:45the highest number.
03:46Let's get back down to the CenterHose now,
03:49select that, and then I'm going to click right on it in Polygon mode, and I want
03:55to select all of it.
03:56I'm going to hold the Shift key and press my up arrow.
03:58And we're able to go all the way down into that.
04:03Now I don't want to select the whole thing and move it;
04:05I want to get down just enough. That's the bottom, right there.
04:10So let's do this one more time.
04:12Select the front, Shift, and then up arrow.
04:16And then what I want to do is of course, just move it up,
04:18so I'll press the W command.
04:21But because I'm selecting only those polygons-- we'll turn the visibility off of the Clamp so
04:25you can see what's happening--
04:26we're only extending just what we need, letting the Base remain inside there.
04:32Very simple to edit these.
04:35And now that's extended up just a little bit more; it works pretty well.
04:39We'll turn off the Move tool, and we'll click the blank area to deselect.
04:43Part of editing polygons might mean adding a little bit more geometry.
04:47So just for a little bit of added realism, let's add a little bit of a rivet right here.
04:51So I'm going to go to Add Item and choose Mesh.
04:54I've a new blank Mesh layer.
04:55Ctrl+Space to get to the front view and then using the wheel on my mouse,
05:00I'm going to zoom in; you can also do it from the Zoom command in the top right.
05:04We're going to select a disk and then right about here, we're just going to
05:10drag out like that, keeping an eye on your radius at the very bottom to make those even.
05:16And if you go up and down and left and right, this is how you control the X and the Y.
05:20And I'm doing this in the front view just simply for control.
05:23You can do it in any perspective view, and you can also come in here and
05:26manually punch in, just to even that out,
05:28and then turn off the tool.
05:29Ctrl+Space to get to the perspective view and you can see it's right
05:34there, which is fine.
05:35We'll click on the polygon and then press W to move it in.
05:38And let's just make sure it touches.
05:41Now this is the advantage of having your background layer shaded as an OpenGL
05:45versus Wireframe, because now I know exactly where this is lining up.
05:49If it's a wireframe, I might not know where that is.
05:51So I'm just letting it sit right on there. Turn this off, and then I'm going to
05:56press the B key to bevel it. Click to activate the bevel.
06:00Let's shift this out and inset it just a little bit like that, and then I'm
06:04going to zoom in a little.
06:06Now to make another bevel, hold the Shift key and click again,
06:10and then we'll just push this in a little bit, pull it out a little bit like that,
06:16and then turn off the bevel and then click to deselect.
06:19Now we can move this whole thing in by pressing W and just make sure it
06:24sits right in there.
06:26Lastly, Ctrl+Space back to the front view. Zoom out.
06:30I'm going to copy this, and the way I'm going to do it is pretty easy.
06:35That's one way of holding the bottom and the top is what we need.
06:38So we're going to double-click this, go to Edit > Copy. Or you can use on
06:42the Mac, Command+C--on the PC, Ctrl+C. So we're going to copy this, move it
06:47down, Edit > Paste.
06:52Turn off the Move tool and deselect.
06:54And then Ctrl+Space to the Left view, and you can see that there's our
06:59little rivets right there.
07:00Now remember, these are on its own mesh layer, so I don't have to select anything
07:05if want to mirror both of them over.
07:07Shift+V is our mirror generator.
07:10And we want it on the Z axis, and the reason I know this is because my workplane
07:14icon down here shows that I'm looking down the X axis and my Z currently is left and right.
07:20I'm going to click right on the center, and you can see that I'm a little off.
07:24Those are a little off right there.
07:26That's not really a big deal, because I can go right here to center and choose
07:290 and hit Return and they're perfectly lined up.
07:33Spacebar turns off the tool.
07:34Now the only thing is that this top one is inside this clamp.
07:39So I can do two things.
07:40I can take these points and move them up for the clamp, or I can move the rivet down.
07:46So what I'm going to do is move the clamp.
07:48So I'll come back to the clamp, choose the Wireframe mode, and with the right
07:53mouse, I'm going to Lasso+Select just around these points.
07:58And if you don't get them all, make sure you add to it.
08:03So in this case, I was still in Polygon mode and that can work, but I want to be
08:06very specific and go to Vertices, or Vertex.
08:10Now here's the advantage, again, of a different mesh layer.
08:15If I was building on the same layer, I would have selected that rivet inside
08:18there on all those points.
08:20Because it's on its own layer, I don't have to worry about that.
08:22W key for the Transform tool, and we'll just move those up.
08:27Turn off that, click to deselect, and this is going to be saved as version 6.
08:34Finally, all I really need to do is create some interior here if I want it.
08:38The way you can do that, I'm going to turn off all these things here so we can
08:43see what's happening.
08:45These rivets that we've created-- I can even turn off the Clamp--
08:50you can very easily take these edges and extend them in.
08:52So if you go back to an OpenGL mode, notice that the insides are blank--
08:57very similar to how we created the fire extinguisher from the very beginning.
09:01We don't really need polygons in there,
09:03but what we can do is come down here like this, go to Vertices, choose one and then two.
09:12And earlier in the course I talked about the Loop mode, so press the L key, and it
09:16selects that entire loop of polygons.
09:18If you put the Clamp back on, as well as the Handle, and then press the W key for
09:24the Transform tool, you can just drag these points until I hit that inside.
09:31Spacebar turns off the Move tool, click to deselect, and you can see that
09:34those are now in there.
09:37So, very easy to do, and you can do those with the others.
09:41And initially, these are the things that happen as you're modeling.
09:44I don't feel they're important because we're only going to render from a view like this.
09:47But if you're building this that you had a fly through it for some reason,
09:50and you wanted that to be more accurate, something to consider before you copy
09:54this one down and then mirror them over.
09:57So let's name this layer, call these Rivets.
10:01And then we'll put the Base back on, and we'll save the model.
10:05So editing polygons is not very difficult, adding to your geometry.
10:09And a good part of this is staying organized throughout your scene.
10:12Whatever you're building, just stay organized.
10:14Work in multiple mesh layers.
10:16Work with simple geometry, so you have a lot more control.
10:19It's always easy to add more geometry and add more detail.
10:22It's a lot harder to take away.
10:24Keep that in mind as you build anything in modo.
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Extending polygons
00:00Throughout the last set of videos, you have seen how just taking simple
00:03shapes, editing their edges, using the Move tool, Shear, and Bend can create a
00:09pretty nice-looking object. But what about creating something a little more
00:13organic, like a hose?
00:14How would you extend those polygons?
00:15I am working with version 6, and then we saved it incrementally to 001.
00:21So you can load that up. And then I'm going to save this incrementally again as
00:26version 2, and this is the one we are going to be editing right now.
00:28What I want to do is create a hose coming out from this piece right here that we
00:33created, that we used the Bend tool for.
00:35So how would I do that?
00:37Well, I'm going to use first the Curve Extrude, and what I want to do is
00:42select that polygon.
00:43So let's go to the CenterHose, select that polygon, and then we are going to
00:48choose Curve Extrude.
00:51In order to keep this exactly where we want, we are going to go to a front view.
00:54So Ctrl+Spacebar, get to a front view.
00:58And then I am going to click right on that polygon, and you will see a little
01:01yellow dot appear. And I am going to pull up the properties, so you see what's happening.
01:06Notice that we have got a Curve Path and a Path Generator.
01:10Don't worry too much about those properties for the moment.
01:12I am simply going to just click out here, and what's happening is an extrusion
01:18based on this curve that I am creating, and it allows me to generate the shape
01:25I need. And I am just going to come down here like this, and we will flip out the bottom.
01:31It's good, but it looks a little chunky though.
01:34So look down here in the Curve Path tab.
01:37You can see mode is set to Add, which is what we just did.
01:40Now we can go to Edit, but as we do that, I want to note that you can very
01:44easily go into edit without actually choosing Edit mode. The only thing is
01:48you have to be very careful because if you click too far, you end up making another point.
01:54That's where Edit mode is actually more of a safety, where you can accidentally
01:58click outside and make another point.
02:00So what I can do with then is simply come in and edit. But I might feel that,
02:05well, one is too much.
02:07Back to the mode, I will choose Delete, and I can click right on one of these
02:11little curve points and delete as needed. Perhaps this one too.
02:16And then I can come back to Edit mode and then shape this a little bit.
02:22It's important to understand that the amount of geometry you have will also help
02:26determine how the shape is.
02:28Also, if I pull this base point where I started, I can move this a little bit.
02:33So we want it to be right against this side of the base, and I want this a
02:37little straighter here and a little more curved here. And I will pull this down
02:42just so that it straightens out a bit and then pull this one.
02:45It works pretty well.
02:47To determine the amount of geometry, come over here to the Path Generator, and
02:51we have Steps of 24.
02:53You can click on Automatic and see what happens, and notice that it puts less
02:57geometry in the length and a little more on the curve, and for most cases
03:01that works pretty well.
03:02If you are creating a very large set of tubes or pipes or cables, you are
03:08going to want that Automatic on, because it's going to help limit the
03:11unnecessary geometry.
03:13You can also just turn that off and punch in an exact number.
03:18So we will double this to 48, and you will have a lot more geometry to work with.
03:23If you want to go straight like that, you want to bend it.
03:26You can work with those and try that out.
03:27I am going to go to Automatic.
03:28I think that's all we need for this, and I am just going to get the shape going.
03:33Once you play with this, you realize you're actually probably having a little
03:36too much fun making these shapes.
03:37I have actually made cords that lay on desks, mouse cords, things like that,
03:42because you can Ctrl+Spacebar to a perspective view, and if you are building this
03:47with something else, you can very easily move these points to a different aspect
03:51ratio, and to a different axis.
03:53Like, let's say we take this one and we push it this way. You can move it
03:59to any place you want.
04:01It doesn't have to be flat. And that's where you are going to work with the Path
04:04Generators just a little bit more.
04:06That's going to go it for this one.
04:08We are going to click on that Curve Extrude to turn it off.
04:11And notice that the bottom polygon is still selected.
04:14That's because we started with the selection upfront, and we have extruded it
04:17all the way through.
04:19So with this bottom one selected, I am just going to press Ctrl+X to delete it,
04:24because we want this hose to be open; otherwise the chemical inside the fire
04:27extinguisher can't do its job.
04:30But we have no material;
04:31we need to thicken this up. So how we do that?
04:33With the Thicken tool, and that's under Polygon.
04:36Let's go to the Polygon tab, choose Thicken, click once to activate, and you can
04:42very easily just grab these handles and go like that.
04:45Very, very nice tool!
04:46And that way we have got a nice thick handle and hose to work with.
04:49And I'll just make sure that the top is not too extruded. Good.
04:53You have to be carefully using Thicken, a lot of times the polygons can
04:57overlap each other.
04:58What might happen if you are free-forming it, you will get kind of this look,
05:02see, at the bottom here.
05:03So just be really careful with this, and that's why I like just pulling
05:06directly on these tools.
05:08This is the Offset, and the red is the Scale.
05:12So we just need to Offset it just a little bit--not even that much.
05:16Then, just like we have done before, we can go to the Edge mode and I can
05:21double-click to select the entire loop,
05:23hold the Shift key to select that entire loop, press B for bevel, and let's just
05:28bevel that edge just a little bit. And then spacebar turns off the bevel, and
05:33click to deselect and you have just made a nicer little shape there.
05:38Just like that, we have created a nice hose for this, but there is one more thing
05:42we can do to help spice this up, and that's creating sort of a metal brace here.
05:47So first thing, notice that there is an asterisk at the very end of this scene
05:51file; it means we've made changes not yet saved.
05:55So Command+S or Ctrl+S to save. Then I am going to take this edge first, and we
06:01are going to choose Geometry and Slide.
06:03This is a tool we have used earlier.
06:04And we are going to click and drag, and we are going to slide that edge down.
06:08Give ourselves just a little more control.
06:10Then we will click to deselect.
06:12We are going to double-click this edge and Shift+Double Click this edge, and
06:16then we will choose, under Edge tab, Remove, and click OK.
06:21And that gives us a nice section to work with.
06:24You can also press the Backspace key on your keyboard; that will also remove.
06:29So now I am going to select a couple of polygons like this and press the L key
06:32for Loop. Then we are going to bevel these.
06:34We are going to press the B key. But we don't want to ungroup these,
06:39so you don't want this.
06:40That's not what we are doing.
06:42We want to make sure that Group Polygons is on in the Bevel properties.
06:45And I am going to click to activate the bevel, and I am literally just going to
06:49shift it out--we don't even want to inset it--just like that.
06:53This is going to be that little metal brace that's going to hold the hose.
06:56As I do this, I want to be thinking about the surfaces that we are going to
07:00put on here, because as you get your geometry more complex, it's going to be a
07:03little harder to select those particular polygons and make them set to a specific material.
07:09So let me undo real quick. And I am going to press the M key and we are going to
07:13call this HoseClamp. And we will just click OK, and that will create a different
07:20surface for those polygons.
07:21Then we will activate the bevel, and we are going to just shift those out.
07:25Spacebar to deselect and then click, and then we will come back to Edges,
07:29kind of the same thing, and I am going to double-click that edge, Shift+Double
07:34Click this edge, and we are going to press the B key, and we are going to bevel
07:39this just a little bit.
07:41I don't want to bevel this inside edge, because what will happen is that will
07:44make it look like it's attached, kind of like we did with the base here, like
07:47it's molded in; instead we want this to look like it's holding.
07:51We want that clamp to be all the way around it.
07:53Next, we will go back to Polygon mode, select these two, and press the L key.
07:58You are going to move your mouse up. We are going to bevel these.
08:01Click again, but this time we are not going to use the Shift;
08:05we are going to actually Inset.
08:06Then we are going to press the spacebar to turn off the bevel, and now we are
08:10going to bevel again by pressing B. So we turned it off, and we turned it on to reset it.
08:15This time turn off Group Polygons, and what that means is when we click to
08:20activate the bevel, we can actually use both our Inset and our Shift.
08:25I am going to Inset these down about 9 millimeters, and I am looking at
08:30my values right here.
08:32Then to reactivate the bevel, you can turn it off or on, or hold the Shift key
08:36and click. And this time just grab the blue handle and shift these out a bit,
08:42and then you can also inset them if you like, like that.
08:44Spacebar turns off the bevel and then click to deselect. And so what you've
08:51created is a nice little metallic little ring there.
08:54Very, very simple, but all based on that exact same polygon that we had pulled
08:58out and made the hose with.
08:59Later when we get to surfacing, we will use the same model and I will show you
09:04how we can put black plastic on the hose, but then we can put metal around that clamp.
09:09But for now, this model is finished, so I am going to make sure I save it.
09:14So we have now created an average-looking fire extinguisher, but we've used very
09:18basic geometric shapes:
09:20We have used a box and a cylinder, that's it, to create this whole thing. And
09:25using a combination of modo tools, from Curve Extrude, to Edge Bevels, to
09:29Booleans, we have created a nice shape that I think is relatively recognizable.
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3. Modeling with Subdivisions
Understanding subdivisions
00:00One of the biggest strengths in modo is working with subdivision surfaces.
00:04Now we say subdivision surfaces when really we are talking about a
00:07sub-divisional model.
00:08It's often known as sub-Ds in 3D.
00:11What I have got here is a simple curve.
00:14This bottom curve we have got three points, and of course we get a nice
00:18curve across the top.
00:19When we take that same curve and we put points close together, that top becomes
00:25a little bit sharper.
00:26I am going to press the T key, which is my Element Move, and as I move one of
00:32these points, you can see how that curve changes.
00:35And here of course we have no extra points, so it's really just that nice curve o top.
00:39Imagine a 3D model like this.
00:42How could we create this in 3D?
00:43I am going to create a new scene, and I am going to press Ctrl+Spacebar and jump
00:50to my Perspective view.
00:51I am going to hold the Shift key and select the cube, and change this back to OpenGl view.
00:58When I hit the Tab key, I turn my cube into those same type of curves that I just
01:04showed you, but again its applied as a 3D model, not just as a line.
01:09So what's happening here?
01:11Every polygon that's in this model is being subdivided two times, and you can see
01:16that down here for the properties.
01:18Let me close this up here.
01:21Here is our cube, selected in this empty scene, and our Subdivision Level is set to 2.
01:26If I change this to 4 and hit Return, every polygon is subdivided four times.
01:34That is similar to our bottom curve here that's very smooth.
01:39Well, how can we make one of the edges sharper like this?
01:44Well, the way we would do that is by working with some of these edges.
01:48So if I go to Edge mode and I double-click, then I will press Shift+A to fit that to view.
01:55Let's bevel, so I will press the B key, and what the bevel is going to do is add more geometry.
01:59The geometry then, in a sense, is like adding more points to that curve I showed you.
02:04And when I click and drag, that's what happens. And I have got a Round Level of 2.
02:12Turn off the Edge Bevel and click to deselect.
02:14And so now what I have taken is the cube.
02:17I will press the Tab key. Bevel those edges.
02:21So the subdivision now is working on this big polygon, this big polygon,
02:26this one as well, but in addition, these polygons. And it's subdividing each of
02:31those, and in turn making a sharper end. So here you have got the smooth end
02:37where we have our original simple two polygons on that side, where we have this
02:43end with our new edges that have been beveled into additional polygons.
02:46And now the advantage of this is that I can create a lot more detail with a lot
02:51less polygons, and create some unique shapes.
02:54So if we take a look at this, this is now like a gumdrop, or the top of a
02:58bullet, or it could be a hat for somebody--simply by hitting the Tab key and
03:03subdividing those surfaces.
03:05But again, consider when you are doing this, these curves,
03:09and then I am going to go to Wireframe, so you can see the points.
03:13The more points you have--or in our 3D case, the more polygons you have--the
03:17sharper that subdivision will be; the less you have, the smoother it will be.
03:22And really, it's as simple as that.
03:24Now we are going to create all kinds of models with subdivisions.
03:28In the past, working in 3D was either subdivisional or hard-surface modeling.
03:34And what I found in modo is that a lot of it is kind of mixed,
03:37because it handles the subdivision so well.
03:40Subdivisions in modo can really help you create a lot more detail with a lot
03:44less geometry, and you should use them on your models as often as you can.
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Understanding Pixar-based subdivisions
00:00Once you understand how subdivisions work, modo offers two versions.
00:04You have your standard subdivisions, and then you have your Pixar-based
00:08subdivisions, which essentially is a different math function.
00:10It's a different algorithm, and it handles creases and edges very well.
00:15Let me show you that. I can hold the Shift key and add another cube. And in the previous video I showed
00:20you how hitting the Tab key subdivided this model.
00:23Then we went to Edges and we double-clicked an edge and we beveled it to add a
00:27little more detail to help sharpen out that subdivision on the one end, creating
00:31kind of a unique shape.
00:33We increased our Subdivision Level to 4, which subdivided each of those
00:37polygons four times. But there's another way to handle this model, by using
00:42Pixar-based subdivisions.
00:44So what I am going to do is hit the Tab key to turn the standard subdivisions
00:47off, and then I am going to hold the Shift key and hit Tab for the Pixar based.
00:52Now, initially this doesn't look much different. And we can see here our
00:55Subdivision Level is still at 2, but what I can do with this edge now, rather
01:00than beveling it, go to Vertex Map and choose the Edge Weight tool. And when I
01:06click and drag, I actually weigh that curve.
01:09So similar to adding more edges with bevel, we are now actually changing the
01:14weight of this curve. Ad to see what's happening, you can change your view to
01:18Vertex Map view, and the red signifies that the curve is tighter, whereas going
01:25to the left dragging, it's cooler.
01:27It will be smoother.
01:29But it doesn't really help you much. So let me show you now, if I deselect this
01:34edge and I hit Shift+Tab again then hit the Tab key, notice that the Edge Weight
01:40doesn't do much on the Standard Subdivision; Shift+Tab, that Edge Weight has a
01:45lot more control without adding more geometry.
01:49So what's the benefit of all this?
01:51Well, if I add a little more subdivision here, so now it's subdivided four times,
01:55now I can create even more detailed objects without adding any extra
02:00geometry. And all I am doing is weighting that edge and using the Pixar-based subdivisions.
02:05That's just the start of using Pixar based; the other advantage is that you can
02:08have creases and edges blend smoothly with other objects.
02:13in that let's say you have a circle that is connecting with a box; that can blend smoothly.
02:19In our upcoming project in this chapter, we are going to build a staircase and a
02:23banister, and you are going to see how nicely those edges can blend together
02:27using Pixar-based subdivisions.
02:29So Pixar-based subdivisions and standard subdivisions can really help create a
02:35lot of extra detail in your models, without creating too much extra geometry.
02:39We will use subdivisions throughout the course as needed.
02:41Sometimes you will use Pixar-based subdivisions and sometimes you use standard,
02:45and I'll show you the difference of when each is important.
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Creating a basic model
00:00In explaining how important dubdivisions are to your models in modo,
00:04I want to actually show you a project so it can make a little bit more sense.
00:07Now I am going to show you an old favorite that I have done before and have used
00:10in many different programs, but I haven't done it quite like this.
00:12So I am going to show you how to create this interesting model with a little bit of a twist.
00:16I am going to hold the Shift key and add a cube, just like we did in the
00:19previous video showing you how to create these subdivisions. But we are
00:22going to take some of the other techniques we've learned and build upon this.
00:27We will go to Polygon mode, and then I will select this front polygon,
00:30press the B key to get our Bevel tool, click to activate and then grab the shift
00:35the handle which is blue and just pull that out.
00:38Turn off Polygon. Spacebar. Then we can rotate around.
00:42Let's select this bottom polygon. Bevel again. And you can extrude, too; that's
00:47another option, but Bevel is just as easy.
00:51As I Bevel this down, we are going to stop right about there, and then we will
00:55take this polygon and we will bevel it. Same thing, kind of like that.
01:00We will go back to the front, and I am going to bevel this down a little bit now.
01:04Instead of the Shift, I am going to use the Inset like that.
01:08And then I want to Bevel again, so I am going to hold the Shift key, and what
01:11will happen is I will reset the Bevel.
01:13So watch the commands over here.
01:15I will hold Shift and click right there on that model, and you can see that
01:19Shift and Inset are reset.
01:20So Shift+Click resets the Bevel, allowing me to bevel again.
01:26Turn off the Bevel, click to deselect and when I hit the Tab key, I have got sort
01:31of a hair dryer, but not quite.
01:33Thinking back to using subdivisions and adding more detail on your curves, or
01:38adding more detail on your edges in this case, will help create more detail
01:42in the model itself.
01:44We will come to Edges and I will double-click this edge, hold the Shift key, and
01:49double-click this edge.
01:51Now we have two options. We can Bevel them.
01:54Hit the B key, click and drag, and then when I hit the Tab key you will see how
01:59that thickens out and sharpens that area. Or, let me undo a couple of times with
02:04Command+Z or Ctrl+Z, and what we can do instead is use the Edge Weight tool.
02:10So I am going to hold the Shift key and press Tab, and this turns on our
02:14Pixar subdivisions.
02:16What I'll do is select these edges.
02:18Now when you get into the Subdivision modes, it's a little more difficult to
02:21find the right edge. Even though it looks like it's all the way in, it's not.
02:26That is actually the edge for the front of the hairdryer.
02:29So don't be too confused with that.
02:31There are no other edges.
02:32And with those edges selected, we can go to Vertex Map and choose the Edge
02:36Weight tool, And I can click and drag and sharpen those out.
02:40I can go right about there.
02:45And I am just clicking and dragging, but then I can change my Subdivision Level
02:49to about 4 to give it a little more detail.
02:50And now with this Pixar subdivision, we have really precise control just
02:56using this Edge Weight,
02:58just clicking and dragging. And we are not adding more geometry. And I
03:02have mentioned that before about not adding more geometry, and why do I do that?
03:06Let's say you have the hairdryer, and then you build a mirror, and then you
03:09build the sink, and then you build the room, and then you build a chair.
03:13That's a lot of geometry, and the more efficiently you can work when you build
03:17your models, the faster your overall scene will render.
03:20So just keep that in mind. Plus, that's much really clean.
03:24Let's finish up the bottom here.
03:26Shift+Tab to turn off the subdivisions.
03:30We need a little more detail in here,
03:31so I am going to go to Polygon mode, and I am going to select just two polygons
03:36is all I need, and then we are going to come down here to Mesh Edit, and use
03:40this tool called Loop Slice. And when I click, I can add edges, some more
03:47polygons, some more geometry, to that entire loop, meaning all the way around.
03:52You can add a count of 3 or 4, however many you want.
03:55So I am going to put in 5, and it puts 5 edges.
03:59I can also click and drag that last one, and you will see a little control
04:02handle appear, which allows you to very easily just space these, just like that.
04:09Turn off Loop Slice, then click to Deselect.
04:12Let's hit Shift+Tab again, and look what happened.
04:15Same principle applies.
04:17When I have added more geometry, now I have a little bit sharper object.
04:21It's not just smoothing out the whole thing, turning into just a nub of nothing.
04:25But look how nice that bottom looks with that Pixar subdivision.
04:29Shift+Tab to turn it off, and then just hit the Tab key.
04:32It still looks pretty good with that, but notice our front.
04:36It doesn't look as good with the standard subdivisions.
04:41Tab key to turn that off, Shift+Tab for our Pixar subdivisions--much cleaner.
04:45The advantage here is that I can come into this edge right here and right
04:52here. Shift+Double Click.
04:56Typically, you might think to bevel this, and that's kind of what happens.
05:00Every once in a while beveling polygons doesn't really quite do the job for you,
05:04especially down here.
05:05That doesn't look so nice.
05:08That's where the Edge Weight comes in.
05:09Vertex Map > Edge Weight Tool, and we will just click and drag.
05:16With that Pixar subdivision and these weights, we can really just give this a
05:20very nice unique molded shape.
05:23So spacebar turns that tool off and we click to deselect.
05:27And look in here. We have that really nice sharp molding in there that would be
05:30harder to get if you're using standard subdivisions, or bevels for that matter.
05:35So let's do the back. Shift+Double Click. And normally I'd probably do these all
05:41at once, but we are just doing it a little bit at a time, and we are just kind
05:45of sharpening that out.
05:50Looking pretty good, but what we need now is a little bit more control on this handle.
05:54So that's what's great about all these edge controls;
05:58we can Shift+Double Click to select that, press the R key for Scale, and I
06:02can just scale that in.
06:05Shift+Double Click here, press the R key to Scale, and scale that one in; and
06:11Shift+Double Click the bottom, press the R key for Scale, and scale that one in.
06:16And so now you have sort of a square handle, but it looks a very plasticy and
06:21molded, without being too rigid or too organic.
06:25You can do the same with these polygons here on this edge and go to Vertex Map >
06:33Edge Weight tool and just play with this weight as well. And what that's doing is
06:39creating just a little bit tighter shape right in there, around that unit.
06:45And lastly, we can take this outer edge, and every once in a while when you
06:50double-click, it might not select the entire loop you want, and if that's the
06:54case, just hold the Shift key and select the edges you need.
06:57Vertex Map > Edge Weight Tool and we will just kind of tighten that up just a little bit.
07:05Spacebar turn turns off the tool and click to deselect. And there we have just a
07:09very nice molded look; however, look at the inside.
07:12Remember, we had beveled that polygon back?
07:15It's very similar to the cube when we first did our subdivision.
07:18It just rounded out the whole thing.
07:20So all we need there is a little more geometry, and in this case we can just use Bevel.
07:25We will select that polygon in the very back, press the B key, and we will just
07:29bevel it a little bit.
07:31Spacebar turns off the tool and then click to deselect.
07:36From just a simple cube, we have a very misshapen, deformed, overly powerful
07:42hairdryer, just from one of the simple box. So, an oldie but a goodie, but done
07:46in a new way with modo Pixar subdivisions and Edge Weights.
Collapse this transcript
Beveling with subdivisions
00:00You may not even know it, but you probably already have been working with sub-d models.
00:04In this chapter, we've talked about subdivision models.
00:07We've seen how on a simple cubic it can work, and how on a hairdryer we can change
00:11those bevels and those edges and put edge weights on to create a unique shape.
00:15But if you jump over to the Layout tab, you are going to see a lot of models
00:19that are already set with subdivisions.
00:21Here in the Food category for the Meshes tab, if you double-click the apple
00:26for instance and press A key to fit, you will see that this model already has subdivisions on.
00:32How do I know?
00:33Just press the Tab key, and you can see it becomes kind of a chunky little model.
00:38On a side note, let me talk about these boxes that suddenly appear.
00:42Those are locators.
00:44And I am going to press the O key on my keyboard and go to Visibility, and here
00:49you will find the locators.
00:50I will turn those off.
00:54So the Tab key, you can see that's already subdivided.
00:57If you look at any other models, like the Human--
01:00Let's hold up the Child's Head, and I will hold the Alt key and rotate around
01:05and zoom out a little bit. Hit the Tab key.
01:08That already had subdivisions on; you can see how chunky that can be.
01:12If you load up the male model and zoom in a little bit, hit the Tab key,
01:18that was subdivided.
01:19So all of these models that are already here inside of modo that came when you
01:22installed your program already have subdivisions applied.
01:26And it's a good way for you to study and determine how to build your models
01:30based on some of these examples.
01:32So in this upcoming project what I am going to show you is working with this hand.
01:37This hand model that comes with modo has subdivisions already on.
01:42Now most of these models have just your standard subdivision.
01:45So by hitting the Tab key, you can actually see how chunky this hand looks.
01:49But smoothing that out with the Tab key really works well.
01:53The reason we are using the standard subdivisions is just because this model is
01:56built pretty well with a normal quad mesh, a standard quad mesh,
01:59meaning every one of these polygons is made up of four points.
02:04For that we don't have any edges that are odd in any kind of creases, kind of
02:08like that we do with the hairdryer where any beveling might really change its
02:11shape, an edge might be needed.
02:13In this case, just a simple subdivision works.
02:16We don't need to worry about the Pixar subdivisions.
02:18So let's go ahead and open up a different model.
02:21I am going to close all of these and not save them.
02:24On the exercise files we have a hand.
02:29This hand is similar to the one that's in the library,
02:32but it's missing a finger nail--I don't know why.
02:36But what we are going to do is create one with a bevel.
02:40So in polygon mode, we will select just those two polygons right at the tip of the
02:45finger. Then we are going to press the B key for bevel, and I want to make sure
02:48that Group Polygons is on for the Bevel properties.
02:52Then what I am going to do is click to activate the bevel, and I want to scale
02:56this just a little bit.
02:59And I also want to stretch it.
03:00But look what happens when I press the R key for scale.
03:04My Scale command is equal to my world axis.
03:10It's aligning to my world axis.
03:11My world axis is this work plane, this tall grid back here, and you can actually
03:16see this icon down in the bottom left.
03:19So the way to fix that is turn off this tool and up here under Work Plane, I am
03:24going to say Align Work Plane to Selection.
03:27That changes that grid exactly to that selection, allowing me to press the Scale
03:32tool, and that now perfectly aligns with the geometry.
03:37So now I can actually just scale that up a little bit more,
03:41I'll press the spacebar to turn that off, and then press the B key for Bevel.
03:45We will click on this, and I am going to scale that in just a little bit.
03:49I will zoom in, and I am going to pull that down, and that way we create that
03:55nice little nail bed.
03:57Then Shift+Click the bevel again, and I am actually going to pull it back up.
04:02Then press the R key for scale a little bit more, and then we can just flatten
04:07it out and lengthen it out.
04:08You can even use your Transform tool again just to kind of flatten that out.
04:14The last thing I am going to do is press the spacebar to turn off the tool,
04:17Shift+Up Arrow to expand my selection, and I am going to give this set of
04:22polygons a unique name.
04:24So I will press M for Polygon Material, and because the hand already had two
04:28surfaces, Skin and Nails,
04:30I am just going to choose Nails. And we'll click OK.
04:35So now we've just added a finger nail to the hand, just like the others.
04:40If I needed to adjust this it at all-- perhaps he needed a little trim here--you
04:44can press the T key, which is Element Move.
04:48What Element Move does, it allows me to click on any element--an edge or
04:52polygon or point--and just pull and slide that around.
04:57If you look at the Tool Properties for Element Move, you actually have a range.
05:02So if I go like this you can see that range changing, how much is being influenced.
05:08For me an easier way to do this is to right-click and drag.
05:13This is the influence of this tool.
05:15What that means is let's say I keep a little bit larger and I click and drag; it's
05:20going to pull that range.
05:23So I don't need that much range in here.
05:26So I am just going to scale this down, just right-click, just about like that,
05:29and then I am going to just kind of shape this out a bit.
05:38This is another reason using subdivisions works really well, because we have
05:42this kind of flexibility for models like this.
05:45If we are working simply just with polygons, well, think of how hard that would
05:49be to create that kind of unique shape.
05:51So beveling subdivisions works really well when you adjust the Work Plane, when
05:57you need specific detail, such as finger nails, little tiny knobs, any kind of
06:02little, small detail work really well with bevels and subdivisions.
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Adding detail to models
00:00One of the benefits of working with subdivisions in modo is how well you can
00:04add details to a model.
00:05So what we are going to do here is build a banister that we eventually are going to
00:08build into a full staircase.
00:10And we are going to start up with a simple cylinder.
00:13So click a cylinder, and what we want to do is build this on the Y axis.
00:16So we need to get our workplane set that way.
00:19Currently, our workplane is on the Z. I can see that my workplane icon shows
00:24the Y, X axis, and the Z is sticking out,
00:27meaning we are going to build on this Z. Instead, I am going to hold the Alt or
00:31the Option key and rotate my view until the Y axis sticks straight up, and that
00:36means I'm working on the Y, allowing myself to draw out a disk.
00:41But I want this to be round, and I can very easily come into the Radius and
00:45type in a numeric value that's equal on all sides.
00:48I can also hold the Ctrl key and click and drag, and that will create a unit
00:52primitive equal on all sides, but what if I just want two axes?
00:55Well, here is a little trick that I've done for lot of years.
00:59If you click and let go of the mouse to activate the tool, then hold the Ctrl key--
01:04don't click right on the tool;
01:06click near it and drag out--
01:07you can actually drag out a perfect circle just on the X and Z, and it will
01:15ignore that third axis on the Y. That eliminates the need for entering in
01:19specific numeric values.
01:21A little trick from me to you.
01:24Then we are going to go Center Selected and choose All, just to make sure that's
01:27centered out, which is going to be important for some steps we are going to do later.
01:30I am going to zoom out like this and move my view around, just so I can have some
01:35height here, because what we are going to do now is extrude this.
01:38So we will go to Polygon mode and select that Polygon, Shift+X for Extrude,
01:44click to activate the tool, and just grab the green handle and drag it out.
01:49But before you turn off the tool, take a look at the Polygon Sides. There is only 1.
01:55We want to have quite a few so we can do what we are going to do in a little bit.
01:59And I can just click the arrows to add segments, which is fine.
02:03You can see I just added a few. But instead I'll click and drag, and that's a
02:08much quicker way to add segments to something.
02:13By the same token, you can click left and drag to deselect or click more to add,
02:18drag to the right, and so on.
02:19Well, we only need about 30;
02:21we don't need to drag too far to the right--and right there is 30.
02:25Simply you can enter any value too, if you are so inclined.
02:27I am going to click on the Extrude tool to turn it off and then click a
02:30blank area to deselect.
02:33Now, we want to add some detail, and we are going to do that by beveling.
02:37So I need to determine what I want to bevel, and I want to make this column a
02:42little more classic,
02:43so I need to take some of these polygons and pull them out.
02:46The way I am going to that was with a loop.
02:49And I am going to select two polygons here and press the L key, and notice that
02:52the loop goes all the way around.
02:54If I selected just one polygon and pressed L, modo is going to select its
02:58neighboring polygon and go the wrong way.
03:00So I need to tell it, go this way.
03:03So I needed just two. Then press the L key and it knows to go that way to select the rest.
03:08Then I am going to hold the Alt, Option key and rotate around a little bit.
03:11I am going to skip two rows, hold my Shift key so I can add to my selection, and
03:16again select two and press the L key, and we will do the same.
03:20Skip to rows, hold the Shift key, select two.
03:23If you accidentally get an extra polygon in there, hold the Ctrl key and click
03:28right on that polygon to deselect it.
03:30Then I will press the L key, and then we can go this way, hold the Shift key and select two.
03:37We will just rotate around, skip two rows, hold the Shift key and just a
03:43couple more. There we go.
03:50Shift+A and then we will zoom in. And then we are going to hold Ctrl key and
03:56deselect the top and bottom, because we don't need those in our selections.
04:00So here's the thing.
04:01We've got our selection--oops!
04:02It looks like I missed one.
04:03We have got our selections, so how do we save these if we want to use them later?
04:08Well, what you can very easily do is save your selection set.
04:12A lot of people aren't aware that you can do that.
04:15And the reason we want to do that will be evident momentarily.
04:18I am going to go to Select, drag all the way down, and choose Assign Selection
04:24Set. And this will be called Bevels. I will click OK.
04:29And here is why we want to save our selection set.
04:32When I go Command+S to save this--and we are going to just save it right now;
04:38it'll be in your Exercise Folder as column1.
04:42When you go to subdivide this, what's going to happen?
04:45The principle applies that if something is selected, whatever you do applies to just that.
04:50So if I hit the Tab key, it's going to apply just to my bevels.
04:54it's not going to apply to the whole thing.
04:56So for instance if I hit the B key to bevel, we want to actually bevel these out.
05:02And I don't want to come up. I just want to come straight out like that.
05:04Well, that's great, but the problem is now I want to hit the Tab key,
05:08it only applies to those bevels, that subdivision.
05:11I need that subdivision to apply to my whole object.
05:15While I could go to another mode like this, like Edge mode, hit the Tab key, and
05:20come back, really though, that's an improper way to work.
05:23It's a bad habit to be in.
05:25So instead, we have got our selection set.
05:28So I can just deselect these easily, hit the Tab key, modify, do whatever I
05:32need, but if I need to go back to that selection, I can come up to Select and say
05:37Use Selection Set, choose Bevels, and click OK.
05:41I've got my selection now available to me again, without going through the tedious
05:45process of selecting everything.
05:47So with that said, let me undo a few times and get back to where we started, and
05:52then what we are going to do is add a little bit finer detail to the model.
05:56So in this case, we want to bevel these out.
05:59So press the B key, click Bevel, and I just want to just pull these straight
06:04out, kind of like that. And we don't want too much of an inset.
06:11We've got 300 millimeter we want.
06:14Turn off the Polygon Bevel, and then what I want to do is I want to select these
06:18edges right in here.
06:20So I am just going to double-click this edge and double-click this edge. And I
06:23am holding the Shift key to do this, Shift+Double-click.
06:27The reason I am doing these after-- Shift+Double-click--is because now that
06:31this is beveled, that edge goes all the way round, making it much easier to do
06:36with you want to do.
06:39If we had done the edges first, it would have been a little harder to come all
06:42the way round, just a lot more of selection on our part.
06:44So Shift+Double-click, and if you have got a few extras like I just did, hold the
06:49Ctrl key and then click on them to deselect. Shift+Double-click, rotate around,
06:56and I think we got them all. We sure did.
07:02No! One more. Shift+Double-click.
07:06So with this we can create a new selection set.
07:09And this will be Select > Assign Selection Set > Edges.
07:15And that way we have that saved with the model as well.
07:18Now I am going to deselect these and hit the Shift+Tab, which is our
07:23Pixar subdivisions.
07:24Then I will come back to Select > Use Selection Set, choose Edges, and then
07:31we are going to Vertex Map > Edge Weight tool, and we're just going to sharpen that out.
07:36Now I don't want it totally sharp.
07:38I wanted it to be just tight, and then spacebar to turn off the tool and click to deselect.
07:46That's going to create our initial shape, which we are going to deform in our next video.
07:52By using edge weights we've created a very nice model without, again, adding extra
07:58geometry that we don't need.
08:00So it's a really terrific way to work.
08:03The last thing I am going to do is in Polygon mode select the top polygon, A
08:09key to fit, hold the Shift key, select the bottom polygon, press the B key for bevel,
08:16and because the top and bottom are selected at the same time, they are
08:19both going to bevel,
08:21and I am just going to bevel this in.
08:22Then we turn on Polygon Bevel, and we will save the column.
08:27So a very simple cylinder, but a number of different tools and actions that you
08:32can apply to any type of model and selection sets, in order to save your
08:36different selections so you have more control and increase your workflow.
08:40Adding detail to your model is very easy to do with modo's tools.
08:44One of the best ways do is using selection sets so that you can save
08:47selected edges and save selected bevels, allowing you more detail in
08:51improving your workflow.
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Deforming and shaping objects
00:00The great thing about working with subdivisions in modo, aside from adding
00:03detail, is that we can also deform our objects and have some really cool and
00:07interesting shapes.
00:08So what I am going to do here is use the column1 from the previous video. And
00:13before I do anything else, I am going to save this as column2, and that way I
00:19won't override what I have already done.
00:21These new changes, how we deform this, will actually be in a separate model.
00:25So what I am going to do now is come in here and I am going to go up to the top.
00:28First thing I want to do is taper in these inlets, and the way I am going to do
00:33that is make sure I am in Edge mode and I am going to double-click each of these loops.
00:38I'm going to hold the Shift key to add to my selection, and I'm going to hold
00:43the Alt and Option key to rotate around and hold the Shift key again, and just
00:47make sure each one of these loops is selected.
00:50If you accidentally get some edges that you don't want selected, just hold the
00:54Ctrl key and click right on them.
00:55Then if I press the Scale command, you would think that might do what you
00:59want, but not quite. It seems to deform it a little bit, and these sides are
01:05still just as thick. They are just pulled in.
01:07That's now what I want.
01:08I want them to taper in.
01:09Well, instead of doing that one at a time, I can very simply come to my Action
01:13Center and choose Local, and what that allows me to do is scale them in and they
01:20will work independently.
01:23And so now I have just flattened out that end, and if I turn my Action Center off,
01:27just by clicking on Local again to uncheck it, and I scale this whole group in,
01:34now I get the look that I want, which is a tapered bevel all the way in.
01:38I will turn off my Scale tool, and I will click a blank area to deselect, and
01:45notice that it looks really good.
01:47We have only subdivided this into a level of 2 down here in the Item Properties.
01:52So I am going to actually change that to 4, and you can see how much cleaner
01:56and smoother this is.
01:58And remember, in the previous video we actually weighted these edges with the
02:02Pixar subdivisions, and so now we get a nice and very clean, molded shape. So it looks good!
02:07Let's do this one more time, and then I press the A key to fit this to view.
02:11And here is a little trick.
02:13I can actually move my mouse down to the bottom and press the G key to center
02:17that area, and then I can press the period key on my keyboard to zoom in.
02:22Then I can hold the Alt, Option key to rotate around,
02:24move my mouse, and hit the G key to center where my mouse is, just bring that to view.
02:31Back to Edge mode.
02:32We will double-click an edge, hold the Shift key, and I can add to my selection.
02:38So very quickly, I can just come around and select all these bottom edges.
02:44Press the R key for Scale, Change the Action Center to Local, the action of my
02:49mouse. I'll flatten out those edges,
02:54turn off Local, and then scale these in.
03:00Turn off the Scale tool and click to deselect.
03:03Command+S to save, or Ctrl+S, and now we have got that exact same look at the bottom.
03:09It looks very nice.
03:10Now feel free to go in on your own and maybe even select this edge here.
03:15You can weight that, or you can bevel it if you want, just to sharpen that out
03:19and create some unique shapes.
03:21So the choice is yours, but we have a very, very nice geometric shape to work with.
03:26It's not overly built.
03:27There are enough edges and enough polygons that create some really fine details.
03:31So work with that and play around with them, have some fun with it. But for now
03:35let's create the rest of our column for our banister.
03:38We have got a shape we want.
03:40I am going to save this one more time before I deform it again, and I will do a Save As, column3.
03:47These files are very, very small,
03:48so it's a really good idea just to keep in the habit of saving
03:52different versions.
03:54Under the Deform tab, you can see all the different types of Deform tools we have.
03:58For this one, I am going to choose Twist.
04:00Now when I activate this, you might think, ahh, there are a lot of tools there.
04:03A lot of people I know kind of get freaked out with all these commands and all
04:06these handles, but it's really very simple once you take a look at it.
04:10I am going to open up the Properties and pull those up, just like that.
04:13Well, we want the Action Axis to be on the Y. We want to actually twist this.
04:19So we are changing that to Y.
04:20We are not going to use any snapping at this point, so we will close that.
04:23Then you will see this handle here at the bottom and at the top. And if you look
04:28closely--and I will zoom in--the top is very narrow, and the bottom is very thick.
04:33And what that means is this tool, the Twist tool, will have more influence where
04:38that tool is thick and less influence where it's not.
04:41So let me just click and drag this.
04:44You can actually see the degrees in there. Or, very simply, you can come into the
04:48Angle itself and type in exactly what you want, 180 degrees.
04:53But if I wanted to use these handles, I can do two things.
04:56I can hit Reverse, which twists more at the top and less at the bottom.
05:01It doesn't make much difference for this model--very similar to how we used the
05:05Bend tool earlier. And then I can actually move this handle and it would not
05:10affect beneath it at all.
05:12It would only be twisting from that one point, which really adds a lot of cool
05:18details to your shape.
05:20So, for this one though, we do want to twist the whole thing, so I am going to
05:24bring this all the way back down.
05:28And then we will turn off the Twist tool, and we have our column.
05:31I am going to zoom in, so you can see how much detail we have created.
05:36So just by creating a very basic cylinder, beveling the edges, weighting, using
05:41the scale on the edges and the Local Action Center, we have created a very
05:46detailed, very nice column that we can work with.
05:50Now in order to get more detail, we can actually go ahead and bevel the top.
05:56So we will do one more detail.
05:57I am going to take this top polygon, and I want to bevel this, but I don't want
06:06to do a simple bevel. We can do something little more complex. And I am also going to come back here
06:12very quickly and change my Subdivision back down to level 2.
06:16The reason I am doing that is because I can sense that my computer is starting
06:19to slow down just a little bit as we are adding more detail and twisting.
06:23And what the Subdivision is doing, remember, it's subdividing every polygon in
06:27here by this amount.
06:29So the less amount I have-- you can even change this to 0--
06:32You will see a very chunky model. And that's also the advantage of Subdivisions
06:36is that you can work on a very, very simple model and when you are ready to go,
06:40up that for your render.
06:41So in this case, we will just keep it at 2 so we can see what we are doing.
06:45And with the Bevel, before I pull this up, we are going to come all the way up, and
06:50look what's down here.
06:51There is something called Profiles, and you can pop this up if you want and look
06:55at the different options for Door_ Edges, for panels, RouterBits, and so on.
07:00There is quite a few in there.
07:02But if I choose a Profile, what that will allow me to do--and I will just
07:05choose one of these--
07:06when I click to Bevel, watch what happens when I pull the shift: it actually
07:11bevels based on this shape.
07:13I am going to undo a couple of times and choose another one.
07:19Click to activate the bevel.
07:22It creates all these different profiles for that bevel, and those ship with
07:28modo, so those are installed when you install the program.
07:30So by starting with a simple cylinder, weighting the edges, beveling, using some
07:35selection sets, tapering the ends with the Local Action Center, and then applying
07:39a deform of Twist, we have actually created a very nice unique object that we can
07:45then build into a larger mesh.
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Cloning
00:00After you've taken so much time building a model, sometimes you want to make
00:03more of them, but you don't want to go through the painstaking work of
00:07rebuilding it, and that's where the clone tools come in.
00:10Let me show you how some of them work, and then we're going to go back to our
00:12column, and we will clone that.
00:15So let's just add a simple donut, something I like.
00:19I'm going to hold the Shift key and click right on that to add one.
00:23And then we'll come down to the Duplicate tab. And here you can see that there is
00:27Radial Sweep, Mirror, Bridge, and so on, quite a few. But right in the middle,
00:31there is a number of different clone tools.
00:33Well, before we talk about these other ones, let's just talk about Clone. And I'm
00:37going to click right on that, and what happens is that we have a Generator that
00:41appears at the very bottom in the tools.
00:44And well, there is a number of different things we can do with this.
00:47Essentially, the way to see this work is just click right in the interface, and
00:51you're going to get these little handles.
00:53And when you do, you'll be able to pull one of them, and you're cloning your object.
00:59How many clones? Well, that's right here with the Number of Clones.
01:02Let me just expand this so you can see.
01:05And just like all of our other Tool properties, you can click the right arrow
01:08a few times, or you can click and drag the mouse to make multiple clones very easily.
01:14If I drag this handle while this tool is still live, I am now actually
01:19changing that clone.
01:21One of the cool things in modo 501, however, is that we can possibly say
01:26well, we can estimate how many clones we want, but with 501 we can make it more specific.
01:31So let's say I want to make my end clone right there.
01:36Then if I click this button called Between, I can actually just create clones
01:41right in between those two, making it a lot more exact then just trying to
01:45randomly guess how many I need.
01:47It works pretty well.
01:49At the same time, I can come down and play with my rotation of each of these.
01:55I can play with the scale.
01:58Okay, so a lot of really neat things, all with the simple clone tool.
02:03This is just the tip of the iceberg with what you do can do with some of these.
02:06So this is how we're going to replicate our banisters from our simple column.
02:11So let's turn this off. Hit File > Close All.
02:16We don't need to save that,. And then we're going to open up the column3 from
02:22the exercise files.
02:24This is the column with the twists and the end that has been scaled in all the way.
02:30Our Subdivision Level is set to 4.
02:32I'm going to bring that down to 1, and this is with the column Mesh selected and
02:38the Subdivision in the properties.
02:39I am going to close the Transform tab, so we can see.
02:43The reason I am bringing these Subdivision down to 1 is because I don't want the
02:47polygons generating too much, because as we clone this, it's very easy to just
02:52kind of lock up your system when you're adding this much geometry to a scene.
02:56So it's just something to be aware of.
02:58I'm going to hold the Ctrl and spacebar at the same time, jump to a front view,
03:04and I'm going to hold and pull on the Zoom tool just to zoom out a little bit.
03:08And what we're going to do now is actually clone this to create our staircase.
03:15So we'll select Clone with this model selected, we'll and pull this up like this so
03:21you can see all of our tools.
03:24And we'll probably do about ten of these.
03:26So let's just click like this to activate.
03:28Now what I want to do is turn off between for the time being and get
03:32our rotations back.
03:34modo remembers what we had done in our previous use of the tool, so you have
03:39to be careful of that.
03:40Okay, so now that we have this set, we can very easily move these like this.
03:47While I had just shown you the torus cloned on one axis, you can very easily
03:52just grab the handle and move these up.
03:54And if you want it very precise, you can see right here in your Offset.
03:58So let's say you're doing architectural animation and your architect says, "I need
04:02those stairs to be a meter apart," or 10 millimeters apart, you can very easily
04:07put those offsets in.
04:08So I'm going to jump this up to 10,
04:12hitting Replace Source if I wanted, and then we'll pull this out, and that's a
04:18little bit of a steep staircase.
04:20So I'm just going to extend this about like that and pull it back down;
04:26I don't need it that high. And then I'm going to hold the Ctrl and spacebar,
04:30come around to my Perspective view, and using my wheel on my mouse, I can zoom in.
04:35Now these are all exactly replicated.
04:38If you chose to rotate them, you could do so, but because they're round, it's
04:43not really going to make too much of a difference.
04:45If you choose it on the X axis, however, some of them will actually be straight
04:51down. And that can be kind of a unique thing, depending on if you're creating
04:55logs in a forest perhaps, but I think for right now, these will work quite well.
05:00And we want them to be all the same.
05:02You wouldn't have a banister where they're all each different, although you might.
05:07So that is actually how the clone tools work, on a very simple level.
05:10There are other clones, which we'll get in to, but it's a very easy way to take
05:15this initial shape which started just as a simple disc and bevel it, work with
05:19the edges, and then make multiple copies all the way up.
05:22From here, we have to build the stair itself and clone those as well.
05:27Beveling, edge weights, the clone tools, all of these very easy-to-use tools to
05:33create pretty much anything you want within modo.
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4. Using Other Modeling Methods
Creating with Radial Sweep
00:00You've seen how we can create a complex object like a banister using bevels
00:05and simple objects from discs and cylinders.
00:07But sometimes there's other ways to create models much like that.
00:11If we jump over to the Duplicate tab, you'll see that there is a number of clone tools.
00:15We had already used the simple Clone to create multiple banister models,
00:19but what about some of these others, like Bridge and Patch Curves and Curve Extrude?
00:24Well, we'll get to all of those different Duplicate tools, but the first one I
00:28want to talk about is Radial Sweep.
00:30Now you'll see that these are ghosted down,
00:31and the reason they are is because we don't have any geometry for these tools to work on.
00:35So I'm going to jump back to the Basic tab.
00:38And over here in the simple models, if you click and hold on the Pen tool,
00:42you'll find the Curve tool.
00:45By default, you're going to see the Pen tool like this.
00:48When you see those little dark corners, that means there's other tools within
00:52that one tool button.
00:53So click and hold and select the Curve tool. Okay.
00:56Ctrl+Space will get us to our front view.
01:02And what we're going to do is create a cross section, and we're going to use
01:07Radial Sweep to create the rest of the model.
01:10So all we're going to do with this Curve tool is build a simple little curve, and
01:16I'm just clicking here, and the curve is following me.
01:20And of course the more points you add, the more detail you're going to have.
01:23We're going to keep this relatively simple.
01:27What you will find often is that some of your areas will probably a little bit
01:32larger than you want them to be, and that's okay;
01:35you can always go back and redo it.
01:38This is a great technique for creating bottles, and cans, baseball bats,
01:44anything like that.
01:45You can create some really interesting shapes.
01:49This is a great way to also create models to populate a shelf in a kitchen that
01:55you're building, or a bookshelf. All right!
01:58So come all the way up to the top, and then we're going to come back to
02:01the center like this.
02:03And once we have that, you can tweak some of the others just by clicking
02:06and dragging on them.
02:07So we're going to turn off the Curve tool, and we'll jump back to the Duplicate
02:13tab, and then we're going to choose Radial Sweep.
02:17And this generator is set to a Count of 24, which is fine for our purposes.
02:22It's going to start with an Angle of 0 degrees, end at 360, meaning it's going
02:26to revolve one time.
02:29So with that, we can just click right on that center axis and it revolves around.
02:34Now because I clicked from the front view, it revolved around the Z. We actually
02:38want it on the Y. Now, what happens is you get this nice shape revolving around.
02:44I'll hold Ctrl+Space and jump to a perspective view.
02:48And sometimes what happens is that the model inverts the polygons when you do this.
02:54And that's not really a problem;
02:55we can flip those around very easily.
02:57But also look at some of the others.
02:58You'll see Cap Start and Cap the End so it closes it.
03:01We can also just choose Invert, and that fixes that flipped polygon.
03:07Remember, polygons are one-sided. So they were facing inward;
03:10we needed them to face outward.
03:12So with that, we'll turn off the Radial Sweep,
03:15and you can see very easily then we have this nice banister we can work with.
03:20And very similar to cloning like we did with our other banister pole,
03:25we can choose Clone, click to activate, put a number of clones in, and drag
03:34this out and start making more of these.
03:37So you can create columns for porches,
03:40you can create big balusters,
03:42all kinds of things just using this simple technique.
03:45And of course, because of modo's subdivisions, you can go into these, choose an
03:51edge, double-click it like we've done throughout the course,
03:55you can choose the Scale tool for instance, press the R key, and you can scale that up.
04:00You can select an edge in here and perhaps remove it by pressing the Backspace
04:05key on your keyboard.
04:07Hit the Tab key to turn on subdivisions. Select another edge--any one you want--
04:13and let's go with one down here.
04:18Press the B key for bevel, and you can bevel and start to tighten that out,
04:24making things very, very flexible to create any kind of model that you want,
04:28and make it very unique as well.
04:31So using the Curve tool with the Radial Sweep command, you can create banisters,
04:36baseball bats, great-looking poles, all kinds of things, to build more complex
04:41objects right in modo.
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Working with text
00:01In all the years that I've been using modo, a lot of people that I've worked with
00:04never think of it as something you can create 3D text with, but you can. And if
00:09you look up in the Basic tab, there is a Text button. And when you click that, it
00:14allows you to create 3D text in modo.
00:17So what we're going to do, I'm going to show you a little bit of a pitfall
00:20in creating 3D text.
00:21And this is any program, but a lot of people kind of have hit this
00:23roadblock when they are working, and I'm going to show you how to fix what I'm talking about.
00:27I am going to type in 3D, and we're going to use more of a scripty font, like
00:30Times New Roman. And when you click this button, any of the fonts on your
00:34system will appear.
00:35So I'm just choosing very simple, Times Roman.
00:39You can change the Size, and when you click right in the interface after you've
00:43laid down that text, you'll see it right in your interface.
00:46And let me just rotate around here. And I'm in a wireframe view, so I'm going to
00:53change to Advanced OpenGL.
00:55And on a side note, if you do not see Advanced OpenGL, if that is ghosted,
01:00it's only because your video card might be a little bit older and modo can't
01:03work with that. And if that's the case, you just choose Shaded Texture; it's
01:07very, very similar.
01:09So with some of these tools, the Location of the text will be Bottom, Middle,
01:15Top, and so on, and what that means is the orientation, like here the top is the top zero axis.
01:22We're going to do Bottom, more standard, Left Justified.
01:25If you went Right, it would be opposite of that zero axis. And Split by
01:30Line, Word, or Character, this is really important.
01:33If you're building more of a string of text and you want to edit it or work with
01:37it, you have to determine when you build this text,
01:40do I want to be able work with it entirely as one line of text, or work with the
01:44individual words, or work with the individual characters?
01:47So in this case I'm going to work with the individual characters, and I'll show you why.
01:52The axis is down to Z. You can see the Z axis back there. And Flip, which we
01:57don't need to do--the polygons actually look like they are doing okay. And with
02:00that, I will click on the Text tool to turn that off, and we have our 3D text.
02:03Now the reason I chose this to be built with the Character preference is that
02:09when I go to Polygon mode, I'm be able to select right on that one polygon.
02:13If I had chosen Word or Line, what would happen is when I click and select, it
02:18would select both of these, and I wouldn't be able to edit them individually.
02:22And the reason I want it as a character is that I can select that D, press the W
02:26key for my Move tool,
02:28grab the red handle for the X axis, and just move that over.
02:31When you're doing 3D text, really pay attention to the kerning, the space in between
02:36all of these letters.
02:37For instance, an A and an N will have a very big space in between them, as well this 3.
02:43And the reason is, computers--
02:45whether it's 3D or whether it's a Word program--have a bounding box.
02:50The computer sees just an invisible box around each of these letters, and as
02:54such, it just puts them together.
02:56So an A, of course, tilts in, and an N tilts in the other way, or V, and that's
03:01why you often see that large space in between those letters.
03:04Spend a little bit of time and make that look nice. So I'll move that in.
03:10The next thing with these is when we want to extrude them and bevel them, and
03:16this is why I chose this font.
03:18So what we're going to do is we're going to select these two flat letters. Then
03:23we're going to go to our Duplicate tools, and what we can do is extrude them, and
03:31then we'll click to activate the tool.
03:32So Shift+X is our Extrude. And then we'll grab the blue handle, and we'll
03:38just pull these out.
03:39And then I'll hit spacebar to turn off Extrude and then click a blank area to deselect.
03:45So now you have 3D text front and back. So far so good.
03:50Well, part of doing 3D Text is also creating a really nice bevel, because, well,
03:56it is not 1985 anymore, and our computers can go a little bit further then
04:00doing just blocky text.
04:02So what I want to do is select just the face of these objects.
04:06Hit the B key for bevel--it's up here in the Basic tab. And I'm going to click
04:10to activate my tool and very carefully, I'm going to pull these out, and then I'm
04:15going to inset them.
04:17Now I can leave it like that, but I want to show you a little bit of a problem
04:21that can happen on thin fonts like this.
04:23I'm going to move my mouse over this bottom corner here and press the G key to
04:29center my mouse and then zoom in using the wheel on my mouse.
04:34And if I drag my mouse to the left or right, watch what happens.
04:39They start acting a little odd.
04:41Let's say I want a nice big bevel.
04:44Well, that's what happens.
04:47The size of the bevel looks good, but now I've got an issue.
04:50So I'm going to hit spacebar to turn off the bevel, click to deselect, and when I
04:54pull out, it's kind of messy.
04:58All right, and the reason is is that tight little space, that bevel, crossed over itself.
05:06It just turned it inside out.
05:08So I'm going to show you how to fix that.
05:09Let's jump to wireframe mode, hold the Alt key, and then I'm going to go to
05:17Vertices mode, and I'm going to select these two points here.
05:21And then I'll go down to the Vertex tab and hit Join. And I can choose Average,
05:27which means it's going to join them on an average space in between.
05:31If I don't select Average, it will join to the last selected. And it says, two
05:37points, "2 vertices joined."
05:39And then we'll come down to the other side, and we'll just work our way up. And
05:45also you're seeing all that extra geometry, because when I extruded, I had
05:49some sides selected.
05:52You don't need to put all those sides on.
05:55So we'll select these two points, hit Join, click OK. And some of these here
06:02that have crossed over,
06:04select those, press your W for Transform, and just move them down.
06:08I'll do one more here. And then we will zoom out, and let's see if we got them all.
06:16Now I didn't do the 3 yet, but let's jump back to OpenGL.
06:20And that looks like there is some right here, so put your mouse down towards the
06:23bottom, press the G key, zoom in, and then let's jump to a wireframe, so we can
06:29see what's happening.
06:31And it looks like we've got a little bit of a crossover right here,
06:35so we'll select these points and let's move them over.
06:41And I'm going to just turn on the Advanced OpenGL. And you can see that's
06:46exactly what's happening with these.
06:50And right inside there, it looks like there is a little bit of an extra polygon.
06:55So we'll go to Polygon mode, select this one and hit the Backspace key to remove,
07:02and it suddenly fills up that hole.
07:04This last hole right here, if you look, it's not that it's flipped, because
07:08there is not a polygon on the inside.
07:09So all we need to do is back to Vertices, I am selecting these three points, and
07:19then pressing the P key to make a polygon,
07:22and we filled that hole. And now our object is not flipped inside out.
07:29So, that's all it is. It's not a lot of work to create 3D text and it's not a lot of work to fix
07:33them either, but one thing you're going to see is that this odd kind of
07:37smoothing going on.
07:38The reason you see that is because the object is too smooth.
07:42Now we haven't talk much about smoothing yet, and we'll do that when we get to
07:45our Shader Tree. But on a simple level, if I select the base material and I go
07:51down to Smoothing and I bring that back down, you'll see the object fix itself.
07:58And what's happening is, you need the sides to be smooth, but the front is not. It should be flat.
08:04So the computer is doing its best job to actually smooth that out. And in
08:08a sense it's actually folding it, and it doesn't want to fold it,
08:11so it's giving you those odd creases.
08:14So it's something to really be careful with.
08:16But now we have a very nice-looking 3D text with a very nice bevel.
08:21And then of course, we can surface that, render it out, and fly your camera up
08:25through it, and do some really great-looking animations right in modo.
08:30So 3D text in modo works just as well as creating any other kind of object in modo;
08:35you just have to watch out for a few of the pitfalls when you're working
08:38with designer fonts.
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Understanding replicators
00:01In modo, the Clone tools are actually some of the most powerful tools that you
00:04have, but there is even something a little bit cooler that I think you'll like.
00:08Let me show you about replicators.
00:10In the Duplicate tab you are going to see all the Clone tools that we have,
00:14but there is one that's not in there that actually is done with the Items tab. So let's do this.
00:20Let's go back to the Basic tab.
00:21I'm going to hold the Shift key and then click on the flat plane object, and
00:25then I'll press the A key to fit.
00:28And then I'm going to the press the D key. And what that's going to do is do a
00:33subdivision-surface-subdivide, and I'm going to do this about four times.
00:38And then I'm going to press the T key, and that is going to be my Element Move,
00:43tool and what that's going to allow me to do is just click and drag and pull
00:47some of these around.
00:49What we're doing is making like a flat little landscape that we're going to turn in-
00:52it to kind of a bumpy landscape instead.
00:55And the reason I hit the D key a few times to subdivide this is so that we have
00:59a nice mesh to work with.
01:00If it were just a simple polygon with a few points, it wouldn't be quite
01:04enough for what we need.
01:06You can also hold the right mouse button and create a range of influence.
01:10And you can see that down here for the Falloff, for the transform tool. And then
01:16we can just pull this around a bit.
01:17Then of course when you hit the Tab key, you get a very smooth surface.
01:24So again, using the subdivisions, using the sub-Ds, we create a nice bumpy surface.
01:30Okay, so, very simple.
01:33We'll turn off the Transform tool.
01:35Next thing I'm going to do is go to Layout tab and from our Mesh tab, we're
01:40going to click and jump to Organic. And in there you'll find Plants and Trees and Rocks.
01:45We're going to choose Plants, and I'm going to choose the Clovers.
01:49So let's double-click that, what you'll see is that the Clovers are now added to
01:54our Item list, and then we have our flat plane.
01:57This blank mesh right here that was there by default,
02:00we're going to right-click on that and choose Delete. And for the flat plane,
02:04we're going to click and just call this Ground. And then over here in the Layout
02:10view, I'm going to press the A key to fit it on the view.
02:13So this is what we have, a nice little landscape we made, and we've got those plants.
02:18Now I like them because they look like little trees and things, and they are
02:20going to work fine for this, but you can experiment with some of the other
02:23bushes and leaves and trees, and even this little dandelion is kind of neat too.
02:27So what can we do with this?
02:28Well, rather than manually going in and duplicating this bush item and then
02:33placing it, we can let modo do the work for us.
02:36From the Add Item dropdown in the Items tab, go down to Duplication and choose Replicator.
02:44Now with this replicator you have to look down in the Properties, and you're
02:47going to see a number of different tools.
02:49The first thing you want to do--let's close the Transform by clicking on it--for
02:53Instancing, the prototype and Point Source,
02:56well, the Point Source of course is the ground that we created.
03:00The prototype is our clover. And what happens is modo takes the point data
03:07from that ground, all the information of all those polygons, and then assigns
03:12those clovers to them.
03:14Now, it looks a little messy, so what I'm going to do is go over to the Render
03:17tab, and I'm going to zoom in my camera over here and then click and hold on
03:24the Move tool and move my view.
03:26And this is what you get, all of those little clovers placed on that ground
03:31perfectly based on its shape.
03:33And you can zoom in a little bit here and see how those all line up perfectly.
03:39That would have taken hours to do manually.
03:40Well, that's great, but it looks a little too nice.
03:44Let's randomize them a bit, and we can do that very easily with all of our tools.
03:49At first level, you can just change the overall scale.
03:53Now one thing I've not talked about yet is the Gang Select, or the Group Select,
03:57and that's these little buttons right here.
03:59If you hold your mouse over, you can see that you can choose Independent, Copy,
04:03Relative, and Proportional.
04:04Well, what does that mean?
04:05Well, let's say I want to scale these evenly.
04:08Well, if I just click and drag on one of them, well, it only scales the X. So
04:14Command+Z or Ctrl+Z to undo.
04:16Click once on this gang select, and then when I click and drag it drags all of
04:20them together as a unit, which is great.
04:24If you click again--let's say you made a variation and the X is wider than the
04:29Z, and the Y is taller or shorter--
04:32you can click twice for the independent, or relative, and then it will scale
04:38those different proportions equally as well.
04:40So that's a great way to work, rather than manually punching everything in.
04:44So we're going to close the Transform.
04:46I think our size is okay on these, but I want to randomize them.
04:50So down here under Variation, you can see all of the Random Twist and Random
04:54Offset, so we'll close Instancing, and let's just play with the Random Scale.
04:58So we're going to take the Y, and we're going to randomize it about 40%, and
05:02let's play with the Twist. And you can actually see them all twisting in there.
05:08And then we can play also with the Z scale.
05:10I mostly like the Y scale, just so there is a little height difference, and we
05:15can turn that off as well. Turn off Uniform Scale and that will help.
05:19And that way we have a much more random look to these, and they don't look like
05:23they're all just placed and cloned together.
05:25One last thing you can do with this variation is close that and go to Instancing,
05:29and Source mode is set to Align to Surface.
05:32You can also choose Use Polygons, and it will align these to each one of those polygons.
05:38And if you remember correctly-- let's just jump back to our Items tab.
05:42I'll turn off Clovers for a minutes, and if you look at just the ground,
05:49these are the polygons.
05:50We can hit that D key a few times to create multiple polygons.
05:53Well, by choosing my Source mode as Polygons, it's putting a clover in each
05:58one of these polygons.
06:00So if I only had four or five polygons, I only have four or five clones.
06:05So, something to keep in mind.
06:06I'll put the replicators back on and then put the Clover back on.
06:10The Source mode can also be set to Point Data. And similar to the polygons, it
06:16will actually place these on each of the points. But overall, I think I like how
06:20it looks Aligning to the Surface itself.
06:23So using replicators, you can create all kinds of interesting designs and
06:28shapes, and in this case we just simply used some of the presets to create this
06:33nice field of clovers.
06:36And these are objects that are already surfaced that come with modo.
06:39So I want you to think a little bit further beyond doing this. Think about doing
06:43pipes and boxes and balls and all kinds of things that you can create unique
06:48items and scenes for.
06:49You can also do things very similar to motion graphics, to create elements behind
06:54a logo, things like that.
06:56Lastly, if you come in and you don't want this ground, you can just turn that off.
07:01You don't actually need that to be on.
07:03That just helped generate where these go.
07:06Then you can save this and use this as a group and build more of these, and you
07:10can clone this whole group and then build an entire forest.
07:14So it's really very powerful.
07:15This is just the tip of the iceberg with replicators in modo.
07:18So experiment with these and see what you can come up with.
Collapse this transcript
Instancing objects
00:01Every once in a while when you're building models
00:02you're going to need a part of that model all over, such as a screw or a bolt.
00:07And it doesn't make sense to keep modeling that same object or making multiple
00:11copies of that object, and that's where modo comes in handy, using instancing.
00:15So what I'm going to do here is model a bolt, and I'll show you how we can make
00:18multiple copies with instances.
00:20I'm going to start with the Cylinder tool and normally, we would just draw this
00:24out like this, but we're going to do two things.
00:26I want this perfectly even, so I'm going to click once to activate the
00:30tool and I'm also going to choose the number of sides, and in this case we want six for a bolt.
00:37I'll hit the Tab key to get out of those selections. Then I'm going to click
00:42again, not on the tool, but right near it, and then I'm going to hold the Ctrl
00:45key, and I'm going to drag out.
00:47And that creates a nice flat, six-sided disc.
00:52You can also, by the same token, do three if you wanted a triangle, or eight, or
00:57anything else you'd like.
00:59So keep that in mind when you need a shape like this, rather than trying to edit it.
01:03And while I have this tool still active, I will just extend it up like this.
01:09I don't need any segments, and that looks pretty good.
01:13We'll just click the tool to turn it off. And this is not as much about
01:16modeling as is it about instancing, but I'm going to show you just how we can
01:19very easily create this bolt.
01:21So in Polygon mode, I'm going to select the bottom polygon and press of the B key for bevel,
01:27click to activate the tool and we're going to grab the red handle, the Inset.
01:31I'll zoom in so you can see it.
01:34Shift+Click to activate the bevel again, and we're going to pull that down.
01:39Spacebar to turn off the tool, and click in a blank area to deselect.
01:44Alt or Option key to rotate around, and we'll do the same at the top.
01:48So select it, Shift+A to fit it to view,
01:51press the B key for bevel, click to activate, and we'll come in about that far
01:57with the red handle.
01:58Shift+Click to activate another bevel.
02:00We will pull that down.
02:03Shift+Click, we will pull that in, Shift+Click to activate the bevel again,
02:08and we'll pull that up.
02:09Very simple. Click the bevel tool to turn it off, and then click a blank area to deselect.
02:14And that's fine, but let's go just a little bit further, because we can.
02:18In Edge mode, I want to select the entire set of edges throughout this whole thing.
02:23Well, you would think using the right mouse would be good to lasso-select.
02:27The only problem with that is because we're in an OpenGL shaded mode,
02:31graphic library, that is,
02:34it doesn't get the back side.
02:35It only selects what we see.
02:36There are two ways around that.
02:38If you have a middle mouse button and if you have a wheel on your mouse that
02:42often is a button as well, you can hold that button down and that will select
02:49all the way through.
02:52Okay, so the middle mouse button, usually the wheel on your mouse, just so you
02:55can just scroll in and out, also works as a button natively in modo.
02:59But if you don't have that, just jump to a wireframe mode and then use your right
03:04mouse button, and then you can jump back to shaded. Easy enough.
03:12Then press the B key again for bevel. Click and drag just a little bit.
03:16And you don't want it totally square, but let's put a Round Level of just maybe 2 on there.
03:22Now we'll make it nice and tight, just kind of like that, about nine millimeters on mine.
03:27Click Bevel turn it off and click a blank area to deselect.
03:30And I'm going to press F8 on my keyboard, and that is a preview window, and we
03:34can just see what a render would look like.
03:38So by beveling those edges, we just get just a nice little trim.
03:41Just give it a little bit more realism.
03:43Now for the fun part. We're going to get into instancing, and what an instance is,
03:48it's a copy of the object, but it's referencing the original.
03:52So in this case, we'll name this Nut, and I'm going to save it into our exercise
03:59files. And you're welcome to load this up. Nut.
04:06Okay, so you can load this up and follow right from this point.
04:10We want to create an instance, and the easiest way to do that is jump to Item
04:13mode and then press Shift+D. And what you'll see in the Items tab here is a pink
04:19icon, rather than a blue, and you'll see it's italicized.
04:22That means there is an instance created, and what does that mean?
04:26Well, I can't really see it, but if I press the W for my transform, you can see
04:32that it made a perfect copy right on top of the other one.
04:34Now if you'd gone to Polygon mode--and this is why it's important to be aware of
04:39which mode you're in, whether it's a component mode or the Item mode--and I hit
04:43Shift+D, what happens is I get Subdivide Polygons.
04:46That's not what we want.
04:47So you need to make sure you're in Item mode and then Shift+D, and you make an
04:51instance, and then you can move it around however you want.
04:57So now, these instances, they have this kind of purple, pink look to them.
05:01And what does that mean?
05:02That means if I choose to edit this model in any way, it will happen to these other ones.
05:08So let's press the O command, and my Inactive Meshes are set to Wireframe.
05:13Let's change those to Same as Active Item, and that will make my
05:16instances visible in OpenGL.
05:18You can still see the purple outline though.
05:21Anytime we want to make a change, we'll come down to the original blue mesh, that
05:25blue icon, and now I can go back to Polygon mode and do whatever I want.
05:29Let's say I wanted a little more bevel on here.
05:33So select this top polygon, press the B key, and now whatever I do on this model
05:39happens on the others.
05:41So Shift+Click to create more of a bevel, and you can see that I'm doing it to all of them.
05:46If I want to bevel these edges, I can double-click, press the B key for
05:51bevel, and I'll bevel those out.
05:54Maybe your client comes and says, "Oh, this particular nut has a longer stem on the bottom."
06:00So I'll select the bottom polygon, Shift+Up Arrow to expand my selection. And if
06:05you go too far, like I just did, Shift+ Down Arrow brings your selection back.
06:10And then you can hit transform and move this down.
06:14That's what's great about using instances.
06:16The other advantage is that they render much faster, because they are copies;
06:19they are virtual copies.
06:21And if you think in a larger scale where you've got an entire machine you've
06:25made with all these bolts, or you've got a field of plants or trees, all of
06:30those can be instances.
06:31And it's a really great way to work and save some time with memory constraints.
06:37When you look at these instances, you can also come down and change Converted to
06:41a Mesh if you want one of those just modified in a certain way, that you don't
06:45want it to follow the original object.
06:48So using instances is a great way to create multiple objects without making a
06:52lot of geometry, and it also gives you the flexibility of making changes to that
06:57model across all objects.
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Working with Curve Clone
00:01Some of my favorite tools in modo are the Clone tools.
00:03We used the Extrude Curve in the Extending polygons video, but there is lot more
00:09in the Duplicate tab that we can work with.
00:11So when we select that tab, you'll see that a lot of these tools are ghosted out,
00:15and what we need to do is create some geometry.
00:17So first, I am going over to the Layout tab and then from the Animals category in
00:22our Meshes tab, I am going to double- click, and let's open up the little chicken,
00:27the cartoon chicken. I'll press the A key to fit it into view.
00:30And this chicken is little crazy, so we need to create a fence to keep him contained,
00:34and the way we are going to do that is jump to a new blank Mesh layer, and we
00:39will press Ctrl+Space at the same time to get to our front view, and from the
00:45Model tab, we will go to the Basic tab, select the box, and let's build a
00:54little piece of fence.
00:55Now we don't have to build the entire fence, just one piece of it, and then
00:58Ctrl+Space to get back to Perspective view. And let's grab that little blue plus
01:04in the middle, just to pull it out, and then you can grab the blue handle to move it in front.
01:09And then if you'd like, go to Edge mode and you can double-click some of the
01:13edges to select them, Shift+A to fit to view, and just double-click all the edges
01:20and rotate in a little bit with your wheel mouse.
01:23Press the B key for Bevel, and let's just bevel out these edges a little bit.
01:28Why not make it nice?
01:29Now we'll turn off the edges by clicking in a blank area.
01:32So now we've got a nice piece of fence that we can work with.
01:34I am going to press Ctrl+Space again and jump to a top view.
01:38You can also find the top view by clicking here in the very top left of your viewport.
01:42I am going to go to Duplicate, and then I am going to choose Curve Clone.
01:46Now we've used the regular Clone, and we've used the Curve Extrude, so the Curve
01:50Clone, what that allows us to do is literally just create a path for our object.
01:58And when you do this, you need to make sure that your points are pretty even;
02:03otherwise it's going to be harder to line up these objects, depending on what you are doing.
02:07So notice I've got two points here, two points here, two points here, and then
02:12one on the back and one on the front.
02:13Well, how do you close this?
02:15Well, if you look at the Tool Properties for the Curve Clone--I'll just pull those up--
02:19you can say Closed from the Curve Path tab, and that closes out that curve.
02:25Then we can go into each one of these points and move them around. But notice
02:29that there is an original model sitting right there.
02:32Well, under Clone Effector, you can hit Replace Source, and that puts that right
02:37in position as we need.
02:38From here, I can just simply move this curve around until all of my handles are
02:43lined up the way I want.
02:45You might think to put Automatic on, but often I find that those overlap, and
02:50it's not quite as accurate as you want.
02:52If you do, you can just move these around and see if they line up for you, but
02:57sometimes I find that working manually works little bit better.
03:00Now what I just did there, I was still in Add mode, and because I clicked Away,
03:05I'm actually adding points. And I don't want to do that, so I am going to Undo a
03:09couple of times and make sure my mode is set at Edit, and that way I can't
03:13accidentally create more points for my curve.
03:16And then just come in and start moving these around.
03:18If I need to add another point, I can. And we will just close this up. And here I
03:25will add another point right here, like this, and I will take this one and pull
03:30this out, and we will create a very nice little chicken coop for our crazy chicken.
03:35Let me just tighten that up like that.
03:39We will come back down and turn off the Curve Clone, Ctrl+Space back to
03:46Perspective, and notice that our model is a little bit high, and that's okay.
03:50We can then just choose the Transform tool by pressing W. We will move that down
03:56and move it back, and now we have a contained chicken, a la the curve clone.
04:02So a simple use for it, but a much larger use that you could do with this is
04:07building, let's say, road lamps across the road.
04:10You've got a very nice road that curves and turns. Well, how would you put
04:13streetlamps all the way around?
04:15Build one and use the Curve Clone.
04:17You could do other things, such as ropes and pipes and all kinds of
04:21industrial-looking items.
04:22It's a great way to align objects simply, without actually trying to manually
04:28place them, which often is very difficult and time consuming.
04:31So the Curve Clone tool, just one of many clones that you can find in
04:35the Duplicate tab.
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Working with Curve Extrude
00:01In the Extending polygons video in Chapter 2, we used Curve Extrude briefly to
00:06create a nice hose, but there's a lot more this tool can do.
00:10In the Duplicate tab, you'll see Curve Extrude. And we've taken a flat disc
00:14and we extruded it just to make a nice hose, but it goes little bit deeper than that.
00:18So what I am going to do is, from the Basic tab, create just a nice little
00:23flat plane like this. That's all.
00:26Just very simply a flat box. Just select the Box tool and draw it out. In the
00:30Duplicate tab, we are going to select Curve Extrude. And like we've done with our
00:35extending polygons, you can very simply click and drag this out,
00:39but there is a little bit more. So I am going to Undo this with Command+Z or Ctrl+Z,
00:43and I am going to close up the Path Generator and all these others. And at the
00:48very bottom under Profiles, there's all these presets, and what these can do is
00:54help you create something like a nice molding if you are building an interior.
00:58So I'll just select any one of them like that, and then we will click right on
01:02the model to start our curve-extrude.
01:04We can come back here to our Path Generator and make sure this polygon is selected.
01:11And with that profile selected, what you end up with is a nice shaped
01:17curve, just like that.
01:22And then of course just like the others, when you have this path, you can change
01:26it and shape it as needed.
01:28Now this doesn't have to be a molding for a home.
01:31This is very easily could be a rollercoaster track.
01:36This could be a slide in the backyard. And all we are doing is taking this
01:40initial shape with a profile and then clicking the Curve Extrude tool. And
01:45just like our other Extrude tools, you can very easily move these points
01:49around and change that shape.
01:52When you turn off the Curve Extrude and you hit the Tab key, of course the
01:57subdivisions smoothed that out.
02:00Now we a little pinch right there which would be very easily going and press the T
02:04key for Element Move and just move that about and reshape that.
02:11But the Curve Extrude is a very powerful tool for creating all kinds we need shapes.
02:16When you employ the profiles that come with modo that are installed when you
02:20install the program, you can then extend that Curve Extrude that much further.
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Modeling with Array
00:01You've seen how all the Clone tools work in the Duplicate tab, but there are
00:04some other tools in here that can actually be really helpful when it comes to
00:07actually modeling larger sets of objects--and those are the Array tools.
00:11So what I am going to do is go to the Basic tab,
00:13I am going to select the Sphere tool, and before I add the Sphere, I am going to
00:19just bring the Sides down to about 12 and the Segments to about 6. And I will hit
00:23Return, and holding the Ctrl key, I will click and drag in the viewport.
00:28The reason I brought those sides down is that we are going to replicate this with
00:30the Array tool and we don't want it to be too dense; otherwise it's actually going
00:34to really slow us down.
00:37So we've got this sphere. What we can do with it?
00:39Well, one thing I am going to do, just to make this a little more attractive, is I
00:42am going to change the OpenGL view to a reflection. And this reflection shading in
00:49here is not a surface property;
00:51it's really just a viewport style similar to just going to Wireframe or Solid.
00:55It's just a way we are looking at our scene.
00:58But I like Reflection because it looks a little more attractive when you are
01:01doing large-scale objects.
01:03But this is really intended for smoothing out your surfaces.
01:07So if I press the T key for Element Move and I move some part of this around,
01:12the reflection shading will actually give me a good idea if I have any little
01:15dents or imperfections in my surface that I might not normally see with OpenGL.
01:21But it's also just a great way to work if you are not even working about doing
01:25something more complex.
01:26It's just a nice viewport.
01:28So with that said, let's get to the Duplicate tab. And what I would first want to
01:31do, we are going to create a pseudo-DNA.
01:34Now this is not going to be super accurate, but it will give you a look of DNA.
01:37And we are going to do it with, first, the Array tool. And you will also notice
01:42when I move my mouse over, if you hold the Alt key, you'll get an instance
01:45array, and we talked about instances and how they are actual copies of your original model.
01:50For right now we will stick simple and just click Array, and the Array Generator
01:55comes up down at the bottom. And when I click in the viewport, just like all my
01:58other tools, it becomes active.
02:01This Array allows me to just multiply this object in any axis I want.
02:07So it's a terrific way to make a stake of railroad cars or a set of books or
02:12anything else you can think of.
02:13But it's also highly interactive, so I can very easily come in here and grab
02:16these handles and push and pull and shape these.
02:20But at the same time, I can scale them down here in the Property panels.
02:25I can select Jitter to just kind of mess them a little bit so they are not all so
02:30perfect. And if you look down here at the very bottom, you can also look at some
02:34Profile Attributes and Snapping.
02:36Now we're not doing any of that for a particular project now.
02:40So that's how the Array tool works.
02:42So let's go ahead and build something with it.
02:44So I am going to Command+Z to undo a few times, and that will be Ctrl+Z on the
02:49PC, and we will click again to activate. And this time I don't want too many wide balls;
02:55I actually want them to go straight up, so I am going to come up like this, and we
02:59will move our view so you can see what's happened.
03:01I don't even think we need 8, maybe more like 6, and then we are going to play
03:04with the Jitter. And we will just kind of shake these up a bit on each axis, and
03:10that's really all we need for this.
03:11This will be one of our strands of DNA, and it's okay if they blend together.
03:14That's not really too important.
03:16We can play with the Y a little bit. And just like that, we get a
03:19nice randomization.
03:21Spacebar turns off that tool, and if you want, you can go to the Polygon mode,
03:26double-click on any one of these,
03:27press your W key to get your Transform tool, and then you can move and
03:32shape these as needed. So that's one set.
03:35Now we want to create another one,
03:36so I am going to take this ball down at the bottom, select the A key to fit them
03:41to view, and we are going to array that again.
03:44So we will select Array. We'll click to activate.
03:48We will move this up. And what I am going to do with these is create more of the
03:52base around the bottom of this DNA. So we are going to add some balls this way,
03:57maybe a few this way, and a couple this way, and again we will just use Jitter
04:03and just really kind of shake these up a bit so they don't look so perfect, and
04:08then we will take a look at it from all the views, just to see how it's coming along,
04:11which is fine. But I want to make sure I am able to select all of these,
04:14so I am going to press the spacebar and I am going to hold the Shift key, and I
04:19am just going to then right-mouse around the ones I want. And remember how
04:25when you are in a shaded mode, you are only going to be able to lasso-select
04:29what's in front of you; what's behind will not be selected unless you are in a wireframe.
04:33That's okay. All you can do is press the right bracket key.
04:36That's two over from the P on my keyboard, and everything connected to my
04:40selection will also be added to my selection. And then I can press my W to get my
04:46Transform tool, grab the little dot here to control two axes, and I can just
04:50move this over. And it looks like there is a few on the inside that I didn't
04:53catch, and that's okay.
04:54But we are just creating a base here for these, and then we'll click the blank
04:59area to deselect. And I will Shift+ Double-click each one of these that I can
05:03still see and W to select Transform, and we will move those down as well.
05:08We can even push them out on the side. Actually, let's do that.
05:13So the Array tool allows us to create quite a few more organic shapes and not
05:19having to do the whole thing manually. And once I have this whole set done, I
05:23can select a few more like this. And then I am going to go to Edit > Copy. Then
05:30I will press W for Transform, and we are going to move these over to the other
05:33side, and then Edit and Paste.
05:38And you can also do Ctrl+V and Ctrl+C, just like you would in a Word program. And
05:44with these, I am actually going to press the Y key to select Rotate, and we are
05:48just going to rotate these just to keep them a little bit more random. And then
05:52I will double-click this one, press W again for Move, and move that over.
05:57So you can see that a lot of the tools we're actually using are very repetitive:
06:01our Transform, our Select, our Deselect.
06:05Lastly, what I am going to do is right-mouse around these bottoms once like this,
06:10then press the right bracket key, two over from the P, to select all of those
06:14connected, Shift+V is our Mirror tool, right from the Duplicate tab, and I am
06:20going to click and drag to the right and that will duplicate those, but we want
06:24them to be on the Y axis so they flip up, and we will turn off the Mirror tool
06:28and then click a blank area to deselect.
06:30So there we've got like this little single piece of DNA we can use. And if you
06:36feel it this one might be floating too much, you can tighten that up just by
06:39selecting it and moving it in.
06:40I am going to save this, and we are going to put it right in our exercise files.
06:44So if you need this, you are welcome to use it, and we will put this as singledna.
06:49The next Array tool, once we've built this, is the Radial Array.
06:55I want to click this, again, the Generator comes up at the bottom, and what we
06:57are going to do is hold the Alt key and we are going to click and rotate around.
07:00And then I am just going to click right in the interface.
07:04You might have to wait a second depending on the strength of your system.
07:07You can see how there was a little bit of a delay, and that is also why I created
07:10these spheres with less resolution.
07:13So I want these to be down that Z axis, so that default generator is fine.
07:17I am going to rotate around so you can see what's going on here. And what I am
07:22going to do is this Offset, I am going to manually just drag it out.
07:25Now, how do I know what size I need? Well, that goes back down here. In the very
07:29bottom right it says 1 meter, and what that means is every square in here is 1 meter.
07:34These larger squares you see in my grid, in my interface, those are 10 meters then.
07:39So why don't I just put in 10 meters in and press Return?
07:42Meters are my default, and so now you can start seeing what we are doing.
07:47So let's put this to 100 meters.
07:49We'll really stretch that out. And then when I hold the Alt or the Option key and I
07:54rotate around, now you can see that we have this radial array going 10 meters
08:02into my scene. And how is it rotating?
08:04Well, the Start angle was 0, the End angle was 360 degrees, and there are 24 of
08:10them replicated over that.
08:12And if you look at these without the reflection, as far as OpenGL shading, you can
08:16probably get a little bit better look. And you very easily can start creating
08:20some random unique shapes from one simple ball, all with the Array tool.
08:25Certainly you can go and surface these and put color image maps on them and give
08:29them any kind of look you want.
08:30But it's really pretty easy to start working with these tools, just using them
08:34one at a time, and they all start with very primitive objects, and you can take it
08:39to that next level, creating some really interesting objects.
08:42So try out the Array tool to create medical objects, unique organic objects, or
08:47even just mechanical objects as needed.
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Understanding Mesh Paint
00:01A good part of knowing how to create something in modo is also knowing some of
00:04the tools available to you. And when we are talking about the Duplicate tools,
00:09there is another tool that I really like called Mesh Paint.
00:11So let me show you how that works, just on a simple object level, and then we
00:15will go into something little more useful with it.
00:17So from the Basic tab, I am going to hold the Shift key and add a flat plane
00:21like this, and then I am going to press the D key just a couple of times to subdivide that.
00:25I will press the T key for Element Move, and we will just shift this up in just a
00:30little bit of various ways, and I will use my right mouse to create a little range
00:34of influence with this, and then we can just pull this down. And then I will
00:39press the spacebar to turn that off and when I hit the Tab key, I just get nice
00:42little space there that we can work with.
00:44In the blank mesh layer in my Items list, I am going to then just add
00:49something like a little doughnut. And then we will press the R key for Scale,
00:54and we will scale it down.
00:57So one layer we've got a torus, and the other layer we've got a flat plane.
01:00What can we do with this?
01:01Well, selecting the flat plane layer and then going to the Duplicate tab, we can
01:06use Mesh Paint. And Mesh, as you know, is our object right here, so we are
01:11painting with objects.
01:13Using my right mouse to create a range of influence, I can click on here and
01:20start painting my mesh. And first I need to tell the system what source is my
01:26clone. What is my painting brush going to be?
01:29Well, it's going to be a specific mesh, and that mesh will be the torus.
01:34That's from right here.
01:36Then I want the Size to be Adaptive and Random, and what that means is it's
01:41going to adapt to the size of the plane but randomize the shape just a little bit.
01:47And we can do the same with the Rotation.
01:49From there, the Paint Mode, we've got Slide, Stroke, and Drop.
01:53So if we choose Strokes and we start going like this, you can see these
01:58little dots pop up, and when I let go, I have got all these little doughnuts
02:02that are painted on there. But look at the Size. It's 100%.
02:07If I click on here, I can change them, or very simply come back to Uniform and
02:14try it again. And now I've got little doughnuts all over this landscape. And the
02:21reason I had shaped the landscape was so that they actually fall with that.
02:26They are not just dumping them down.
02:27They are actually following the contours of that shape.
02:30You can simply then, of course, rotate them.
02:32You will see them all shaped a little differently. And we still have it set to
02:41Surface Align, but with the Rotation, you can see how they are all just rotate in there.
02:46So imagine this on a further level where you take rocks on a beach, or you take
02:51little bushes across a landscape, things like that. So let's do this.
02:55Now that you've seen how this works, I am going to Close All and then from the Layout tab, I
03:01am going to select all the way down and we are going to go to Organic, and then
03:06we will select Trees, and I am going to add the Tree No Leaves, just by
03:12double-clicking, and then press the A key to fit it to View. And then we will go
03:16to the Leaves folder, and we will just pick any one of these leaves.
03:20I will pick the Aspen 01.
03:22So we've got two meshes, the Aspen leaf--and I am just actually going to call
03:25this leaf, just so you know-- and of course this is the tree.
03:29I am just renaming these mesh layers.
03:31We will go to the Model tab, and one thing that's important to know is that this
03:36system here has 8 gigs of RAM.
03:38When you start doing certain functions, such as mesh painting like this on a
03:41really large object with a lot of polygons, your system may start to bog down a
03:45little bit, so just be patient with it.
03:47I am going to take a look at this in a Reflection mode, so it makes it a little
03:52bit brighter to see.
03:53I've got my Tree layer selected, my Leaf is the background layer, and we're
03:56going to do that same thing I just showed you.
03:58We are going to come down and select Mesh Paint from the Duplicate tab.
04:02We are going to use Strokes. Uniform is fine.
04:06I will keep the Rotation I had set for the torus, and the specific mesh will be our leaf.
04:14The right mouse button sets the size of that brush, and when I start clicking, you
04:19can actually see the little dots appear.
04:23Those are where the leaves are going to appear and when I let go with the
04:25mouse, there is the leaves on my trees, with nice little rotations.
04:29But they don't look like leaves;
04:30they actually look like little flat polygons-- and I will show you why in just a minute.
04:33So what's nice about this is that you can really come in here and put some
04:37sparse leaves on just to renew them.
04:39If I ever going to do a tree full of leaves, we would do this with a full model
04:45that is already in my Library and then just modify them.
04:48I don't think I would probably attempt to try and paint a full set of leaves
04:51across this whole tree, because some of these branches are pretty thin.
04:56Very easy to paint those on and then when I press F8, I get my Preview Render.
05:02And let me come up here so you can see these. And so there is the leaves on
05:07there, and they are set to Flat Polygons, but you can see that they are
05:11aligning quite nicely.
05:13Now if you jump to the Shader tree, which we are going to talk about in an
05:16upcoming chapter, we can actually make that leaf texture--which is right here--
05:23we can make the white area disappear.
05:26So we are going to pull this scene up again.
05:27I am going to save this, and we will put this right in our exercise files.
05:33This will be in Chapter 04. And this will be leaves, and we'll call that up again,
05:40and I'll show you how to texture this when we get to our surfacing chapter next.
05:45So the Mesh Paint is a great way to create more unique models by taking one mesh
05:50and using it literally as a paintbrush and painting with that on top of another.
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5. Creating Surfaces
Introducing the Shader Tree
00:00Throughout this essential training, you've seen how we've created different models,
00:03we've replicated them, and we've duplicated them, and we've created instances.
00:07But one thing that's important when you're doing 3D is, of course, the surfacing,
00:11and in modo that's all done in the Shader Tree.
00:14So over here on the right side of your interface--and we're using the modo 501
00:18Default Layout which you can find from the Layouts tab up top--
00:22you're going to find the Shader Tree tab and four items in there, by default.
00:26We've nothing loaded in our interface. We have no objects or anything,
00:29so basic default view.
00:32You have a Render, an Environment, Directional Light, and Camera.
00:36Now what's going to happen mostly is you're going to work in the Render.
00:40So let's open that up by clicking the triangle, and within there, you're going to
00:43have four default items:
00:44a Base Material, a Base Shader, a File Color Output, and then Alpha Output.
00:49Now what does that mean?
00:51Well, in the Shader Tree, everything works all the way up to the render. So let's do this.
00:57We're going to go to the Layout tab, and let's go up to Jewelry, and then let's
01:04load up this bracelet, just by double-clicking it.
01:06I'll press the A key to fit it to view, and when I do that, you're actually going
01:11to see some additional items added to the Shader Tree.
01:14Well, these are materials that were saved with this model. And what does that mean?
01:19Well, our base material that was there by default is no longer needed because
01:23the item that we loaded has its own material, and when I select that, I can
01:28see all of the properties beneath it.
01:30So here's the color for that material.
01:33I can click and drag and change the color of that.
01:35Here is the Specular, or the shine, how shiny that object is, the roughness.
01:40Think of that as a gloss.
01:43So let's say you had more of a metal bracelet.
01:45You'd have a higher roughness with a little bit lower specular. Or if you have
01:51maybe glass, you have a higher specular with a lower roughness.
01:55You're getting a little bit tighter hotspot.
01:57And that's isotropic features for metals.
02:00You can have different reflection amounts, things like that, and you can see
02:03that's nice and reflective.
02:05The way you're seeing this in the interface is because of the Advanced OpenGL.
02:09If you have just a simple Shaded on, you're not going to see those reflections,
02:13something to keep in mind.
02:15You have different reflection types.
02:17You can blur the reflections, and then when you click this little button down
02:21here, you can also change the Bump, Displacement, and Smoothing, which we're
02:25going to talk about shortly.
02:27But this material then feeds up into the shader, and when I select that, I have
02:32the controls for the shader.
02:34And what does the shader do?
02:35Well, the shader is what controls things like the illumination, and how much it's
02:41going to take from indirect light, how much indirect illumination for saturation,
02:47and certain things like that.
02:49You can turn on shadows and receive shadows.
02:52You can even have things visible to camera or not.
02:54But why would you do that?
02:55Well, let's say, you come over to the Render tab and you open up the left side
03:01here, and you come up to Environments, and you open up Studio, and you
03:08double-click one of these. That adds an environment to your scene.
03:12In the Camera view here, I'll press the A key to bring that to view, and let's
03:16say you really like how that affects your model.
03:18It's reflecting in there and it's got some nice highlights, but you don't want
03:22the blue as the background.
03:23Well, in the Shader Tree, if you select the Environment and you open that up
03:29and go to Environment, you could say, Visible to Camera, no, and you uncheck it.
03:33So now that environment is affecting the surface, but it's not visible, because
03:38we've turned it off for the shader.
03:40Well, all of the things that are visual, in terms of shading and lighting, are
03:44going to be handled in the Shader Tree, and we're going to work through this in
03:47the next chapter, and we're going to work all the way up to the render.
03:50And when you select that, here's your final output, the length of your animation
03:54if you're doing one,
03:56DPI if you're doing for prints, different settings for your cameras and your
04:00filtering for cleaning up the edges, and so on.
04:03So just keep that in mind, that the Shader Tree, while it looks kind of messy, is
04:06actually pretty easy to navigate.
04:08We're going to also add in different layers of computer-generated textures.
04:14Those are very nice and easy to use.
04:16And then we're going to change the effect of those as we add them in.
04:19So the Shader Tree, right here on the left and the right side, a combination of
04:23both the environment and different levels, all the way up to the render, can
04:27create any kind of surface you want very easily and directly with modo 501.
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Exploring layer-based shading
00:00When we talk about surfacing in 3D, often people say node-based shading, and
00:05modo's Shader is a layer-based shader.
00:07It's not node based. Node-based is more of a network.
00:10The layer-based is more similar to something you might find in Photoshop where you work
00:14with different layers.
00:15So to explain that, let me load up a model. And from the File menu, I'm going to
00:18say Open and then in Chapter 05 folder, we're going to load the Apple.
00:23Now if you don't have these exercise files--I'll press the A key to fit--
00:27you can jump to the Layout tab and in the meshes that came with modo,
00:31you can find a similar Apple.
00:33I'm going to open up the Render, and then you'll see the Apple surface right there.
00:39So what does this all mean? Well, when you see the little green with the red dot, that is the surface group,
00:44and when you open that up, you'll find three surface groups inside it.
00:47You don't need groups inside Groups, but in this case, we have multiple surfaces,
00:52or layers, that we're going to stack up to make the final surface.
00:55I'm going to jump to Items, and I'm going to make sure that my Apple layer is
00:59selected, so we can see it in OpenGL, and then back to the Shader Tree.
01:02So what's happening here is that we have our base material for the Apple, for
01:06the Leaf, and for the Stem, and as we've created projects, such as our fire
01:11extinguisher, we also built those materials. And we're going to load those shortly,
01:15and I'll show you how to put different surfaces on them.
01:18But the layer-based shading works from the bottom up. So you can see the
01:22visibility icons here on the left.
01:24Let's close out to stem and the leaf, and I'm just going to turn those off for
01:27the time being and work just with our apple.
01:29And what's happening here is that we have a very simple green surface on the
01:35material. And you just want to think in these terms.
01:38You're going to say okay, well, I need a base color, and then from there, we're
01:41going to add a little texture and from there, we might add a little bump, and we
01:44might add a little noise.
01:45And you work your way up, and then modo looks at that and feeds it up to the
01:49Shader, which generates full shading, and feeds it to the Render engine, and when
01:53we press F9, we will get a render.
01:56Now our camera is are not set up, so our apple is very tiny in the scene.
02:00So if we jump to a Camera view right here from Perspective and then press the
02:06A key, we can fit that to view. And this is what our camera will see when we render.
02:10So if we press F9 again, you'll see the camera draw this out.
02:14But we've turned out those other surface layers, so we don't see them rendered.
02:19So once the material is set--and you can see material right here on the
02:22right-hand side, the Material Reference that's the tab we're working with.
02:26We have Specular Amount, Specular Color, and this is the highlights.
02:30This is the gloss, the roughness.
02:32We have just a very simple green and from there, we're layering up some noise.
02:37And how is that noise generated?
02:39Well, that's done here when we add a layer, and we're going to do that shortly on
02:43our own fire extinguisher. And then we're going to add an image map and this
02:48mage map is a picture of all this red noise on here.
02:53So we've get noise that messes up the green a little bit.
02:55It gives a little bit of distress. And then we've got a picture of this redness.
02:59And then we're adding a little bit more noise on top, which in turn gives us this
03:03nice little shaded apple that doesn't look so plain and so computer generated as
03:08just the base green would, because we've layered up those textures.
03:12That then is its own material group.
03:14We can close that out.
03:15When we talk about the Leaf, we're doing the exact same thing.
03:18We're taking a base material,
03:20we're adding some specular color, so it's not so white, a little off white,
03:24adding a little noise, but we're setting the effect of this noise to a bump
03:28map, and we're going to talk about bump maps and how effective they are for fine details shortly.
03:33From there, we're adding an image, and you can see that it's an image right there.
03:36There is little ghosted label right next to it says Image, or it says Material.
03:41You can see right there.
03:42That then feeds up into this material group, and that's our leaf.
03:46I will just rotate around, so you can see it.
03:48Zoom in a little bit. Press F9 so you can see.
03:51Okay, so we have a very nice leaf texture on there. And that's how the layers
03:56work, and of course, the same works with the stem.
03:59A little bit of texture, a little bit of color, and it's that simple;
04:03we're just layering everything up.
04:05The surfacing can get much more complex, because you can blend between them.
04:09You can create the different layer masks so that you can place a label on top of
04:13a bottle, for instance, or on top of a fire extinguisher, or on top of an apple if you'd like.
04:18So the surfaces are wide ranging, going from the very simple material all the way
04:22up to very complex shading mixed with image maps. So when it comes to the Shader
04:26Tree in modo, the sky is your limit.
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Creating surfaces for polygons
00:00A lot of times when you're creating models in modo you are not actually
00:03thinking about the surfaces as you create; you should, because if you have
00:07more complex objects, it's a lot easier to build those materials into your
00:11models as you are going.
00:13But it's also very easy to select and add them later, which is what we are going to do now.
00:16So from the Chapter 5 exercise files, I have this blankapple.lxo file loaded up,
00:22and you can see in the Shader Tree that this has no surfaces applied.
00:26It's your basic default material Base Shader, Final Output, and Alpha Output.
00:31So how can we create some surfaces for this?
00:33Well, it's pretty easy.
00:35We want to select the polygons that we want to create a surface for.
00:40So in this case, I'm in Polygon, and I am going to double-click the apple. And when
00:44I do that, the apple become selected, as well as the stem.
00:47Well, I want the stem to have its own material.
00:51So if I created a material right now for these selected polygons, it would also
00:55create for the stem.
00:56It would be the same material.
00:58So we don't want that. So instead, what we are going to do is rotate around and
01:03hold the Alt or the Option key.
01:04We are going to just select the bottom and use the Shift+Up Arrow to select just
01:10the apple. And then you hold the Alt key and Click+Drag to rotate around.
01:15Shift+Up Arrow and go right into the center. You can even zoom in if you need to see it.
01:20And just before it goes up into the stem--and if you go too far, hit your
01:24Shift+Down Arrow--and now just the apple itself is selected.
01:30And what I am going to do now is press the M key on my keyboard.
01:33This creates the material group that I need in the Shader Tree to put all my
01:37materials on, so we will call this Apple.
01:39And you don't need to set a color here, but I often do, just to get myself a clue
01:44that I've created a material and kind of help the flow of the model itself.
01:49Once that's done, Diffuse is 80%.
01:51Diffuse tells the surface how much light to take from scene. The light diffuses
01:56into that surface, so 80% is about standard for Moto,
01:59Specular, how shiny it is, and is it going to be smoothing?
02:02And you can also say this is my default,
02:04so any new geometry I create will be created with this material.
02:08We are not going to turn that one on.
02:09So now in the Shader Tree, I've got a Material group. That's that little green
02:13with a red dot, and you can see it says Material right next to it.
02:17Open that up, and there is material that I just created for the Apple. Easy enough.
02:23For the leaf I can just double- click on that. Again, press the M key.
02:27This is leaf. And that will give this its own unique little surface, and we will
02:32click OK and then click a blank area deselect, and in the Shader Tree you should
02:37see we have a leaf with a material. And lastly is our stem.
02:41Now even though the Apple has its own surface, I still can't double-click on the
02:44stem to select it, and the reason is when I double-click on an object, if that
02:49object is connected to other polygons, such as the stem--how its just built
02:53right into the apple--
02:54it selects everything connected to it.
02:57So we are going to select it the same way we did with the apple.
02:59Go to the end here, and we can just Shift key with the up arrow key all the way
03:05down, and that selects just so what we need. And then press the M key again, and
03:10this is stem, easy enough.
03:12So you can see how important it is to actually create these as you're
03:17building your model.
03:18It's a lot more work coming down later and selecting every one of these polygons and
03:22trying to remember where they connected and where they didn't.
03:25So now that I have this set, we should often save this.
03:28So we are going to save this as basicapple in chapter 5, and you are welcome to
03:35load this and work from here.
03:36I am not going to worry about the stem or the leaf at this point. And then often
03:41what happens is people get confused by this other material that's in here.
03:45Well, think about this. We had a default material that was included with our
03:50Shader Tree when we started up.
03:51I have now selected polygons and created a material for the apple, the leaf, and the stem.
03:56That means this base material is not being used, and it's not affecting anything either.
04:01So, it keep things neat and organized.
04:02I would like to right- click on this and delete it.
04:05Then we'll open up the apple, hit Material, and what can we do from here?
04:09Well, if we have an image of apple, we can wrap it around.
04:13If we have any kind of organic textures we want to put, we could do that. But
04:17let's keep things simple right now and simply work through our properties.
04:21So the red, let's give this a little better color. And I am going to make
04:25this just kind of like this greenish color, I think, instead of a red apple, a
04:30little more organic, like that.
04:34Then Specular amount, how shiny it is.
04:37Well, you know these days there's a lot of computer animation around, so a little
04:42more work for you make it look not so computer generated.
04:45Now we don't want it super shiny, because that wouldn't be too realistic, so I am
04:48just going to keep it about 30%.
04:49The Fresnel effect,
04:51now you don't often need the Fresnel effect, but the way to explain this is,
04:55think if you are standing outside and you are looking straight on at a car.
04:59You're looking right in that window.
05:00You can see through it.
05:01But as you walk to the side, that window picks up reflections, making it harder to
05:06see through. That's the Fresnel effect.
05:08Same thing like with water on a pond or lake.
05:10If you are standing on the edge and you're looking across that water, it's
05:13hard to see into it.
05:15If you walk up and look directly down, you can see right through it.
05:18Well, in this case, the Specular, that means it will be little more shiny based on
05:22our glancing angle then it would on the sides where we are not seeing it--not
05:25really necessary for the apple.
05:27The Specular amount, we don't want it white.
05:29It should be a tint of the color of the surface. And a good example of this would
05:34be a plastic ball. If you have got a big red plastic ball and you have a really
05:38bright white hot spot, it wouldn't be so realistic.
05:40That plastic would actually be a shade lighter when it came to the Specular, or
05:45the highlight, color, and that's what that does.
05:48The Roughness is the gloss. For the Apple, we are actually going to increase the gloss a bit.
05:53The Anisotropic feature,
05:55that's going to be a little bit more metal, and what that is, when you have a
06:00round hot spot like this, if you looked at a metal hub cap it would have more
06:03of a streaked hotspot.
06:06That's what that feature will do right there. For Reflection,
06:09well, an apple is really not reflective, but sometimes it's fun to put those on.
06:13Perhaps you are making a golden apple for your teacher, and you want to make
06:16more of an illustration.
06:17You could do that. And if you have that on, you could put Reflection color on.
06:21Lastly, down at the bottom-- let's close up the Shader--
06:24you have the Bump Amplitude, the Displacement Distance, and Smoothing.
06:28We have not applied any bump maps yet or displacement maps, so we don't need
06:32those. But the Smoothing, if I turn this off, not a whole lot happens, and let's
06:37open up F8, which is our Preview render.
06:40You seen that the smoothing is still pretty good on this apple, so we don't need much.
06:46But every once in a while you'll see the facets of the polygons on a model and
06:50that's where the Smoothing comes in, more of a Phong shading, more of a
06:54mathematical shading, rather than a geometry shading.
06:57So we will just leave that at its default and very simply, you've created a material.
07:02You can then right-click on this and copy it, and if you wanted, go to the leaf,
07:08right-click, and paste it down.
07:10I do that often when I have very similar surfaces, and then all I have to do
07:15is go in and change a color, and all the other properties are then applied--save some time.
07:22So creating materials is really very easy. A lot of times people get overwhelmed
07:26with all the buttons and layers, and they're opening and closing, and they are
07:29getting a little turned off by how confusing it can be, but if you just work with
07:33each polygon group, each surface group, and each material one step at a time, it's
07:37very easy to build materials in modo.
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Editing surfaces
00:00Editing surfaces in modo is really easy to do when it comes to the Shader Tree.
00:04This layer-based system really can help you work through all different surfaces.
00:09So, early in the course, we built this fire extinguisher, and this is in Chapter
00:1305. I have loaded it up.
00:14It's called the FireExtinguisher. And what I am going to do is jump to the
00:17Render tab, and the reason I am going to do that is this gives me a nice clear
00:21view of what my final render will be in this Preview window. And it's rendering
00:26from the Camera view,
00:27so whatever this camera view sees is what this final render will be.
00:31This will give me a really clear indication of any of the file surfaces.
00:35As this was built, we had created the material groups. So in the Shader Tree,
00:40when we open that up, here are the material groups that we're building along
00:43with the model itself.
00:45So now I don't have to go back, like I did with the apple in the previous video,
00:49and create all of these surfaces.
00:50I was building them with the model as I went.
00:53So, that being said, what I am going to do is just move this around here so
00:57you can see the top of it.
00:59I am going to keep an eye on this view here, and what we want to do is actually
01:02edit some of these surfaces.
01:03For the fire extinguisher itself, we just put red on, clearly, and we just put
01:08simple gray on the other aspects, just so we can see if there's a change.
01:12So now we need to put some materials on.
01:14So let's go to the HoseClamp, since it's right at the top, and that is that
01:19little area right there.
01:20I am going to select the Material, and then go to the Material Reference tab.
01:24That's this one right here.
01:25And what we want to do with this is just select a very simple gray.
01:29So all I do is click on the Color palette. The panel pops up, and when I move my
01:33mouse, it goes away.
01:34So we have a very simple gray, and what I am going to do is just come in and just
01:39zoom right into that, so you can see it.
01:42So here is the model we created, the Hose. And if you remember, we had taken just
01:46those polygons from that hose and extruded and beveled them, so that's actually
01:50not a separate piece;
01:52it's just part of the hose with a separate surface.
01:55Then we want the Specular Amount to be a little bit shinier on this, but I also
01:59want this to be a little bit glossier too. And then, as we work our way down, we
02:06can put some reflection on it.
02:08And as soon as you do that, you start to see this metal look that we're after.
02:12And with modo, you don't have to worry about turning on reflections;
02:15they are just automatically there.
02:17But what is it reflecting?
02:18A reflection is always about the environment and the surroundings.
02:21Well, in this case we actually have some other geometry there, and our
02:25environment at this point, well, we haven't done anything with it, so it's just
02:28kind of reflecting nothing really.
02:30But it works pretty well right here, and it depends on how shiny you want to make this thing.
02:34If I crank this all the way up, obviously it can get very shiny;
02:38I can also hit Blurry Reflections, and give that just a little softer look.
02:42But there is a button here called Match Specular, and what that does is it
02:46matches the reflection with the Specular Amount.
02:50What does that mean?
02:51Well, in years past, people would put a Specular Amount on and the surface
02:54itself is diffused, meaning the light has 80% value towards that surface.
03:00That surface is taking in most of the light in the scene. But then when you add
03:04in some reflections, you'd get this overly bright surface.
03:08I would imagine if you did a search on YouTube for "Gold Chalice 3d," you'd
03:13probably find a lot of really glowing gold chalices, because people would put
03:17reflections on and not consider the other aspects of the surface, like
03:21Specular and Diffuse.
03:23So what Match Specular does is it balances the amount of reflection with the
03:27amount of secularity in the scene, helping that surface become balanced with the
03:32other surfaces, and not making it too bright.
03:35Having said that, this particular surface doesn't really need that, but that's
03:39what that button does.
03:41As we work our way down, we don't have any bump or displacement, so we're okay there.
03:46And what I might do, now that we've added a little bit of reflection, is open up
03:49this Diffuse Shader again, and just darken this a bit, give that a little more
03:54contrast, and then we've got a very nice metal surface.
03:57Since I like all of that, I am going to right-click on this material and copy it,
04:02and then I am going to come down to the Clamp.
04:05That's this part right here in the center. Open that up and for that Material, I
04:11am going to right-click and paste, and all of those surface properties are now
04:14copied. But I do know that that should be black,
04:17so I can just click on this and bring that color down.
04:20So it's a lot easier just to copy everything and make one small edit.
04:24And for the Reflection, we'll just make that more about 10%. Easy enough.
04:29And since we have copied that clamp, we can go into the Handle and right-click
04:34and paste it down there.
04:35So now our handle has that same material.
04:39But I do know that our handle should have two surfaces.
04:42We have the bottom surface and the top, but we never set that.
04:46So in order to edit that, we just go to Polygon mode.
04:49You could do it right down here in Perspective, and just make sure that's
04:52selected in the Items List.
04:53So we're going to go to the Handle, and that tells modo this is what we want to
04:56work with, and now you could see I can very easily select.
05:00I will double-click.
05:01I will press M to create a material, and we'll call this TopHandle.
05:05Now we have a separate material group just for that TopHandle.
05:08I am still going to paste down that metal surface I just created. Then all I
05:14want to do is change the color of it. For that, we're going to choose just a
05:18nice deep red, and here's one right here we can use too.
05:22Now, the reflection looks a little bit too much. The whole surface looks a
05:28little too bright to me.
05:29So I want this to be a little bit duller, so we're going to bring the Specular
05:32down to about 10. And the way I am going to go through these now is with the Tab key,
05:36the Roughness about 10 and the Reflection about 10, and that way we get a little
05:40bit flatter surface.
05:42We can also hit Conserve Energy, which is going to help some of that brightness,
05:46so it's just not so glowing, in a way.
05:48And since I like how that looks, I am going to right-click and copy this and
05:52then back down to the base handle, right-click, and paste that, and then we will
05:57just change that color just back to a simple gray metallic.
06:03Lastly, I am going to go to the hose. And to create the hose material, we're
06:07going to make this just a very simple rubber hose.
06:11So I am going to take a dark gray, almost black. I rarely ever use solid black,
06:16because it just kind of gets lost in the scene.
06:18And for the Specular Amount, it looks okay;
06:21it might be a little too clean and shiny.
06:23I am going to bring that down a little bit. And the Roughness, we're going to
06:25increase that so it's not quite as shiny.
06:29And for the Specular Color, the white is okay, but I am just going to go down to the gray,
06:34so it makes a nice hotspot, but not quite as bright. And so, quite easily,
06:39we've taken the surfaces that we had created earlier and edited them into
06:44something recognizable.
06:45There's a lot more we can do with this when we get into the procedural textures section.
06:50Surfacing in modo is relatively easy, especially when it comes to just base
06:53materials and colors like this.
06:55Editing them is quite easy.
06:56You can always redo a color, reset some polygons like we did with the top
07:00handle here, and assign a new color to it.
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Applying procedural textures
00:00Here we have the FireExtinguisherBasic file, and this is a edited version of our
00:05original fire extinguisher, where we've put just some metal on,
00:09we've adjusted the specularity on the clamps, put a little dark rubber on
00:12the hose, and so on.
00:13But we didn't really do anything with the actual base of the fire extinguisher,
00:17and what can we do with that?
00:18Well, let's jump over to the Shader Tree and take a look at our materials.
00:22We have our TopHandle, our HoseClamp our CenterHose, our bottom Handle. And part
00:28of editing surfaces also means keeping organized.
00:30So we had added the Top Handle.
00:32I am going to rename this BottomHandle--
00:35often a really good idea to just organize like this and keep these names
00:40together. And that way, when you're surfacing these models and looking for all
00:45these different materials, it's a lot easier to find. And while I mention that,
00:49there's a neat little trick.
00:51Now, not so hard in this model, but let's say you have a more complex scene, like
00:55a jungle you've created or an automobile with a ton of parts, and you need to fix
01:00one of the surfaces.
01:01If you come up to the Items tab, and then you click and hold, there's a Material
01:05setting. And what that will do is when you click on that, when you mouse over in
01:10any of the views--and let's jump into the model view so you can see this--it will
01:14actually highlight some of the models in the Materials.
01:19Now we have only the handle selected, so I am going to hold the Shift key and
01:23select all of them. And now when I mouse over, see that outline? That is
01:28representing the different materials.
01:31So let's say I want to know what these little rivets are in here that I never
01:35really applied a surface to.
01:36As soon as I mouse over in Material mode, I do that and I jump to the Shader Tree,
01:42those don't actually have a surface. The Base Material came up.
01:45That's why I couldn't put a surface on there;
01:47I never actually assigned one.
01:48But what about this metal? That's the HoseClamp. Or this one? That's the TopHandle.
01:54So this material group selection up here makes it really easy to determine what
01:59materials are which.
02:00It works really well if you get a model from somebody else, if you buy or
02:04download a model from somewhere, or even if you're working with a client in a big
02:08office and somebody else is giving you the model.
02:11It's a great way to determine where those surfaces are.
02:13So back at this, let's get to the actual base of the fire extinguisher. And
02:20jumping down to the Material, okay, it's red.
02:23That's not too bad.
02:25But what can we do to really give this some life?
02:28Well, that is where the procedural textures come into play, and a procedural
02:31texture is a computer-generated texture.
02:34So from the Add Layer dropdown up here, I am going to click and drop down to
02:38Enhance modo Textures.
02:40Enhance is the brand name for these modo textures, and you can see there's a
02:43number of different categories.
02:45You can have a display, different geometrics.
02:48You can have a noise filter.
02:49You can have different organic filters.
02:51You can have different panels and so on, skins for frog, wood, and leather. Some
02:57are really great, some are just okay, but they all work well, especially when
03:00blended with other things.
03:02So what I am going to do in here is just create some noise. So we're going to go
03:06up to Organic, and we're going to come down to Crackle, and what Crackle does is
03:09puts this crazy surface on here. And you think yeah, Dan, that's okay, but not
03:13quite the fire extinguisher I wanted.
03:15What we have to determine, number one, the size of this texture, and number two,
03:20how it's going to be blended, and that's what this Effect column is in the Shader Tree.
03:24When you add a procedural texture you're going to get this little ball that
03:27represents a checkerboard.
03:28So all of these icon means something. A green dot with a red dot means that's a
03:32Material group; a small green dot means that's just a material; and this black
03:36and white one means that it's a procedural texture.
03:39And so when you select that, and you look down here under Texture layers, you can
03:43see the properties for that.
03:45So, very easily, I can come in and change the Opacity of it and just drag that
03:49down and just blend it in like that.
03:51I can change the Blending mode, and those of you familiar with Photoshop might
03:55be familiar with these, which is using the Multiply or using Overlay, things like that.
04:01Some will work better than others.
04:03You can use Subtract, and that just dirties it up, which I like a lot.
04:07But we're going to keep it Normal, just so you can see what we're doing.
04:09You can change the Seed amount. You can change the Octaves.
04:12These are all just different values of this generated texture.
04:15Each one of these go very differently depending on which texture you call up.
04:20You can change the Clipping Value, meaning the contrast of it. You can also
04:24change the color of it, so I can make a green if I wanted, and the white can be
04:30more of red, something like that. Or you can just bring the Alpha value down
04:35and just fade out one of those colors altogether. So, very, very flexible for a
04:40lot of these materials. All right!
04:42So with that being said, we're going to go back to black and white, and I am
04:45going to show you what we're going to do with this.
04:46We are going to come up here and just make that more white again.
04:49Black and white in 3D has a lot of functions.
04:52It can be used for transparencies, it can be used for displacing maps, and it can
04:56be used for bump maps.
04:58So what we're going to do, just quickly, we're going to talk about bump
05:02maps a little bit further in another video, but for right now I am going to
05:05change Diffuse Color to a Bump Map. And I am going to right-click on this
05:09Diffuse Color listing, go to Surface Shading, and change it to Bump, and when I
05:14come in here and go a little bit closer, you'll see that we've got just
05:19imperfections in the surface.
05:21Very, very subtle, but it gives that little canister a little bit more realism,
05:26without being too distressed and too odd looking.
05:29If I had changed this perhaps to a displacement map, that's physically going to dent it up.
05:34The bump map is more of a fake, and we don't want it that strong,
05:38so we're just going to change it to the bump.
05:40Now bump maps can go much, much further than this, and modo 501 actually has
05:44some additional features that will allow you to really create some interesting surfaces.
05:49I am going to add one more to this.
05:51So what I am going to do to give this just a little bit more life is use one of the presets.
05:56So what we're going to do is open up our left-hand side here, and I am going
06:00to click and go up to Materials. And when you installed modo, all of these presets came with.
06:07Now, all of these you can create yourself, so we just created a very simple one
06:11with a material and a crackle.
06:13You can very easily add some additional enhanced textures, but there are some
06:16in here already put together for you, such as Occlusion, and that's this folder right here.
06:20I am going to open this up, and I am going to take this Worn Edges and I am going
06:24to drag and drop it onto our canister. And this is not only a great way to create
06:29surfaces, but a great way to study surfaces.
06:31So take a look at this.
06:32When we move in close, you can see that we've got this very old kind of dented
06:37surface that we like, something a little more realistic and organic.
06:42Now, we certainly don't want it yellow, but as this redraws, you can see that
06:46those edges are nicely worn.
06:48That's what the Occlusion shader will do, and that's this one right here.
06:53We very easily could have added it from the Processing tab right here,
06:56Occlusion, but instead, we used the preset, and then we can simply just modify it.
07:02So the way I am going to modify it is take this base paint and just bring it
07:06down to the red. And in fact, that's very much what our original surface looked
07:11like in our photograph; it has those nice worn edges.
07:14So you can imagine if you're doing tanks in a warehouse, scuba tanks, any kind
07:18of machinery that has a great look like that and just creates that kind of
07:23natural organic look.
07:25Procedural textures in modo are very powerful and you can create a lot of unique surfaces.
07:29On a simple level you can create just some organic noise; on a more complex
07:33level you can create torn edges and transparencies and rough surfaces.
Collapse this transcript
Applying image-mapped textures
00:00Using procedural textures is just one way to create materials on your models.
00:04I have got the FireExtinguisherSurfaced model loaded up, and if we jump over to
00:09the Render tab, you're going to see that we've got our surfaces that we've
00:12created in the last two videos, a nice rubber hose,
00:15we've got some metal, and we've got our occlusion shader on the material surface
00:20itself, just to create a little organic look to it.
00:23But what if you want to put a label on there?
00:25Well, there are two ways to do that, and we're going to do it with a solid image
00:29map, and then we're going to do it with a transparent image map. And I am going
00:32to show you both of those.
00:33So first of all, what we're going to do is come over to the Shader Tree.
00:36I am going to open this up, I am going to open up the render, and I am going to
00:40open up the Base Material group.
00:43I am going to delete the base material here and then the Fire Extinguisher Base,
00:47I am going to open that up, and here you can see we have our Worn
00:50Edges preset that we had loaded.
00:52We could turn that off, and the reason I am going to turn that off is it's a lot
00:56to calculate for the computer.
00:57So we're just going to save a little bit memory and a little bit of redrawing
01:00time by turning that off.
01:01I am going to rotate around, and I am going to take a look closely.
01:05This is my Z axis back here.
01:07I am looking down on the Z. I can also use my work plane icon reference
01:10right here as well.
01:11So that's the area we want to map.
01:14We want to map down the Z. So how do we do that?
01:17How do we put an image mp?
01:18Select the base material for this object and from the Add layer, click
01:22and choose Image Map.
01:23Then we're going to choose Load Image and then from your exercise files, Chapter
01:2805, there's an images folder.
01:31Let's choose the firelabel. Click Open and right away you can see it just kind
01:35of plops it right on there, and it puts it above the worn edges and everything
01:39else, because again, modo's Shader Tree works up.
01:42Everything you do kind of feeds up into the render.
01:45We can certainly move it around if we need, but the layer importance does
01:49play role in your model.
01:50When we come to the Items List, unless you're doing any kind of parenting or
01:54grouping, this organization here doesn't quite matter.
01:58In the Shader Tree, it's very important what layer is which, especially inside a material group.
02:03So I am going to go to the Texture Locator tab with that label selected, and
02:08again, remember that when you select something up here, the properties for it
02:11appear below, so we'll select the Fire label and then the Texture Locator.
02:15What does that mean?
02:16Well, that is where the text is located on the model. And to make things easier
02:19to see, we're going to jump over to the model tab itself.
02:22You can definitely do shading in this view.
02:24That makes it really easy to get a good feel for where everything is placed, but
02:28you'll notice that it's just kind of wrapping it all around the top there.
02:31Well, not quite what we want.
02:33So we're going to come down and we're going to close the Transform and look
02:36just at projection.
02:38Projection means how the image is projected or thrown or put onto a surface.
02:43Projection Type is not UV;
02:46it's just going to be Planar, just flat. And it's down the Z just like we
02:50wanted, just like that.
02:51But there are a lot of them.
02:53It's repeating, and I am going to press F8 on my keyboard to open up the Preview
02:58window. And you can see that okay, well, pretty much what we see here is what we
03:02see in our Viewport.
03:03And don't often judge--
03:05this is really important-- what you see in this OpenGL view.
03:08A lot of times that's not going to be the true representation of your final
03:12model. Sometimes it is, but it's the final render in this Preview window that is
03:16really what's most important.
03:18So how can we fix this projection?
03:20Well, if you look down in the Project tab, you can see Horizontal Repeat
03:24and Vertical Repeat.
03:25Well, I am just going to set each of those to Reset. And now our model has
03:29the texture all the way at the bottom, but it's not repeating anymore, and that's good.
03:34So all I need to do now is move it up.
03:36Well, that would be a Transform, so I'll open up the Transform category and for Position,
03:41I can just click and drag on the Y axis. And in real time I can just see that
03:45label come straight up on the model, and it's that simple to place an image map on a surface.
03:51If I come to the Preview window here, I can rotate around.
03:54So a lot of people think that you need to cylindrically map this, or you
03:58might need to do a spherical or do a UV Map, which we haven't talked about
04:02yet, but you don't.
04:04You have some flexibility with the planar map.
04:06Planar of course is flat, but as long as this doesn't have to wrap too far around
04:10the side, you can very easily get away with doing a Planar Image Map.
04:14This is a very high-resolution map as well, so if I zoom in, you can see that
04:19it still stays drawn pretty well, and that's something that's really important to understand.
04:23What you put into your system, you also have to consider the output.
04:26So we're rendering this in HD, in high definition, 1920x1080 perhaps, and your
04:33Image Map is only maybe 200 pixels in size, and you're suddenly filling the
04:37screen, well, you're going to get a very blurry image.
04:40So, keep that in mind.
04:42At the same time, if you're going to render maybe a whole slew of these,
04:45maybe you're creating an array of fire extinguishers, or this is just hanging on a wall,
04:49you can get away with a 200-pixel image, because it's not going to render
04:52any bigger than that.
04:53So, just something to keep in mind when you're working with image maps.
04:57The other thing you can do with the image maps, aside from using the Projection
05:01Type, is working in layers. And when you come here, you can actually change the
05:06Blending mode, just like you would in Photoshop. You can add it.
05:10You can subtract it, and Difference, and so on.
05:13A lot of times people want to do an Overlay or a Soft Light, but depending on
05:17your surface and the image, it's not going to help too much.
05:20Most of the time I like a normal, and I would just play with the Opacity if I
05:25want it just to be kind of faded.
05:27However, there are other things you can do, and that's using layer masks.
05:31We're going to talk about that in the next video.
05:33But using image maps are great for putting labels on. You can put textures on grounds.
05:37You can put bark on trees.
05:39You can even take a picture of a whiteboard and build that whiteboard as a
05:43simple beveled box and then take that scribble that somebody possible wrote on
05:47a whiteboard, take a photograph of it, trim it in Photoshop so it's very clean
05:50on the edges, and literally just map it right on there and give your 3D object
05:54more a sense of realism.
05:56Creating image maps are a great way to add realism and strength to your
06:00images in modo.
Collapse this transcript
Working with transparent images
00:00In the previous video I showed you how loading up a image map can be placed
00:04right on your model for a label.
00:06And that's terrific, but a lot of times, what if you don't have a label?
00:09What if you have just text that you want to look like they're painted on, or just stenciled on?
00:13How would you do that?
00:14Well, the whole trick to doing something like that is using an image that has a
00:1832-bit channel, has an alpha channel.
00:20So I created an image in Photoshop over a transparent background.
00:24Let me show you how to do that.
00:26I'm going to come in here to my Shader Tree, open up the Render, and we're going
00:30to go back down to the Fire Extinguisher Base.
00:33I also have the FireExtinguisherNeedsLabel object loaded, which essentially
00:38is our fire extinguisher without any labels on it that we'd surfaced in our previous video.
00:44And what I'm going to do then is select the base material for that fire extinguisher.
00:48Now this base material that was created initially when we started our project
00:53we don't need, because now we have materials everywhere else.
00:55So I'm just going to press Delete, just to stay organized.
00:58Then we're going to select the bottom base material for the fire extinguisher,
01:02and I'm going to say Add Layer > Image Map > load image.
01:06And from the images folder, within the CH05, exercise files, I'm going to load
01:10FireLabelTrans--Trans being transparent-- and you'll see that drops it right on top.
01:16But to see what this image really is, I'm going to click the Images tab. And
01:20what you can do in this Images tab is actually load a number of different clips,
01:24or sequences, like a movie file if you want, and actually put it on your surface.
01:28But the Format, if you look, RGBA 32,
01:31so that's an RGB color image with an alpha channel. The A is for Alpha, and it's a 32-bit.
01:37A normal color image would be 24.
01:39But when it's a 32-bit file and I have it built over a transparent background in
01:43Photoshop, that transparency drops out in modo.
01:47So when we come back to the Shader Tree, this label is set to a Diffuse Color.
01:51And if we take a look here, you can see it's just the white label.
01:54I don't have any background. And what happens is that you see the surface behind it.
01:59So let's just apply it so that it's lining upright.
02:02So with that label selected, we're going to go to Texture Locator. And the
02:06Projection Type will be Planar, and then the Horizontal and Vertical Repeat,
02:11we just want Reset.
02:12And you're probably thinking, why the repeats?
02:14Well, let's say you're doing something like rocks or ground or grass and you
02:18have a tiny little texture.
02:19That is something you'd place on an image, and then you'd have that
02:22repeating across a surface.
02:25When it's a label like this, we don't need it repeating.
02:27And then we can come up to Transform, and Position, we can move it up on the Y axis.
02:32So I'm just clicking and dragging.
02:34But I want to show you something. I'm going to go up a little bit higher.
02:37Do you see that box right there?
02:39That's the Texture Locator.
02:40A lot of times people don't like working with these numeric values.
02:44So if you come to the Items tab, there is a Texture Group, and you might not
02:48remember creating this, but you did when you added that image texture.
02:52modo already created this for you.
02:54And with this little icon right here-- you see it's like a little Mona Lisa--that
02:58has a Texture Locator.
02:59If you press the O key with your mouse in the layout and go to Visibility, you
03:04can turn on Locators and Texture Locators.
03:07And what that means is every texture will have its own locator, and with that
03:12you can press the Y command as a Transform tool and grab the handles and
03:17physically move this on the model.
03:19So instead of working with the properties and all the numerics here, you can
03:23just visually just come in and just move this around.
03:26So again, you just have to select the actual texture locator in the Items tab,
03:30and you'll be able to move this texture on your Shader Tree all around.
03:34Really nice way to work.
03:35You can play with the Stretch command-- either way, on the X or Z, depending on
03:40how you're mapping it.
03:41You can even rotate it.
03:43And what's neat about doing this is that a lot of times you want to just put
03:46like a stamp on something,
03:48and that's often hard to do.
03:49But when you have an image that has a transparent background, you can very
03:54easily just put it on there, grab a texture locator, and then you're set.
03:59And what's nice about doing this, again, modo is about an efficient, smooth workflow.
04:03So why wouldn't you be able to go in and just grab that texture and move it, and
04:06that's the way it's set up.
04:07So, a pretty nice way to work.
04:09Let's press F8 to open the preview, and then let's arrange our camera so we can
04:13see the bottom and then zoom in a little bit so we can catch our label.
04:17Now this is rendering much slower because we've added these procedural textures,
04:21we've added this image map, we've added color, and all of that needs to
04:25calculate in the render engine.
04:26But one thing that modo 501 does, if you move your mouse over an area like
04:30this, that will start rendering a little bit sooner than everything else.
04:35So as I'm moving my mouse, I'm telling this preview, redraw here first.
04:39And what's very nice about it is that texture is now blended with those
04:42surfaces that we've created.
04:44If you want to see it without that, just click the visibility, and you'll see
04:48that that's how that is placed on there.
04:50And like before, we can select this label itself, go to the texture layer, and
04:55in the Blend mode, you can choose Add, or Subtract, or Difference, Multiply,
05:01Screen, and so on, just to see how that blending can be applied.
05:05One more thing you can do is change this by right-clicking, going to Surface
05:09Shading, and click Bump.
05:11And now I've actually placed that image as a bump map.
05:13And this is one of the reasons using an image with an alpha channel is so important.
05:18You can create a very nice stenciled look.
05:20So think about taking this one step further on a glass bottle.
05:23Let's say you're making a Coca-Cola bottle for a client, or a Pepsi bottle if
05:26you like that instead.
05:28And you take that high-res logo and it's transparent in the background,
05:32you can place it right on there and create this embossed look.
05:35So image maps, while they're simple for very good labels, they also can be much
05:40more advanced for things like bump maps.
05:42And then speaking of bump maps, in the next video, we're going to take those to
05:45a next level and create a really cool landscape.
Collapse this transcript
Adding bump maps for realism
00:00In a couple of the previous videos I talked about bump maps briefly, and I'd like
00:03to get a little bit more into that.
00:05So what I'm going to do is create something that I think is really terrific for
00:08bump maps, and that's a landscape.
00:10So what we're going to do is, in the Basic tab, select the Box tool, or the Cube tool.
00:15And we're going to rotate our view around holding the Alt key and just zoom out
00:19just a little bit, and make sure we're on the Y axis, so you can see that from
00:23your workplane icon down here on the bottom left.
00:26And we're just going to draw out a nice big flat box.
00:30But before I turn off the Box tool, I want to create some segments on the X and
00:34on the Z, about 9 or 10 each-- keep it nice and even.
00:38Click the Box tool, turn it off, and then I'm going to hit the Tab key to turn
00:41it into a subdivision surface.
00:43Then using T, which is my Element Move in Polygon mode, I can then move some of these around.
00:50So what we're going to do is just click on some of these points and just shape
00:54this landscape a little bit.
00:56And all we want to do here is get like our basic mold going.
00:59Just think of it that way;
01:00we're just going to do just some of the basics.
01:03Most of the landscape texture is going to come from bump maps.
01:08And all we're doing is just kind of getting a--just a general shape in here.
01:12And we'll probably put some of these back ones up a little bit higher.
01:15If you want a little bit larger spread, use your right mouse button to
01:19increase that range, and that will pull a little bit more of those polygons.
01:24Something like that.
01:25Okay, so then turn off the Transform and let's jump to the Item mode, and so far
01:32that's looking pretty good. So let's get to our Render tab, and we're going to set up our camera, which looks
01:37pretty good just on its default.
01:40So we've got just a simple landscape right here.
01:42Now we've not talked too much about environments yet, but what I want to do is
01:46just create that environment.
01:47It helps get into the feel of what we're going to do.
01:50Open up that environment from the Shader Tree, and for the Environment Material,
01:54we have a 4 Color Gradient.
01:56You can also talk about Overcast Skies, Physically-based daylight, things like
01:59that that will just put a generic look in there.
02:02Or very simply, you can change the color.
02:04So let's go to a 2 Color Gradient, and we're going to do a little bit more of a
02:09blue sky, of course something traditional.
02:12And then the Nadir, the very bottom color, we'll create a little bit more of an
02:16orange, and just create this nice little cast in the sky.
02:20So we've not created a surface for this yet.
02:23So what I want to do is make sure that that polygon is selected.
02:26So here it says Mesh.
02:27I'm going to click on it and call this Landscape.
02:30And I'm going to press M on the keyboard, so the selected item will have a
02:34polygon material called Landscape, or whatever else you want to call it.
02:38And then just click Return.
02:40And so now, back in the Shader tree, I have all these properties to work with.
02:44So initially, let's set a base color for this.
02:47And certainly we don't want a red;
02:48we want a little bit more of a brown, so I'm just going to bring that down.
02:52That works well, and move your mouse and that panel will go away.
02:55And we don't really need it shiny or anything else, so I'm just going to ignore
02:58those for right now.
02:59And what we're going to be concerned with is this Bump Amplitude down here.
03:04So let's open up the Render and make sure that this material we just created is
03:08the one we're going to work with. And that's what's showing up here.
03:11Now remember that the Base material there by default is no longer needed.
03:15You can leave it and use it for something else, but just to keep organized,
03:18we're going to delete it, just so you're not confused.
03:21And with that material, now we want to add some sort of bump.
03:24So we're going to say Add layer.
03:26We're going to go to the Enhance:modo Textures.
03:29I'm going to come down to Organic, and I'm going to first choose Crackle, and it
03:34puts that kind of surface on it.
03:35And this is great for deserts and things like that.
03:38But if I go to the Texture Locator, I can click the gang-select one time, then
03:42click and hold on these arrows and drag.
03:45And equally, that image will scale them, and that looks pretty good.
03:49Then instead of Diffuse Color as the effect of this, I'm going to right-click on
03:52it, go to Surface Shading, and choose Bump.
03:55Now it doesn't look like much happened, and that is because we need to change
03:59the base of the material for the bump.
04:01Earlier, I had mentioned that that's really important from this Surface Normal section.
04:05What's happening here is that the Bump Amplitude, the amount of the bump, is only
04:09set to five millimeters by default.
04:12If you take a look at your overall scene, look down in the right corner,
04:16you've got 200 millimeters as our Grid Size.
04:19And the grid are those little tiny squares in there.
04:21So imagine if one little square right there is just 200 millimeters, and this is
04:26only set to 5 millimeters, clearly that's not enough.
04:30So we're going to change this to 400 millimeters, and look what happens to our landscape.
04:36All of that crackle surface is now pushing that geometry, okay.
04:39But we're going to keep that a lot less.
04:41We're going to add these as layers.
04:43So we'll just go 100 millimeters, just so we have sort of a little base roughness.
04:48From here, we're going to add another Enhance:modo Texture.
04:52Now before I go much further on this, you can download demographic data from the Internet.
04:56And there's a lot of places where that's public domain. Some of it's free, and it's
05:00satellite black-and-white imagery because it's the black-and-white data in this
05:04texture, or in the image maps, that allow the bump map to work;
05:08where it's white, it'll push out, and where it's black, it won't.
05:10And a gray area will of course fade in between those.
05:13So you can download demographic regions to create really nice shapes
05:17and interesting looks.
05:18And then we'll come to Noise.
05:20And for the Noise, you can pick any one of these.
05:22But essentially, we want something that's just has a lot of noise to it, like our
05:26crackle did, but a little bit softer.
05:28And for that, we can choose Dented.
05:30And the Dented is very similar, but notice that the edges are much softer.
05:34And then with Dented, I also can make that a bump map from the Surface Shading
05:39area just like that.
05:40Now the only problem with doing this is that our base material for the bump map
05:44was set for the first bump.
05:47We need this Dented to be more bumped.
05:49Well, how can we do that?
05:50Well, you can create another material within here and you can nest these
05:53material groups together.
05:55But before we get too complex like that, let me just show you what will happen
05:57if we made a larger bump map.
05:59And I'll make this about 500 millimeters.
06:02So now you're getting a blending of this Crackle, which is the smaller bumps,
06:07and the Dented, which is a larger bump.
06:09But what if we blend it with a displacement map? And here's why.
06:13When we have tiny little bumps, they work very well for this area right here.
06:18But what about up here? Look at the back.
06:20That's very, very smooth.
06:22See, a bump map is actually fake.
06:24It's just a visual fool;
06:27it's not really bumping the surface.
06:29It's just giving you a fake look.
06:31And let me put this on something like this Gooch surface.
06:36Notice that the object is still smooth.
06:39But if I change this Dented, if I right- click on it, go to Surface Shading, and
06:43change it to Displacement, it physically changes the object.
06:47And I'll come back to Advanced OpenGL, and then let's come back down to our material.
06:53And now the Displacement Distance also has to be increased.
06:55So we'll go to 500 millimeters, and now look what happens.
07:00That material back there is physically moving that surface.
07:04If we put RayGL On, you can also see it down in here.
07:08The RayGL, which I don't use often, is a viewport preview of your texture.
07:15Oftentimes. depending on how complex your scene is, it takes a little bit effort to redraw.
07:19But it's very similar to this preview window, but it's done in your OpenGL view.
07:24So a combination of bump maps and displacement maps can really help create a unique surface.
07:29Then add to that a nice texture, lighting, and you can create quite a look for your scene.
07:34I'm going to go back to the bump map, and we're going to bring this back down
07:37to 100 millimeters.
07:39And now we've got this nice crazy landscape. And of course we can do a lot more to it,
07:44but a combination of bump map for tiny bumps and displacement maps for physical
07:49bumps really helps create the surface.
07:51We'll jump back to material, just because this is bothering me.
07:55We don't want it shiny, so we'll change that Specular to 0, and that takes
07:58away all that shine.
08:00But if you want a little bit in there of just some kind of depth, change it to just like 1%.
08:06And when that's on, you can then change the Roughness.
08:08See what it does?
08:10It almost gives it like a clay look without being too shiny.
08:13And then the Specular Amount, which we've talked about in our basic video, we can
08:16actually change that just to something like red or blue or something a little more
08:21organic, so that the highlights aren't quite as shiny.
08:23Later, we can save this and use it for lighting and more texture.
08:30But bump maps and displacement maps go hand in hand.
08:32Just remember that bump maps can add that fine detail that you can't often get
08:36from just the model itself.
08:38Displacement maps will physically bump and displace the object.
08:42They will add more geometry to your scene when it comes down for rendering, but
08:45often it can really help with certain landscapes like this.
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Enhancing surfaces with specularity and glossiness maps
00:00In the last few videos, we've worked with image maps and transparency maps so
00:04that we can create images on our models.
00:06In this case, we have the FireExtinguisherEmbossed file loaded from the exercise
00:11files. And the way this works is that a black-and-white image is used with a
00:17transparent background.
00:18That transparent background drops out, allowing us to create different types of surfaces.
00:24If I open up the Render in the Shader Tree and then I come down to the
00:28Fire_Ex_Base, our Fire label with the transparent
00:32background is set to Bump Map.
00:34Originally, we had just put it on as a Diffuse Amount like this, so it's just
00:37a simply label. But set to a Bump Map, that Black and White value makes it
00:43appear like it's embossed.
00:45I am going to turn off the Worn Edges, so everything draws a little bit faster for us.
00:50But what if I want to go a little bit further with this?
00:52Well, that's where Specularity and Glossiness maps come into play.
00:56The overall surface for this model has a Specular Amount of about 20%.
01:00I want to increase it, as well as the Roughness, which is like the gloss,
01:06it applies to the whole model here. And I am going to turn off the Crackle Bump
01:10too, so you can see that.
01:11That's okay, but what if we want the Emboss to look a little bit differently?
01:15How would we do that? Well, I am going to select that Transparent label,
01:18I am going to right-click on it, and instead of just duplicating it, I am going
01:22to create an instance.
01:23We had created instances earlier for actual models.
01:26You can also create an instance for an image. And what that means is, remember,
01:30this is a virtual copy, so that if we make a change to the original that created
01:34the instance, it will also change that copy; it will change that instance.
01:37So I am going to create an instance for the Transparent label.
01:41You know it's an instance because it's italicized. And then the bump map, I am
01:44going to right-click on it, and then I'm going to change the Basic Channel of
01:48this to Specular Amount. And what that means is the white value of the image
01:54will actually determine the Specular value for that area, and what you end up
01:59with is this very nice different surface.
02:01It gives it even more realism.
02:03I can then create another instance of this and change that effect from the Basic
02:09Channels to Gloss, or in this case Roughness, which determines the gloss.
02:13So now this value in here is based on this black-and-white image, and if I rotate my
02:18Camera view around a little bit, you can see how it affects it.
02:21I will just hold the Option and Command key on the keyboard on a Mac;
02:27you can try Ctrl and Alt on the PC.
02:30You can see how that specularity of that base material now affects that.
02:35If I come back to that Base Material, and I play with this Roughness, and I
02:39bring it all the way down, look what happens.
02:41Even though the entire unit itself now has much less roughness and
02:46specularity, I'm catching a lot more of it where that logo is applied, because of these two maps.
02:52So think of this on another level, if you're doing a landscape, you're doing an
02:56ocean. You can create different levels of Specular and Bump all based on these
03:00black and white images.
03:01So where that light is hitting, I am getting a lot more gloss and a lot more
03:04specularity, a lot more shine than I am in the areas where it's not.
03:08But it's differentiating itself from the base material which has less, all
03:13because of that black and white image.
03:15So on your next project, try putting in some black-and-white images, whether
03:18it's a logo or a landscape, and create a little bit more enhancement with Specular
03:23and Glossiness maps.
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Creating a reflective surface
00:00We've embossed this logo on the side of the fire extinguisher.
00:03We've created a Specular map, and used a Roughness map, also a Glossiness map if
00:08you will, and it's looking okay, but what if we want to go a little bit further
00:11and really make this thing shiny?
00:13Well, that might be done with some reflections, and reflections are pretty easy to do.
00:17But you have to understand that reflections are all about the environment and what's around.
00:22So what I am going to do is jump over to the Model tab.
00:25I am going to hold the Shift key and add a flat plane, and that adds a new
00:29plane, which we'll just name Ground, to the scene.
00:32I am going to press the R key for Scale, and I'm going to scale this up like that.
00:37Then I'll press the W key, and I am just going to make sure that that is right at
00:43the base of that model, which it is And then I will press M and call this
00:47Ground, and that way we gave it a material that we can then assign a surface to
00:53in the Surface Editor.
00:54Then we're going to rotate around in the Camera view just like this.
01:01We've not talked about the camera yet, but simply all we're doing is just moving
01:05this camera right here.
01:08Then I am going to come back to the Items, and let's choose that Ground, and I
01:11am just going to move it, just so it fills up the scene a little bit.
01:15So we don't see any kind of fall off.
01:17I am not moving it on the Y, just on the X and Z. And we might need to hit the R
01:22key for Rotate and then click in that center and just scale it up so that it
01:26fills the whole scene.
01:28Spacebar turns off that tool, and then we can just rotate and move it down like this.
01:33All right! So we haven't done anything with our lighting yet, but let's talk about reflections.
01:39On a very simple level, I can take the Ground material that I just created
01:42for this flat plane,
01:44select the Material, and Add Reflection.
01:47Just like that, you have reflections, that easy.
01:50But you can do a little bit more and you can put blurry reflections on.
01:54Now, that's going to tax your renderer a little bit, but if you take a look down
01:57here, it just looks so much nicer. It's really great.
02:01It gives it a lot more realism too.
02:02You can then do the same for the Fire_Ex_Base where we've been working.
02:07So I'll select the base material and let's put a little reflection on there,
02:11and what you are going to see is that now this reflection is picking up this white floor.
02:17And if I put Blurry Reflections on, it looks a little softer, but it doesn't
02:20quite have the right look for us, does it?
02:22Well, let's go back to the floor then and then make that darker.
02:27I am going to make it more of a gray like this, and actually just give it kind of a tint.
02:34So that looks pretty good.
02:36It took away some of that bright white in there.
02:38But again, part of reflection is all about the environment, and the environment
02:42here has a ground and a basic sky. And so that sky, if you come down to the
02:48Environment area within your Shader Tree, is just this default color gradient.
02:53Well, what if I turn that off, and I go Constant, and I make this black?
02:58Now, I get reflections, but I've got all the redness and the contrast back in my model.
03:03So creating reflections is really very easy.
03:06You just have to be aware that it's more than just turning on Reflection;
03:09it also has to do with the surroundings.
03:11In our next project, we're going to build some glass, and that's really where the
03:15reflections will come into play.
03:16But try these out. Try making some reflections.
03:18A reflective ground often adds a lot of realism to your scene, but a slight
03:23reflection in your surface too can just take it to that next level.
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Working in glass
00:00One of my favorite things to do in modo is create glass, simply because it's so easy.
00:05So what I've done is I've loaded up the male figure that comes with modo when you install.
00:09If you hit the Layout, you can actually see from the Meshes tab the human, and I
00:13have the Man Body 01.
00:15Jump into the Render.
00:17I've got the camera set up just so it's kind of right on his face.
00:20What we're going to do is just create a glass surface, and I'll show you this
00:22little recipe that I have that I've used and how we can tweak that.
00:26I've used glass to sell a lot of medical animations, because you don't have to
00:30worry about gender as much and race as much when you're creating models like
00:35this in glass. And you can see right inside to the teeth, or the organs, or the
00:39parts that you need to animate.
00:41So it has a dual purpose, and it looks cool.
00:44So in the Shader Tree, we're going to open up the Render, and for the Man Body
00:47material--we're going to just actually delete the base material--open up the Man
00:53Body material and you're going to see a base material and a default.
00:56This is the surface we want right here.
00:58There's an additional base material, so we're just going to delete that as well.
01:02So, there's bottom material right here,
01:04we're going to go to the Material Reference category.
01:06Believe it or not, you're going to tell this surface to be 0 Diffuse.
01:10Do not take any light from the scene.
01:12This is all about reflections.
01:14So we're going to the Specularity and we're going to bring that down to about 5%, and
01:18believe it or not, the Roughness also about 5%.
01:21Then you get that tight hot spot, which is going to give it a little bit more gloss.
01:25Then the Reflections, I'm going to say about 35%.
01:28But we might want to match that Specular later.
01:31In the Transmissive categories where it says Trans, this is where we can make
01:35an object transparent.
01:36It's going to be 100% transparent.
01:39I've done glass for a lot of years in a lot of different programs and they
01:42typically don't look much better than this.
01:44But the difference will be when you set some refraction.
01:47You can look up a table of refraction on the Internet, but glass is about 1.44.
01:52What that means is the light is actually bending through the surface.
01:56So hold up a magnifying glass. That thick glass like that,
01:59that's that distortion you get.
02:00That is refraction.
02:01Now, the Absorption Distance,
02:03that is the thickness of the transparency. And glass often has like a little tint to it.
02:08So I'm just going to open up the color wheel here and put a little green tint like that.
02:13I am going to move my mouse off to close that.
02:15Once we start dragging the Absorption Distance, it suddenly gets really strong
02:19green, and that's okay; just keep dragging.
02:22Click and drag this Distance value up, and what you'll end up doing is changing
02:27the thickness of that transparency.
02:29So in the thicker areas, it's going to pick up that transparent color more than
02:33in the thinner areas.
02:34Let's zoom out a little bit, so we can see what we're doing here.
02:37So now we've got this nice man made of glass.
02:41But the problem is all this white area. What is that?
02:43Well, in a previous video, I talked about how reflections are important and how
02:49the environment plays a key role.
02:51The same goes for glass.
02:53So let's jump down to the environment. Open up the Material.
02:56All this color here, that's what you're seeing all in here.
02:59It's reflecting that environment.
03:01You can go back to the Man Body and maybe turn off that Reflection, but then the
03:05glass doesn't quite work the same way.
03:07Even if you turn on Match Specular, it's not quite enough because we don't have
03:11a lot of specular value set.
03:13So I'll bring that back to about 35%.
03:16Then for the Environment material, let's just turn that off for a minute to
03:19constant. And then holding the Shift key, I'm going to click and drag right on there.
03:24Well, now there's nothing for it to reflect.
03:26So we know white is too much and we know black is not enough.
03:29So let's just go back to a four-color gradient and set some colors.
03:33I'm going to make the top just kind of a grayish blue.
03:37I'm going to make the sky color just sort of this darker color like this.
03:43What I'm going to do is save this just by dragging this into the bottom; just
03:47click that thumbnail and drag it down.
03:49Then for the ground color, we're going to select that. And by doing that, we
03:53eliminate that horizon line.
03:57Then for the Nadir color, I'm going to make that all-the-way blue.
03:59Okay, so that helps a little bit, and we have a little bit more to do here.
04:03So all I need to do then is bring my Opacity down.
04:06When we rotate to the side, you can see that that glass now is not looking quite as hot.
04:13But the next phase of this would have to be lighting.
04:18So all of these elements come together hand in hand: the refraction, the
04:22lighting, the reflections.
04:24We've not talked about lighting just yet, but quickly, you can go to the Items
04:28tab, take that Directional Light, and you can see that right here in the scene,
04:33and that's there by default.
04:35Then we can take that light and increase the Radiance of it, and we can rotate it
04:42a little bit and tilt it down.
04:45But it doesn't seem like it's doing much, right?
04:47Well, in the Shader Tree for that material, don't forget that we told the
04:51surface, do not accept any light from the scene.
04:54So we're just going to bring that up just a little bit, and that will help
04:57brighten up that surface.
04:59That way, we get a little bit of a highlight in there.
05:04So, very simply, we can create a glass man that is reflecting the environment,
05:09that has refraction on, and that is responding to lights in the scene.
05:12Using glass of course is great for glass objects, bottles, but it's also great
05:17for unique objects like this, like putting a human together, or doing some kind
05:21of generic objects, such as a watch, or even a glass building like an Apple
05:26Store in New York City.
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6. Lighting
Building 3D scenes
00:00Building models in modo is one aspect; creating interesting surfaces in the
00:04Shader Tree is another aspect;
00:06but you often have to just create an entire 3D scene for all of it to come together.
00:11So in this video, I just want to show you what a 3D scene is comprised of.
00:14Let's just load up a simple object here, like a nice little man, and this little
00:20guy, his name is Tom, and Tom is there in his green suit.
00:24Well, in order to create a 3D scene, we need more than just an object.
00:28You also need a camera and you need some lights.
00:31Well, the camera is there by default, and one light is there by default.
00:34You'll always find these in the Items tab.
00:36But you can't often see them here.
00:39So in order to, press the O key on your keyboard. And for Item Visibility, you can
00:43click Show Lights and Show Cameras. And then in the scene, you'll see that we've
00:48got a light, a camera, and essentially an actor.
00:52These are the elements that make up a scene.
00:55The environment in this scene is just this default gray.
00:58So if we get to our Render tab and in our Camera view, you can see that
01:04there's nothing behind him. And if we press F9 to render a single frame,
01:08that's pretty much what we get.
01:10The default outputs that are in the Shader Tree are the Final Color Output
01:14and the Alpha Output.
01:16If I select the Alpha Output, that's what I get, and the reason I get that is
01:20because that background doesn't render, as far as geometry is concerned,
01:25meaning, it can't cast a shadow on it.
01:27You can't light it.
01:28It's just 3D space.
01:30If I want a shadow, I need some geometry.
01:33So I'm going to open up the Model tab, just like that, a little trick, hold the
01:37Shift key, and add a flat plane.
01:39And suddenly, when I put that geometry underneath our actor Tom, we can press
01:43the R key, and we can expand that, and suddenly he's casting a shadow.
01:49When I press F9 again, well, now we get a nice shadow from that light onto a surface.
01:55If we look at the Final Color Output and the Alpha Output, now because there's
01:59geometry, that bottom portion is blocked.
02:02In this render frame that pops up, you can often go back and look at the
02:06previous render, too.
02:07modo saves that in a buffer.
02:09So without geometry underneath him, it's just him by himself, and this is
02:13fine if you're compositing this in Photoshop or After Effects or Motion or in other program.
02:19If, however, you're just doing a full render and you want that shadow rendered,
02:21make sure you have some geometry there.
02:23If you have geometry, you can cast shadows and you can receive shadows.
02:27If there is no geometry there and it's just this blank space, you can't.
02:31So a 3D scene is comprised of these elements:
02:35objects, cameras, and lights. And that's it.
02:39You can do a lot more with it of course.
02:41So in this chapter, we're going to talk all about the different types of
02:44lighting, and what you can do with them, and how effective they can be to create
02:48a more dynamic scene.
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Working with different light types
00:00Working with lights in modo is pretty easy.
00:03A lot of people get overwhelmed by them, but I'm going to run through each
00:05one of them for you.
00:07This is a scene that's been created for you.
00:09It's on the exercise files, in the CH06 folder, and it's just a car from the
00:13assets that come with Luxology's modo.
00:16So you can load this up if you don't have the exercise files.
00:19What I've done here is I've placed pretty much every light type we can into the scene.
00:23What I'm going to do is run through each one of them and show you how it
00:26looks and how they work.
00:27The first thing I want to do in the Items tab is take a look at our arrangement here.
00:32With this car, we have a lot of texture locators, and those are the locator
00:37references for the images that are applied to this car.
00:40Well, in order to keep organized, let's go ahead and move the camera up to the top.
00:45Then I'm going to select the top texture, hold the Shift key, and then select
00:49the bottom texture and then press Ctrl+G, and that drops those all into a nice little group.
00:55You can see a little folder icon.
00:57Then I'm going to click on this and just call it Textures.
01:00It doesn't change the effect of it. It just organizes.
01:03This way we can see all of our lights.
01:06By default, you have a directional light that comes with your scene. And what
01:11I'm going to do is press F8 on the keyboard, and this opens up a Preview window.
01:16So here you can see we've got a flat plane as a ground to cast the shadow, and
01:21we've got this little--I think it's an Alfa Romeo.
01:23You can find this car in the Layout tab under the Meshes folder.
01:27So this Directional Light, when we select that in the Items Tab, the properties
01:32for that light appear in the bottom.
01:34You can play with the Transform, the Rotation, the Scale.
01:37One of the things you're going to need mostly is the Directional Light
01:41Properties, such as the Radiance--and this is how bright, how much light comes out of that.
01:46So let's just click and drag that down.
01:48You can see that light just almost turns off and then of course we can turn it up.
01:53The Shadow Type is Ray Traced.
01:54You can do a Deep Shadow Map which is sometimes better, depending on what you're
01:58doing, but for the most part I like to use Ray Trace.
02:01It's more accurate.
02:03One thing that's nice about the Directional Lights is you can have a Spread Angle.
02:07So if I change this to say 30 degrees, what happens is that we get a nice soft edge to the shadow.
02:13Just so you know, this is not a final render;
02:15this is just a preview render, so it's progressively always updating for us.
02:19So if we kind of just move a little bit, you'll see it get pixelated, and then it redraws.
02:24So it's just a quick preview. It's not a final render.
02:27You can increase the samples of the light, and one way to do this is to take
02:31your mouse, put it at the end of this-- and you can do this for any other values
02:34in modo--and on your keyboard, the asterisk symbol above your 8 key represents
02:40the multiplication. And I can say *4, and now that's got a higher sample, so it
02:46makes a higher-quality light, and of course better shadows.
02:50Of course, it will take a little bit more time to render.
02:53Simple Shading helps speed up the render, but at the same time it might add a
02:58little bit of poor quality to the image, so you might want to turn that off if
03:01you have really fine render that you need.
03:04Physical Sun works really well on these distant lights, or these directional
03:08lights, because it will represent a time of day and a location.
03:13So in this case, the Location is the Luxology Headquarters, but let's say you
03:16went to New York and it's wintertime and maybe, more, it's end of the day, and you
03:22suddenly get this very nice physical sun look.
03:25It's a great way to create just an atmosphere without much effort.
03:30The Directional Light, one more thing.
03:33Its position in the scene does not matter. And you can see over here, if I take
03:37a look, I'll press the Y command,
03:40here is the Position for it. And if I press F8 again to open up--and I'll move this over--
03:45when I move this light, notice that it doesn't change on the model. But watch
03:50what happens when I rotate it.
03:53So only its rotation matters.
03:55It's almost like a sun. It's just a direction.
03:57That's the only thing that's important.
03:59So just kind of keep that in mind when you're setting those.
04:02Now that I've said that, even when I'm using directional lights, I still put
04:05them in place for where I want them.
04:06Even though that doesn't matter--only the rotation does--it just helps me keep organized.
04:10The next light type is a Cylinder Light, and that's this one right here.
04:15What a Cylinder Light does, it kind of works very much like a fluorescent light bulb.
04:19I'm going to press Shift+A on the keyboard to bring that to view.
04:24You can press the Y command, and you can actually stretch this out if you want.
04:28Let me move it down to the car, so you can see what it's doing.
04:31I've used these for some animations I've done for United Airlines where
04:34the lights underneath the trim around the windows need to look like
04:39fluorescent lights.
04:40I've used them for cabinet lighting underneath the kitchen counter, things like that.
04:45A Spot Light.
04:47Shift+A to bring the Spot Light to view, once we select it. The Spot Light is
04:52probably one of the most popular lights because its rotation and the
04:56position all matter.
04:59Then you can also have a Soft Edge Angle.
05:01So let's take a look at the properties for the Spot Light, and then I'll press
05:05the F8 key to call up our preview.
05:07When you look at the Spot Light preferences, you can see that you also have the
05:12Radiance that you can change and brighten up that spot light like that.
05:17You can play with the Cone Angle, and that is--you can see that right there in the
05:21interface how wide that is. And you really want to play with the Soft Edge.
05:27If you bring the Soft Edge to 0, you get this kind of flashlight type of look
05:32with that hard edge.
05:34Well, if you're using these more for architecture or something more creative,
05:39you're going to increase that Soft Edge, and that means that that falloff of
05:42the light will blend.
05:44This is something I've said a few times through the course: don't always judge
05:47everything by what you see in the interface; make sure you see more of the
05:50render because that's going to be your final.
05:52But you get that nice soft falloff with the spot light. And its rotation and its
05:57position all are important, not just the rotation like the Directional Light.
06:02Then you have a Point Light, and the Point Light, very much like a light bulb.
06:06I'll press the Y command to select that and then Shift+A to fit, and let me bring this up.
06:14Now the Point Light is great for light bulbs, or even like little candles,
06:20things like that. And it's just this omnidirectional light, and wherever you
06:24move it, you're can just see that light falloff which is really nice.
06:28You can rotate it all you want.
06:29It's not going to make much difference, because the light is emitting from all sides.
06:33Of course you have the Radiant Intensity for it, you have the Shadow Types,
06:38you can increase the Radius of it, and of course increase the Samples just like
06:41the other light that you saw with the Directional Light.
06:45We can put on Volumetrics, and what Volumetrics will do is create more of a haze.
06:49Now you're not going to necessarily do this with a Point Light; you're going to
06:53do it more maybe with a Spot Light, to create more of an atmosphere.
07:00Let's open up our Items List here.
07:02You have a Photometric Light.
07:03When I select this, when I add this light, it's going to look for an IES file.
07:09Now, this is a file that you can get off the Internet.
07:12Often, light providers will give you this file, and it's a predetermined light.
07:17It's also something you can use more in architecture.
07:20So I would suggest do a search online for "IES lights" or "Photometric Lights,"
07:24and you'll find those files that come in and actually predetermine all the light settings.
07:29Lastly, we have a Dome Light.
07:32What the Dome Light does, which is actually pretty neat, it simulates more of a
07:37atmosphere for the scene.
07:40Let's turn that on. And you can see that it just encompasses the whole scene.
07:46If I press F8 with a preview, it has this very nice soft, almost like a product-
07:52shot type of look, a really nice atmosphere to it. And the light comes from all
07:56over, rather than one direction.
07:58When we talk about light, you really want to take into consideration all aspects
08:02of it, and especially the shadows.
08:04Too often in computer animation people over-light and they don't consider the
08:08shadows, and the shadows are really what's going to create a lot of depth and
08:11contrast in your image, helping give that 3D effect.
08:15So just keep that in mind, not to over-light.
08:18In our next videos, we're going to actually set up a full lighting scene, and you
08:21can see how easy it is in modo to create a really great realistic product shot.
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Lighting a 3D scene
00:00Setting up lights in modo is not as complex as you might think.
00:03A lot of times people don't even set up any lights;
00:06they just leave that one default directional light on and just call it a day.
00:11But what I want to show you in this video is how easy it is to set up a lighting
00:14scene for any kind of product shot that you might be doing.
00:17So the way I'm going to do this is use one of the assets on Luxology's site.
00:21So if you go online and go to luxology.com/asset, you can log in with your
00:28account, and you'll find all of these tremendous assets that you can use.
00:32You can also create your own and upload and share with other users.
00:36From the Meshes, I've actually gone in and just taken a look at a few of
00:40these, and some of the models I like, if we go to Most Downloaded, are these
00:44books from Brent Chamberlain.
00:45He does some amazing stuff.
00:47So you can go up and get that yourself and try it out, or any of these other
00:50great models that are up there for you to try out.
00:53Once downloaded, you install it into your Library/Content, and then Assets, and
00:59what you'll find when you go to your Layout tab is that wherever you put it,
01:03you'll find that little icon right there, because the .LXL file holds this data.
01:09So here is how we're going to use this.
01:11First, from the exercise files, I'm going to select Open and choose the Sweep
01:16scene. And what this is is just a flat plane that has been shifted out with the
01:21edges and brought up, and this will be our backdrop for our scene, just to cast
01:26some shadows and create an environment.
01:28From there, I'm going to take the books and drop them in.
01:31You can use anything you want;
01:32you can use some of these existing bottles that come with modo, whatever you like.
01:35When you look up here into the Items list, those books actually went into the
01:40Sweep, and when this happens, that means they're grouped together.
01:43It doesn't really matter for this;
01:45I can still move them around.
01:47But if that happens, you can just click and drag that out.
01:50If you group them together, they will move together as group--
01:53parent-child relationship.
01:56Now, I want to set up my camera.
01:57One of the most important things when setting up any kind of scene is making
02:00sure your camera has a good view of it.
02:02Now, typically what I find people do is they zoom all the way in and they go
02:07like this and leave it like that, or they have an angle, and that's fine in most cases.
02:12But let's take a look at this from a Perspective view. And let's press O on our
02:16keyboard, and hit Show Cameras and Show Lights so we could see those.
02:21Look how close the camera is to the scene.
02:24If you were really shooting this, you really wouldn't be that close with the camera.
02:28It tends to give it a fake look.
02:31So here is what I like to do.
02:32I like to make sure the camera is selected, and I want to make sure that if that
02:37item is selected like that,
02:38I press the Y command and I'm going to just move that out like this, way out here.
02:42You might want to customize this look a little bit.
02:46Let's jump to the Model tab, and again we'll press O and turn the cameras on.
02:52The reason I do it twice is because this is a different layout than the Layout
02:57tab was; it's a different setup.
02:58So I need to tell modo that this has different properties, such as turning the camera on.
03:04So there's my camera looking at the scene.
03:06When I press the Y command, I get this little plus right here. That is our focus.
03:11You can do an auto-focus with the camera.
03:14So as long as the camera is selected in the Items list here, and then you scroll
03:18down to the Properties--
03:19we'll close up the Transform--and then if you go down to Camera Effects, you can
03:25put on Depth of Field.
03:26That's really important because you need that focus in order for this to work properly.
03:32So from the Camera view, you can do a number of different things:
03:35your Target Distance, your Focal Length, Angle of View, and so on.
03:40I'm going to make sure that this is all the way here and that way our focus is set.
03:45What we're also going to do is come back up to this top-left corner here, and
03:50I'm going to hold the Ctrl key and swipe down, and what that's going to do is duplicate my view.
03:56In this way, I can make this Top view a Camera view, and so now I see exactly
04:01what my camera sees.
04:03In the bottom, I can actually control it like, this.
04:06And don't forget that if I grab the Zoom up here, I'm actually going to be
04:09changing my view right here like that.
04:12It's not really what I want to do.
04:13What I want to do is actually move the camera up, and then I want to zoom it in some more.
04:21So from the Camera Properties, the Focal Length is set to 50 mm.
04:24I'm going to zoom that in like this.
04:28This icon up here will actually move my camera in, like I'm walking in with it;
04:33instead, I want to actually push the button on the Camera and zoom in.
04:37What happens if you look down here in the Perspective view is you get this very
04:40long type of lens, almost like a zoom lens.
04:43So we're like at a 200-mm lens.
04:46What that's going to do is two things:
04:47It's going to give us some nice Depth of Field in the back and help blur the
04:50back and although there is not much back there, it will still help create some depth.
04:54It will also flatten out this object.
04:58I'm going to actually move this over, and then I'm just going to rotate it a
05:00bit, and we'll just rotate it down.
05:04Then I'll hit the spacebar to come out of that tool.
05:07So there is our setup of our books.
05:09Now we need to light it.
05:11Typically, in most studios, you're going to do more of a side lighting;
05:16you could do a three-point lighting setup.
05:18All you want to do is work with one light at a time, and in this case, I'm going
05:21to take our default Directional Light which is right here, and we're going to
05:26make sure that this is set the way we want.
05:28We're going to use this light in our scene.
05:29So I'm going to press the Y command, and I'm going to move it down.
05:32And don't forget that the position doesn't matter on this, but I still like to
05:38move it, because if I choose to change that light later on, to something like an
05:42area light or a spot light, it will be in the position I need.
05:44So it's kind of important.
05:46I can't see the shadows, and to me, shadows are really important,
05:49so I'm going to turn on the RayGL up in the Camera view, and that gives me kind
05:54of a quick render view so I can see what my shadows look like.
05:58The other thing I want to do is talk about the ambient light in the scene.
06:01So let's jump over to the Shader Tree, click Render, and then we'll go down to
06:05Settings, and then Global Illumination.
06:08Here is the Ambient Intensity.
06:09Normally, this is set to 0.05.
06:12Make this 0, and then we're going to put on Indirect Illumination, and what
06:17that's going to do is use the environment as a fill light rather than just
06:21this Ambient Intensity.
06:22What that means is if I turn off Directional Light, this product is now being
06:26lit from the environment.
06:28What does the environment look like?
06:30Well, let's select that, also in the Shader Tree. Open up the Material.
06:34The Environment has a default of this light-gray-to-dark-gray background.
06:39It might be a little too bright.
06:40We want to control this a little bit better.
06:43So I'm going to turn it to Constant.
06:45If I hold the Shift key and I bring this down, you can see how that changes.
06:50So now the environment really isn't doing anything.
06:53If I turn off the Directional Light, there is no light hitting the objects at all.
06:58So that's good.
06:59Now we have complete control over the scene.
07:02One thing I can do with this lighting is add a gradient.
07:05So if we go down to Processing, I can choose Gradient.
07:10What I can do is edit this gradient and change the color parameters.
07:16This will then add this material to my environment.
07:20So I press the A key to fit all of these keys in view, and what this will do is
07:24add this gradient to the actual environment of my scene.
07:28What that's doing then is helping put this ambient light in, just like that.
07:35See this color? That's coming from that gradient that we just set.
07:39If I select this--and I'm going to go to blue--
07:41you can see it adds a little blue to the scene, or a little green, and so on.
07:46It's just a way to add color in the environment a little bit differently than
07:51simply adding color to the actual backdrop.
07:55Just a little trick you can use.
07:57In this case, we'll go back the environment, and I'm just going to make it very
08:01soft blue, kind of like this. And the last thing is we'll take this Directional
08:07Light and we're going to change the Spread Angle to about 20 degrees.
08:11That helps soften that shadow.
08:13The other thing that's important with lights is the color.
08:17Now, often when I'm photographing, I'll shoot as a white balance with a Kelvin
08:21temperature, and you can set that right here if you like.
08:235,200 is usually pretty good, something like that, and that warms it up a bit.
08:30So if you're familiar with video and photography, use those principles;
08:34if not, just set a color.
08:35Remember, this is a visual element, so you can just do something that looks good.
08:40Don't worry about the numbers so much.
08:42Press F9 real quick and do a render and see how this looks.
08:47So it starts to look a little bit more realistic, because we've got a very
08:50nice backdrop that's evenly lit, we have the environment lighting, the
08:54Global Illumination, and we've got the nice soft shadow coming from the Directional Light.
08:58Let's add a little more light to separate this from the background.
09:03I'm going to come up to the Items tab, I'm going to select Add Item, and I'm
09:07going to choose an Area Light. And this Area Light really can add a nice
09:12effect in the back there.
09:14Let's take a close look at what this looks like.
09:16As I move this around and hold the Alt and the Option key, you can see that
09:21little orange arrow coming out.
09:22That's which way the light is facing.
09:24We're going to rotate this around and we're going to rotate it down, and
09:28this in many sense, will be more of a hair light that's going to hit the back of these.
09:34The reason I like the Area Light is just that it's very soft, and you can see how
09:38it highlights the tops of these books.
09:40It's kind of hitting the ground a little bit too much,
09:43so I can do two things.
09:44If I bring the Radiance down for this light, that brings the intensity of
09:48it down, and that could work because I still get enough light on the top of the book.
09:52I might want to work with this Falloff a little bit, and we can also dissolve it
09:57a little bit too--just so that we have enough light across the top, and it's not
10:01lighting the ground too much.
10:03The other option is to go to the Shader Tree, and we never set a material for the ground.
10:09If you open up the Render, notice there is no material for the Ground surface.
10:12So I'm going to go to Polygons, we're going to select the Sweep, double-click
10:19it, and we'll press M and call this Sweep.
10:23In the Shader Tree--let's just click to deselect here--open up the Sweep
10:28Material > Material Reference, and then I'm going to click on the color, and
10:32we're going to make this more of a soft gray, and just tint it a little bit,
10:37just so it's little warmer.
10:39Then I'll press F9 again, and we'll take a look at the scene.
10:43So now we don't have quite the bright white ground;
10:46we have just sort of a warm gray.
10:48We've got the Area Light in the back warming up the top of the books, and we've
10:52got our main key light over here.
10:54The last thing we can do is put a fill light in.
10:56So we have a back light, a key light, and now we're going to add a fill light.
11:02So we'll go down to Lights and we can add another Area Light, and you can try
11:07different types of lights.
11:08It could be a Point Light or a Spot; it doesn't always matter so much with the product shots.
11:12It's often about getting the right look and getting the right shadows.
11:16I'm just going to move this off to the side.
11:19If you can't see a light sometimes, turn off the other lights, and that way you
11:23will be able to see exactly what's going on.
11:24Now, this light I want to put way back here, just so it hits the side of
11:31the books like this.
11:33The biggest thing with this light is that we change the color of it.
11:36So I'm going to roll down here to this area light, and we're going to name this also Fill.
11:44The top area light that we created, that is the backlight. And sometimes it's a
11:49little bit harder to rename these, so just right-click on it, and then for the
11:54Fill Light color, we just want to create a sense of environment.
11:58And even though we're going to use Global Illumination, I'm just going to tint
12:00this to just kind of a pale blue just a little bit.
12:04The reason I do that is because it just gives more of a sense of something else out there.
12:09It's not just a one spot light or one directional light hitting your surface.
12:13But it's not real strong, like a white light that's very noticeable.
12:17So put the Directional on, put the Back light on, and then I'll press F9 to
12:21render the frame, and now we've got a very clean even set that's evenly lit and
12:27looks like a very nice product shot.
12:29This is really very basic.
12:31You can get extremely creative with all the lighting in modo.
12:35I suggest you try this out.
12:36Work with one light at a time, pay close attention to the shadows, and build up
12:40from there; just the way you build up in the Shader Tree, build your lighting.
12:43Do one light, set it to how you like, add another light in, add the Global
12:47Illumination in for Fill, and you'll have a very nice scene to work with.
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Reflecting light
00:00In this previous scene, we set up a three-point lighting set up with
00:03a directional light,
00:05an area light for a little bit of a backlight, and then another area light for a
00:08little bit of fill;
00:09but there is something you can do in modo using Global Illumination which I
00:12really like, and that's setting up reflective light.
00:15So what I'm going to do is delete this Fill light altogether; just
00:19right-click on it hit Delete.
00:22Let's turn off--this is Directional Light;
00:26we won't actually remove it just yet. And that's where we're left with,
00:29just that one backlight.
00:30Well, what we can do is create a flat plane and reflect that into the object.
00:35I'll hold the Shift key, and I'll click the Plane icon--adds a flat plane to the
00:41item list--and we'll click on that and name this Lightbox.
00:44And now I'm going to press the Y key for my Transform tool, I'm going to move it
00:50up, and I'm going to rotate it down.
00:52Remember, polygons are one-sided, so you have only seen the back side. That's
00:56why you're scene through it.
00:57I am going to put it off to the side here,
00:59just out of camera range, and I'll work it around so you can see what this is.
01:03It's just a white panel. That's all it is.
01:05So if you've ever worked in a studio, you get a big soft box--
01:08that's what we're creating.
01:10Why would we do that instead of an area light?
01:13On the books it doesn't necessarily matter, but let's say we have something
01:18like a bottle. And I'm just going to click this plastic bottle to add it to the
01:23scene, and then we'll go back to Model. And notice that that purple now is
01:28actually affecting the scene too from the bottle itself.
01:32Turn off the books for a moment, and then let's take this bottle--
01:36I'll press the Y command--and I'm going to move this over. And I'm going to press
01:40the R key for scale and make this a little bit bigger, just so we don't have to
01:45worry about moving it around too much out of our light source.
01:49Now we can still put our books in and use them if we want. So I'll click the
01:54eyeball to turn those back on and with a book selected, I'm going to press Y
01:59again, and we're just going to move those back, and let's give them a little bit of an angle.
02:03We'll just kind of set up a little scene here, just move these objects.
02:06And notice I'm not moving anything on the Y axis because I want these to all sit on the ground.
02:10The last thing is I'll take the camera and Shift+A to fit it to view, and with
02:16the Y command selected, I'll just click and rotate it up a bit.
02:20What I'm doing now is setting up this lightbox to reflect.
02:25So not only will it act as a light source; it will act as a reflection source--
02:30because normally a light doesn't actually show up on the object.
02:33You might get a hotspot from the light source, but you cannot reflect the light
02:37itself, and that's what this lightbox will allow us to do.
02:40So first let's set a material for it by pressing M, making sure that the Lightbox is
02:45selected in the Items list, call this Lightbox. And notice as soon as I do that,
02:51the scene changes a little bit.
02:53We'll hit the Shader tree, open up the Lightbox Material > Material Reference,
02:59and I'm going to make this just a nice bright white, but then I want it to be
03:03luminous, meaning it's self-bright. And the way I'm going to do that is with the
03:09Transmissive category, so you go to Material Trans--and we'll close up these
03:14panels so you can see everything--and down at the bottom is Luminosity. And I'm
03:18just going to click this up just a little bit, so we can get a very bright white surface.
03:23I don't even need that much. And look what happens. See how white it becomes?
03:28But look what happens in your scene.
03:30Not only does it act as a light source; it creates a beautiful reflection in that
03:34bottle. Let's bring up the Intensity a little bit more, probably to about 2 or so.
03:41And why does it work this way?
03:43Well, don't forget, if you go to Render and you go to Global Illumination, that
03:48the Indirect Illumination is turned on.
03:51If that's not turned on, you will still get your reflection, but that light
03:54itself, the Lightbox, is not actually lighting the scene. And because it's self-
03:59bright, it's actually casting a light into the scene. So let's press F9, do a
04:04Frame Render, and you'll see how this reflective light looks.
04:08I've seen people light entire scenes this way.
04:11Typically I don't really like to use Indirect Illumination as an entire light
04:15source, because in the real world it doesn't work like that.
04:18Generally, you have some sort of light, whether it's a desk lamp, a computer
04:21screen, sunlight coming through a window, and then that light bounces around.
04:26That bouncing light is your indirect illumination.
04:29So just kind of keep that in mind; use it as a fill.
04:31Now this render will take a lot longer, as you can see, simply because it's
04:37calculating all this new data. At the same time, it just creates such a pretty
04:41render you kind of have to go with it.
04:43And if you're not animating the scene and you're doing just a high-res still
04:46that you're going to put in an ad, or you're going to put it in Photoshop, or
04:49something like that, it's not a big deal to take time and let it render.
04:53You can see how just putting this lightbox into the scene not only adds
04:57light, but it also creates a beautiful reflection, and it's a really terrific way to work.
05:02The indirect illumination is what really creates all of this for us, but we
05:06still have our area light mixed in with it, which is creating this nice soft
05:09highlight on the top, a little bit of a shadow back here, a little bit of brightness
05:13back here to help pull the object off the backdrop.
05:15So consider using lightboxes and indirect illumination, as well as traditional
05:20lights, to create any kind of scene you want.
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Lighting environments for realism
00:00Adding realism to your scenes in modo is really pretty easy to do.
00:04You've seen how we can put in some very nice light types with reflective
00:08light, area lights, and key lights, but what if you want to give more of a
00:11daylight look to your scene?
00:13I've loaded up the AutoSet from the Chapter 6 folder, and this is an Alfa Romeo
00:17from the Luxology assets, and just a simple flat plane.
00:21Let's press the O key on a computer and go to Inactive Meshes and change this
00:26from Wireframe to Same as Active Mesh. That way everything is in full OpenGL.
00:31Well, in this scene we've got our default lights that we put in from the beginning.
00:36Let's take those out altogether, except for the Directional Light.
00:40So select them all. We'll right-click and delete.
00:46That leaves us with one directional light.
00:48We'll jump over to the Render and here you see that default directional light.
00:53Well, this thing kind of looks like daylight, but computer technology has
00:57advanced quite a bit in the last ten years,
00:59so you don't have to do things like this. And what's great about modo is that a
01:02lot of these presets are here for you.
01:04So I'm going to expands this view, and I'm going to click and hold on this list
01:09and go to Environments. And here you'll see Indoor, Outdoor, and Studio.
01:13There are number different studio environments that we can put in, but in this
01:18case we are going to go to Outdoor.
01:20What these are high dynamic range images, or probe images.
01:25You can see that they're panoramic in a way.
01:26They're stretched-out images that have been created to create this environment
01:31for your scene, and when you double-click to add one, it'll wrap itself invisibly
01:35around the scene, and you can use that to cast light. Let's do that.
01:39I'm going to double-click this desert right here, and that adds that
01:42environment to the scene; you'll see update.
01:45But it doesn't look like much is happening.
01:47The reason is we have to go to the Render and then under Global Illumination,
01:52turn on Indirect Illumination, and suddenly we have this look like where we are outside.
01:59The ground of course is pretty basic.
02:01Let's change that, and the way we're going to do that--let's make sure this one
02:05has a material right here.
02:07Here's the ground material.
02:10We're going to come back to our Material presets and go, down all the way, and
02:16take a look at Stone, and there is Architectural, Brick, Paving.
02:24And we can just choose Asphalt and drag it right on.
02:29That way we get rid of that plain white backdrop that was there originally.
02:34What happened when we added that environment is this.
02:37We'll come up to the environment in the Shader tree.
02:41We're going to open that up, and what it did was add this desert image as
02:45an environment color.
02:46Let me show you what that image looks like.
02:48I'll go to the Images tab, and we'll scroll down, and I'll double-click, and
02:54you'll see this open.
02:55That image is now wrapped around my scene.
02:59This image is also a probe image, a high dynamic range, and what that means is
03:03it has more data in it than your normal eye can see, and because of that, it's
03:08strong enough to actually light the scene.
03:10It's still little hot here,
03:12so I need to remember that in the Items list I could turn off this Directional Light.
03:17Now we get that desert-sunset kind of look like we're hidden behind a mountain.
03:22Let me call up another one, just to see you what it looks like.
03:25You'll go back up to Environments > Outdoor, and let's choose a brighter one, like
03:30Daylight. And the only thing lighting the scene is that environment. And just that
03:36simply, you can very easily put together a very complex-looking scene without
03:40worrying about a lot of lights and lot of balancing.
03:42You got more city shots down here you can play with, and you can also buy a lot
03:47of these images from Luxology, and there is other third-party people that sell
03:50probe images as well that you can put in.
03:53What's also great about this is that you have the reflections which help add to the realism.
03:57It's very subtle, but it fools your brain, that you're looking at something
04:01that's outside, because you pick up on those reflections.
04:05Try this out. Load some of the assets from the Layout tab in the Meshes
04:09categories, some of the presets, put some of those textures on the ground, use
04:13some of the presets for the outdoor probes, and see what you can come up with.
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Blending light sources
00:00You have seen how putting in a probe image can really help create some nice
00:03daylight using global illumination and applying that indirect illumination.
00:08You have also seen how putting three set lights in classic three-point lighting
00:11can help you put together a nice product shot, and you have seen how light
00:16boards can be created with flat polygons to create reflective light. But what if
00:19you want to mix a lot of these together? How would you do it?
00:22Here we have got our BlendedLight scene from the exercise files, and this is just
00:27the Alfa Romeo on a textured ground.
00:29I am going to zoom out just a little bit, and I am going to rotate the camera
00:33down just a little bit, just like that.
00:35We have got this environment that's lighting the scene.
00:37It looks okay, but I want it to be a little bit brighter.
00:40So the first thing I am going to do is, in the Shader Tree, select the actual
00:43Environment group. And then the Intensity for that environment I am going to bump
00:48up to 2, and now we have got a little bit better daylight scene.
00:51We can also even just change it if we want and see how these look.
00:55Perhaps I want to go with the darker Outdoor Probe.
00:58So now it's late evening. The lights need to be on, on the car.
01:02So how do we do that?
01:03Well, a lot of people want to just glow those textures right there, but
01:06there's a better way.
01:08We have the Directional Light. We are not going to use that.
01:10We are going to keep that turned off.
01:12I am going to add another light, and we are going to add a Spot Light.
01:16And with that Spot Light created, I am going to make sure that it is placed right
01:20where our headlight is.
01:21So I will press the Y command, and we are going to move this over--and I am just
01:25doing this in the Perspective view down here. And if it's easier, go Ctrl+Space
01:31and choose the Front view, and it makes it a little bit easier to align these up sometimes.
01:35I am seeing kind of a little bit of a stall, and we have got a lot of detail
01:40in here in this model.
01:41So what you can do up here is you can come in and click on the options and turn
01:47off some of the values,
01:49so it renders a little bit faster.
01:51You can turn off Shadows, Reflections, Refractions, and depending on your scene,
01:55you might want to do that.
01:56You can click on the Render and just select Hold as well, so it will stop
02:00rendering, giving us a chance to work a little bit more freely and accurately.
02:04And then we can turn that back on.
02:06So it's lined up here, Ctrl+Spacebar, come to the Top view.
02:11I am going to rotate our light around, then I am going to move it in.
02:14Now one thing that's important to understand is that if you move it in too far,
02:18the light will actually shut off.
02:19We'll jump to Perspective view, and now let's turn our render back on, and you
02:25will see it right in there.
02:26I can see a little bit of a light. I can see it hitting here.
02:29Well, let's go over here to the Items list and make sure the Spot Light is selected.
02:33Close up the Spot Light and turn on Volumetrics.
02:37That's nice, but a little too much.
02:40Open up the Spot Light again, take this Radiance down 0.5, and now you've created
02:46this nice beam of a headlight.
02:48In fact, you can even go lower, like 0.2, a little more subtle.
02:52Then you can place it a little bit better, but again, be careful. If you move it
02:55in too far, here is what will happen.
02:57It just kind of shuts off, and it will start casting a shadow from the car
03:01itself, from the headlight itself.
03:02So don't go in too far.
03:05And then you can rotate that view around, just to make sure the placement is good.
03:08Create a second one, Shift+V for Mirror, and we can mirror that over on the Y axis.
03:18And if you want to get the controls, open up the Model tab and choose Y, and you
03:22will see that extra one. And then we will close that out.
03:30Now we have two of them, and then you can very easily just tweak that second
03:34one into place. And that way you have created headlights on the car--overly
03:41bright of course. But what I would probably do is create an instance for this,
03:45and I will show you why.
03:46Let's delete this second light.
03:48I am going to select this light, the Spot Light, right-click, and Instance.
03:57And what that means is when I have the second light, whatever I do to the first
04:00light will happen to the second, and it just saves me time.
04:03I don't have to go in and make changes to both.
04:05So I come to the Shader Tree, select the main Spot Light. And the color is not
04:11going to really be white; it's going to be a little warmer. And notice that it happens to both lights
04:15now, which is very nice.
04:17But what you're doing here is you are actually mixing the artificial light with
04:21the environment light.
04:23You can come back to the Items tab and if you want, right-click on the Spot
04:28Light, Change Type to a Point Light, and it will change both of those,
04:34because it's an Instance.
04:35Perhaps you don't want the old-school beam.
04:38You want more just of the glow.
04:40The Point Light with Volumetrics applied will give you that look. And your
04:43placement and intensity might need to change just a little bit.
04:47So we will come back down to Point Light and Radiant Intensity is 0.2--
04:51let's make it 0.1 perhaps, something like that.
04:55And that might give a little bit more realism than actually shooting out beams of light.
04:59The only problem with the Point Light is that they do kind of spread everywhere,
05:04so your placement has to be pretty exact, but it certainly gives you a foggy
05:08look in this nice environment.
05:10So mixing lights in modo is really pretty easy, just the combination of
05:14Volumetrics with Point Lights or Directional Lights or Spot Lights as well as
05:18using the Probe Image and Global Illumination.
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7. Working with 3D Cameras
Understanding the modo 501 camera
00:00As you are building scenes in modo, there are three components you need to think of:
00:04the objects which are like your actors; the lights of course, which light up the
00:07scene; and then the camera--and that's what this video is going to talk about.
00:11The camera in modo can be very powerful, but it's often very simple to use.
00:16You don't need to put a lot of thought into it
00:18sometimes, even though you can animate it and you can create depth of field and
00:22you can do all these great things. Sometimes you just want to learn to place
00:25it, and that's what we are going to do here.
00:27The camera is in your scene by default and when you select it in the Items tab, you
00:30can see all the properties for it.
00:32First of course is the Transform, so its Position.
00:35Now I can't see it in my layout here and to do that, I will press the O key on my
00:39keyboard and make sure Show Cameras is turned on.
00:42Move the mouse and that panel will go away.
00:44So there is my camera.
00:45That's just a representational icon.
00:47It's not really useful in any way.
00:49It doesn't show up in reflections. It's just an icon that represents what that camera is.
00:54Then when you go to the Position, obviously you can manually come in here like
00:59this, but I really don't do that too often.
01:02I press the Y command, and I just move it and I rotate it as I need.
01:06A lot of people will just use Move, which is fine, which is just. Then they will
01:11go to Rotate and that's fine too.
01:13And the Scale isn't really going to change much.
01:15That's not going to do a lot for you.
01:17But what might happen is if you load an object--and then I will press the A key
01:21here, Shift+Click to add an object--
01:24if you add an object, sometimes that camera just is a little too big for the
01:28scene, especially when getting in close. Or by the same token, if you've got a really
01:33large object, your camera is almost invisible; it's too tiny.
01:36So under the Display, with that camera selected, there is the Size.
01:41This is the view size;
01:43it's not the actual size of your renderer or anything else--
01:46it's the size of the camera icon.
01:48So you can change that depending on your scene, and what I've often told people
01:52is just set it to 0 and it stays relative to your zoom.
01:55So notice the camera pretty much stays the same size, whether you zoom in or
01:59out, and that's really kind of nice.
02:01So I always know where it is.
02:02If I zoom out really far, my object are hard to see, but because I have this size
02:07Set to 0, I can always find my camera.
02:10So, something to think about when you are building larger scenes.
02:12Channels for the Camera, obviously we have a Position, Rotation, and Scale, like you
02:16would with most objects, but then you also have whether it's visible if it's
02:21going to render, and so on.
02:23These are the things you should not often going to get into.
02:25It's more of the properties, in a way, that you are going to set in another panel,
02:29and that panel for those is in the Shader tree.
02:32So we will go here to Properties, go to Render, and here is your Camera
02:37Properties that you want to set up when you render.
02:39Later in a video we are going to talk all about Render, but you have to
02:43understand that a combination of the Camera properties itself, from Target Distance, to the Focal
02:48Length, to the Angle of View are mixed with the actual Render Camera, the Frame
02:54Range, and so on, as well as the Resolution. And the reason I am showing
02:57you this now is because when you're setting up a scene you want to kind of get
03:01that Frame Rate set first.
03:03So for instance if your client says "I need a high definition," you want 1920x 1080.
03:09Now the dpi, that doesn't necessarily matter if you are rendering out in animation.
03:13This has been in there since the beginning, and often you could render out a
03:164,000-pixel image, but if it doesn't show 300 dpi, your client might say it's the wrong size.
03:22We will talk about that when we get to rendering.
03:25So all we want to do in here for right now is set our Resolution, and the reason
03:29is when we look through our Camera--and the way we do that is up here in the top
03:32left, click and go to Camera--
03:35now we get the proper aspect ratio.
03:37I always tell people to do this. Even though it's in the Render tab,
03:40go set up your frame first.
03:42How can you set up your Camera if you don't have the right size and aspect ratio?
03:47Now we can set up the Render just the way we need, because everything renders
03:51from the Camera view. And with that said, I can add another camera.
03:56You can come here to the Item list, choose Add Item, and Camera.
04:00And why would you add two cameras?
04:02Well, one might your Render Camera; one might be your Setup Camera.
04:05So you can rename this SetupCam.
04:08This one could be your RenderCam.
04:12And as you are working, you can come back here to the Render and in this Render
04:16Camera, you can tell modo which camera you want to work with.
04:20In the top left, I can hold the Ctrl and swipe down to duplicate my view.
04:25Just click on that little dot right there and then change SetupCam.
04:31So now we have got two cameras we're working with.
04:33So maybe you've got just a shot right here that you want to see your whole
04:37scene, and then you can tell the render which one you actually want to render.
04:42So the SetupCam is actually, if we press F8, maybe something we are working with
04:47that we want to see our entire view, or we want to see close up, even though we
04:51want to render, when it's final, from the RenderCam.
04:54Just another way to work.
04:55I don't often set up multiple cameras, but you can if you are doing architecture
04:59or you are doing product shots.
05:00It's very easy just to set those up, and for your client especially, click the
05:04different settings, change the render camera, and render.
05:07You don't have to move the camera around while the client is there. Nice way to work.
05:12Lastly, the Camera Effects. Depth of Field, Motion Blur, and Stereoscopic
05:17Rendering are all available.
05:18So we are going to set those up in this chapter as well, really creating some
05:22nice realism for the scene.
05:24So the camera in modo, very easy to set up and very easy to use, but the big
05:28thing you need to remember is that the camera is what renders your scene.
05:32Even though you might be viewing from a Perspective view or Top view, it's the
05:36camera that you need to set up in order to render.
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Setting up a camera
00:00Setting up cameras in modo is relatively easy to do.
00:03There's a few little caveats that we're going to go over,
00:05but you have to understand that everything you render, when you have that final
00:09output, it has to come from a camera.
00:12It can't be a render of the Perspective view.
00:13But what I have here is the Render tab open, and I've set this up so that my
00:19camera is at the very bottom, so we can see it.
00:22You can also see that it's changeable to a Perspective view
00:25if you like, which is more of the default.
00:28But I'm setting it to the Camera view because this is what renders.
00:31Over here I have an overall Perspective view, which typically is the Camera
00:35view in most cases.
00:37But we're going to reverse these today.
00:39What I also have opened is the ShootMe scene from the exercise files, and this
00:43is just a sweep with some simple lights that we had made in a previous video.
00:48And I'll press the O key to make sure that my lights are visible, so we can
00:51see them right there.
00:52Now, it's just that nice area light lighting up the back of this object, as well
00:56as a flat board bouncing some light.
01:00If we jump to the Shader tree and click on Render and go to Properties,
01:03under Global Illumination, you'll see that the Indirect Illumination is turned on.
01:07And for Environment, I'm going to open that up and take the Environment Color
01:11from this kind of pale bluish to maybe something a little bit warmer, like that.
01:16So when setting up cameras, there's a couple of things you need to do.
01:19The first thing I always need to do is find out from my client what resolution I want to render in.
01:23Because if I go and take the time to actually set up this camera down here and
01:27suddenly that resolution changes, well, that might change the overall look.
01:31For instance, I've got this 4:3 ratio going now; 720x486.
01:36If I'm maybe towards the edge of my shot like this and I go widescreen, I'll
01:40suddenly render off the side of this set, and I don't want to see that.
01:44So I need to make sure that, from the Shader tree, with the Render selected, in
01:49the Frame tab, I can set my Resolution.
01:52So 1920x1080 for HD.
01:55And then I'm going to just kind of start getting this in place.
01:58This way I've got my proper Pixel Aspect and my Frame Width and Height.
02:02The Pixel Aspect doesn't need to change too often anymore.
02:05Years ago when we used to always put everything television, 720x486, this Pixel
02:10Aspect was set to 0.9--more rectangular pixels.
02:13When your animation stays in the computer, those pixels are square. 1.0.
02:18But sometimes you might render at 1.2 and you get more of a letter box.
02:23Depending on who you're working for or what kind of project you're doing, this
02:26will be specified for you.
02:28So it's something to be aware of.
02:30So for us right now, we're just going to do a Pixel Aspect of 1.0--square pixels.
02:34Back in the Items tab, we can select the Camera, and we can start up here at the top.
02:38So for the Transform, we can manually drag these and move them around,
02:42but to be honest, I really like just to grab the camera and move it myself.
02:46So make sure Items is selected;
02:48it won't work in Polygon mode too well.
02:50We'll press the Y key to get our Transform tool.
02:53And then I can click and drag and move this around.
02:56Now, this camera was set up from a previous render, and it's got a very long lens.
03:01So to change that, that's the Focal Length, and I want to set this to maybe more
03:06of 105 millimeters, something like that.
03:08Then I want to actually push the camera in,
03:11so I'm just grabbing that blue handle, which is the Z axis, kind of watching
03:15over here and here, and then I can actually rotate it, or move it, just to get it in place.
03:21You're going to find that this is a little awkward to work with, so here's a little trick.
03:25Hold your Command+Alt or Option key on the Mac, or you can hold the Ctrl+Alt
03:31key on the PC, and what you'll get is, like, a handle, so to speak.
03:34And you can click and drag in the Camera view to rotate around.
03:38Just a nice way to work and a little more interactive.
03:42You can also just rotate here as well and move up and so on.
03:46So again, just a little bit awkward to work with, but it's not too hard when you
03:50move the tools here and then you use the big handles here.
03:53So I'm just going to push this in, and we are going to render this out, just
03:57kind of off to the side, just create kind of a neat little angle for this,
04:02making sure that that backdrop doesn't get into our shot at all.
04:05We don't want to see off the edge of the set.
04:07And if we did, all we would have to do is select the actual set to sweep
04:10and then move it over.
04:12So our camera shot is good. I like that.
04:14But notice this line coming all the way out. That's our focus.
04:18So I can grab that and pull.
04:19Now, you're not going to see it when the camera is not selected.
04:22When the camera is selected, you make sure that the Y, or even the W or E command
04:27is on, which is the Move or Rotate.
04:31But again, I like to use the Y command, because it gives me all of those in one tool.
04:34And that's our focus for the camera, so make sure that's set.
04:38And where is it focusing?
04:39Well, we want to focus it directly on our objects itself.
04:42And when you look at some of the tools here, there's a number of
04:45different settings.
04:47There's Resolution.
04:48There is our Pixels that we set.
04:49There's Motion Blur and Depth of Field, and then there's the camera for the
04:52Focal Length, Lens Distortion, and so on.
04:55So for the focus, it's just easy to move in here, grab that little handle, and
05:00pull it right there, and not worry about a lot of the numerics.
05:03We're not really needing to worry about focus too much on this unless we're
05:07turning on Depth of Field, and we're going to set that up shortly.
05:10But it's a good idea to get in the habit of always keeping that Focal Length
05:13there, because if you want to turn on Depth of Field, that will really help;
05:17you won't have to go back later and do it.
05:19There's a chance you might want to come down close and render out the phone
05:22handle or maybe one of the buttons and you want to really create a good bit of
05:26realism; that Depth of Field will really help that shot.
05:29So setting up the camera is a matter of setting the resolution, the size of the
05:33image, pushing it in so that we have the proper frame, setting the right height,
05:37rotating, and then setting the focus.
05:39That's all there is to it.
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Placing multiple cameras
00:00When you're setting up cameras in modo, you don't have to work with just one camera;
00:03you can very easily set up as many cameras as you want.
00:07Why would you do that?
00:08Well, let's say you have got this beauty shot right here. Perfect for
00:11the client's product;
00:12that's what you want to do.
00:13But he also might want a shot of the handle, or a shot of one of the buttons, and
00:18instead of going and messing up this camera which took a while to set up and
00:22it's perfect and they've approved it, well, it's better to actually put a second camera in.
00:26So let's do that.
00:27I have got the 1camera file loaded from the exercise files.
00:31You can load that up or use any product of your own.
00:33I am going to the Add Item list from the Items tab, and I am going to add a camera.
00:38It's a good idea to name these cameras, so I am going to right-click on it,
00:42choose Rename from the top of the list, and we'll call this close up, CloseUpCam.
00:48And then this one, we will right-click on it, and we'll call this BeautyCam,
00:52something like that.
00:53Now, we'll take the CloseUp camera and let's take a look down here in our large
00:58viewport. The BeautyCam is still selected.
01:00Let's change our view to see what the CloseUpCam looks like. And of course it's
01:04just sitting right in the middle of the set.
01:06This is where these handles can come into play and I can move those around, or I
01:10can press the Y command and just manually move it around.
01:14I want this to be nice and close and while it might be a little bit of
01:17trouble to move it here, let's go to the Display tab and bring the Size down.
01:22For the other one, we set it to 0 so it stays relative to our scene.
01:26But this one, we're actually going to shrink it down so it makes it a lot
01:28easier to move around.
01:29Remember, the Size is literally just a display; it has nothing to do with the render.
01:35Okay, so back to the Y command.
01:38Now I can zoom in here a little bit and just rotate this around. And now we can do
01:45a nice close-up of these buttons, perhaps seeing the client logo or something like that.
01:52But let's get even closer, and the way I am going to do that is with the zoom.
01:56So go back to Properties and the Focal Length is at 50 mm, so let's just zoom in
02:01like this, move it down just a little bit--just keeping the client logo in.
02:07So now we've got that CloseUp camera, but for this camera, maybe we want to put
02:11a little depth of field on to really help that realism.
02:14Well, two things have to happen to do the depth of field.
02:16I am going to press the Y key, and you'll see that with this Transform
02:20command on, I get my focus. It's right there.
02:23It's that little blue dot.
02:25So let's move that dot so that it's hitting the buttons right there.
02:28We want that focus to be right there.
02:31You can see if I pull it through, it becomes kind of faded.
02:34When it comes out, it gets stronger in brightness.
02:37That way, I know exactly where it is. It's right there.
02:40You can even see it here too.
02:41So with this CloseUp camera, how do you do depth of field?
02:44Well, if you go down to Camera Effects, Depth of Field is right there. Just turn it on.
02:48But I can't see it yet, I am still rendering from the beauty camera.
02:52How do I change that?
02:53Well, let's jump to the Shader Tree, select Render. And the Render Camera is set to BeautyCam.
02:58Let's change that to CloseUpCam, and now you can see this is rendering out, and
03:03you can see depth of field.
03:04I have to tell you I never did depth of field much before, because it was
03:07honestly a little bit of a trouble to set up.
03:10It didn't quite always work the way I wanted.
03:12In modo 501 they've really improved it and simply by turning it on and not doing
03:16anything else, we're all ready getting the look that we want. Very easy to do!
03:21You can enhance this still, by coming to Close Up > Camera Effects and play with
03:26the F-Stop, the Iris Blades, and the Edge Weighting.
03:29So I am going to bump this up to F-8, which means I will get a little bit
03:33sharper image throughout, not quite as much depth.
03:37If I widen this F stop, meaning, I make it smaller, like F-2,
03:41I have a much greater depth of field. And you can see it's just focusing right
03:45here and instantly falling off.
03:46Now remember, this blue dot is our focus point, okay?
03:49So it might be a little too much for this, so F-8 is where I want this to be.
03:53You'll also see Autofocus, and you can hit that, depending on where you want that focus to be.
03:57I think we set it pretty close manually but hit Autofocus, a lot of times modo
04:01will do a good job of just lining that up for you.
04:04So I'm back to F-8. The Iris Blades, not going to help much in this one, but
04:08let's say you have a larger scene, maybe a street scene, and you've got lights
04:13in the background, and you've got bright colors on one side and dark colors on the
04:17other; those Iris Blades are going to help blend all of that together, as well as the rotation.
04:22The Edge Weighting, if I turn that off, you can see here that it actually just
04:26helps blend that in a little bit better.
04:28If I bring it on to maybe 100%, we get a little bit more blur in the edges
04:34there. And let's press F9, see what our render looks like.
04:38Now, this might take a little bit longer to render, simply because we're doing
04:42high definition at 1920x1080.
04:45We also have Global Illumination on.
04:47We have that Lightboard Balancing, and we have Depth of Field on.
04:50Now, the render quality can certainly be increased with a number of different
04:54settings in the Render panel.
04:56We've not set any of those yet, and the reason you would would be anti-aliasing
05:00for smoother edges, and as well as the blur up here.
05:03See how that's just kind of not blurring enough? It looks like it's just separated.
05:08Those are different things we can set when we do higher quality renders.
05:11But for right now this depth of field is actually looking pretty good, and you
05:14can see that it's a little more realistic.
05:16Typically, when you have effects like volumetrics and depth of field and 3D,
05:20they kind of get overdone, as do lens flares and things like that.
05:24And in the real world, those things aren't quite as strong as you might think.
05:29And it's just subtle, just a little bit of depth of field, and it just helps
05:33create that realism that we're after. All right!
05:35So here is pretty much the final render. It took about three minutes to do, and you
05:40can see that the depth of field is working really well.
05:42All we need to do is just up the quality, so that all of this blurs even better.
05:47Right now, it's just separating. But just as a default, it still looks really good.
05:51Easy to do: close-up camera, hit the Autofocus or move it manually, turn on
05:56Depth of Field, set the F-Stop, and you're good to go. Let's close that.
05:59Now, if I take the Iris Blades and I add eight of them, and then I play with the
06:04Rotation about maybe thirty degrees, what that's going to do is actually blend these
06:09a little bit better.
06:10That's one aspect of helping a cleaner render.
06:14The final would actually be more in the render settings, and we're going to do
06:17that when we get to rendering.
06:18So we're going to save this scene as Depth of Field.
06:22We'll load that up later, and you can actually take a look at it from the
06:24exercise files, and I will show you how to make a cleaner render.
06:27Finally, when we go to Shader Tree, and then we can come up to the Render, and
06:32then choose BeautyCam, we can choose which camera we want to work with, whether
06:37it's the BeautyCam or the CloseUpCam. And it's a very, very nice way to work.
06:41You can set up multiple cameras.
06:42You don't have to do just one or two;
06:44you can do as many as you want.
06:46So I've used these for forensics.
06:48I've used them for accident recreation.
06:50There's a camera that's locked to a car driving on a road.
06:53There's a camera that is focusing on one perpetrator, one is focusing on one
06:58police officer, and you can simply render out each one of those and switch
07:02between them in an edit.
07:04It's a great way to work, setting up multiple cameras, and it makes it more
07:07flexible in the backend when you're doing your final renders.
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Animating cameras
00:00A lot of the renders you see from modo are often just product shots, just still
00:03images, and that's terrific.
00:05But you do have the flexibility of actually animating your camera.
00:09So I am going to show you how to do that.
00:10We've not talked about animation too much just yet, so before we get too
00:14involved in it, I am going to show simply how it works.
00:17Then in the next chapter we will go through setting up animations from the start.
00:21So to animate a camera--let's first make sure we can see our cameras--
00:24I am going to press O on the keyboard and hit Show Cameras under the Visibility tab.
00:29Then we'll move our mouse, and that will go away.
00:31Let's select the Camera, and this is the animateme scene from the exercise files.
00:36You don't even need a scene loaded to animate a camera;
00:39you can just load one up and just take a look and move it around if you like.
00:42But it's really pretty simple.
00:44What we are going to do is animate the zoom for the camera.
00:48We are not going to worry about moving it, or anything else; we just going to
00:50animate an element of the camera. And to do that, I am going to come to the Render tab,
00:53just so we can see what's happening here.
00:56All we want to do is just zoom in on this over time.
00:58So our camera is here in this beauty shot that we have set up earlier, and the
01:03Focal Length is set at 105 millimeters.
01:06Well, you see these little dots right here?
01:08Anytime you see those, that means I can actually animate that value.
01:11Our timeframe is at 0,
01:13so I am going to click and make it red.
01:15Just click one time.
01:16That's going to turn on the animation for that camera.
01:19Make sure you're in Items, and make sure the camera is selected.
01:23Then what we can do is actually move down to maybe about ninety frames, three seconds,
01:30at thirty frames per second.
01:32This Focal Length turns green, meaning that there is an animation value there,
01:36and all we are going to do is just zoom in.
01:39And now it turns red.
01:41If you drag your timeline, you have now animated that camera from 0 to 90.
01:47When you go to the Render tab, you can set up these frames from 1 to 90 or 1 to
01:53100, give it a little back end, and a Frame Step of 1, which will render every
01:57frame, and now that camera, when you render out your animation, will be animated.
02:02Just moving it like that.
02:04So the camera doesn't have to move to animate;
02:05you can animate all those values:
02:07you can animate the depth of field, and you can animate the F-Stop.
02:10In this case, we animated the zoom. And it's just a terrific look for your animations.
02:14A lot of people don't do it.
02:15They actually just move the camera, but I really like animating the zoom in
02:19combination with moving it.
02:20I think it gives that a really unique look, as well as realistic look.
02:24So try that out and see what you can come up with when you animate your camera.
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8. Building an Animation
Understanding the timeline
00:00modo is known for a great modeling program, but over the years they have
00:04added in animation.
00:05A lot of people I know don't actually animate in modo.
00:09They just render out stills.
00:10But you can animate, and I am going to show you how.
00:12I've clicked over to the Animate tab, which is a preset in the 501 default layout,
00:17and at the bottom you can see a very nice timeline.
00:19You will see some play buttons, and you will see some keyframe buttons.
00:23Let me show you what all these mean.
00:24We're going to work simply just with this camera. So I am going to move mouse
00:27over, making sure I am in the Items tab here, and we're going to click on this
00:32to activate the camera, and we're going to animate this.
00:34We're just going to move it around in our scene, just so you could see
00:36how keyframing is done.
00:38It's a little trickier in modo than it is in most programs, but it can still
00:42work very well for you.
00:43One thing that's nice is that anywhere you see these little dots, that means
00:48that value can be animated.
00:50So we can animate the Scale, the Rotation, the Position--anything we want.
00:54You will even see in the Shader Tree, when you go to any type of material, that
00:59these values can be animated as well, the Color, the Specular, the amount of
01:03diffuse for a surface, and so on.
01:05All of those values can be animated, so kind of keep that in mind.
01:08To set up animation, it works like this.
01:11For the Camera, we're going to be doing motion,
01:13so I am going to press the Y command, which is my big Transform tool right there,
01:18and you'll see that we've got this timeline I can click and drag through.
01:23Down here at the bottom you've got two sets of numbers.
01:27At the end, you've got another two sets of numbers. And notice that this 120
01:30frames matches this 120.
01:33We're working in 30 frames a second, so we're set through 4 seconds at 120.
01:38If I change this to 300, what happens is that I still see 120, but my
01:43preview now is shorter.
01:45What this means is our preview frames and our full animation frames.
01:49Why is it like that?
01:51Well, let's say you have a really long animation that's perhaps even 3 minutes long.
01:56Well, that's quite a few keyframes; in fact, 1 minute is 1,800 frames.
02:01That would be a really long timeline, like this, and it's kind of hard to
02:05actually work through all those equally and visually.
02:09So what you can do is set a smaller number for the preview, because you're going
02:14to only work on one section at a time, and then I can drag this Preview bar at
02:19the bottom and just work on that section.
02:21If I want to see my whole timeline again, I can just double-click on this and it
02:25will expand all the way out.
02:27So that's what these numbers are:
02:28your preview and your final frames.
02:32You can also set a pre-roll, and what a pre-roll is good for is if you have
02:36something that's already in motion when your animation starts. So you can
02:39actually have a negative number, like -30 perhaps.
02:43Your scene would start 30 frames, or 1 second, before the actual render at frame 0.
02:49So let's say a character is running.
02:51Well, you wouldn't just want to start at frame 0 and all of a sudden he starts running.
02:55When that frame comes in to render, you want him already in full motion.
02:58So you'd have a pre-roll; he would just start before that. And we can just zero this out.
03:04Let's talk about how to create keyframes and what a keyframe is.
03:07All a keyframe is is telling the timeline for that particular item, and in this
03:12case our camera, you are here locked in at this time. And we're going to set a
03:18Key for it, and you just click the button, and when you do, you'll see that
03:22little dot right there.
03:23That means you've created a keyframe.
03:25What did I create a keyframe for?
03:27Well, come up here to the Camera Properties, and notice that the Position and
03:30Rotation now have red dots on them.
03:33If I move my mouse over these, you can actually see the Channel State, and red
03:38means a key at the current timeframe. Green means it's animated.
03:43If it's just blank, there's no channel animated at all.
03:45You can have mixed, and you can have driven channels as well from other items.
03:49But for the most part you're going to work with on and off.
03:52You're going to see red, green, and just nothing.
03:55So we have a keyframe set right here, and we have a red dot signifying that
03:59there is a keyframe for Position and Rotation.
04:01Now, I don't want 1,800 frames, so we're going to come back to 120.
04:05That's all we need for this animation.
04:08Let's say that at frame 30, just 1 second,
04:10we want the camera to be over here, so I am just going to move it. And look what happened.
04:16We get a green line and another keyframe automatically, and because we only move
04:21the Position, new keyframes are made, but the Rotation stays green.
04:25That means that Channel is animated, but there's only keyframes at Position, and
04:29why did that happen?
04:30That's because of Auto Key, down here at the very bottom.
04:33Auto Key says Animated, and what that means is once I set a keyframe, everything
04:38else will start automatically creating keyframes for me.
04:41You can turn this off, or you can create it for every single thing in the scene.
04:45In this case, Animated works the best.
04:48So how did this apply here?
04:50If it were set to All, when I had moved this camera at frame 30, I would have
04:55seen keyframes for my Rotation as well as Position.
04:58But since it was set just to Animated, and the only thing I animated was the
05:02position of the camera,
05:04that is what got keyframes.
05:05So most of the time you don't even have to adjust this; just leave that by itself.
05:09You will also see down here a few more buttons, and these are key position
05:13channels on selected items, key rotation channels, and scale channels, and then
05:18you have a drop keyframe if you want to remove on.
05:20But I have to tell you, I rarely use those.
05:22I manually do it right here.
05:24I just kind of open this up like this,
05:27you just click and drag that up, and you'll get a Channel bar here. And what I
05:31can do with this is click right on these channels and adjust them. Or I can
05:35right-click on it, cut it, copy it, move it, and so on, and this works the same on PC or Mac.
05:41Let's jump up to frame 60, and what I am going to do then is rotate the
05:45camera, and since I only rotated it on the Y axis, look what happens: just
05:49the Y is keyframed.
05:51Now, if I go to 90, I'll move this over.
05:54So all I am doing is moving my timeline and telling my item, you're here at
05:58this particular time.
06:00Down here, we've got the Rewind button, so I can click that back to the first frame.
06:04Here's a play button, play forward, camera turns and goes that way.
06:09Isn't that fantastic?
06:11What a fantastic motion.
06:13It's not really fantastic motion, but it does the job.
06:16And that's how easy it is to keyframe in modo.
06:18There is a lot more you can do when it comes to keyframing, in terms of
06:23keyframing your color, keyframing your reflections, keyframing scale, zoom,
06:28depth of field, as well as adjusting those keyframes in the graph editor, and
06:33we're going to cover that in this chapter in some upcoming videos.
06:36But just to start simply, rather than setting up a whole scene and objects and
06:40animating the camera through, get a feel for animating just by moving the camera
06:44around, perhaps moving the light around, and see how that feels to you, adjust
06:48those keyframes by clicking on them and sliding, and remember, we've got this
06:52extra timeline bar here just by clicking and dragging up. That's all I have to
06:56do just to adjust these. Try this out.
06:58Keyframing is a very easy way to put motion into your scene.
07:02It does not have to be large motions.
07:04It could be very simple, smooth camera moves, just to demonstrate a product
07:09shot, perhaps to look at an animated logo. Anything you can think of can be
07:13animated inside modo.
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Adding and controlling keyframes
00:00Once you set up an animation and it's saved with your scene, you might need to go in
00:04and tweak some of it, or add some keyframes to an existing motion.
00:07So I've loaded up the camerazoom file from the Chapter 8 folder, and what this
00:12is is a camera that has an animated zoom. You can see over here that the
00:17focal length has keyframes, because it's dot is red. Hold the legend there, and you
00:21can see that this is animated key at the current time, and you can see down
00:25here in the timeline that the animation goes from 0 to 90 frames, meaning it's
00:30three seconds long.
00:32And all that's happening is that the camera is zooming over time.
00:35Let's hold the Ctrl key and move our mouse up to this tiny little dot in the top-
00:41left corner, hold the Ctrl, and click and swipe down, and you can pull that panel
00:45right off, just have another view.
00:48At the same time, if you just kind of swipe to the right, it'll actually be in the
00:53viewport itself. And what I can do is change this to a camera view. So here our
00:57camera is fixed, but it's zooming in.
01:01Well, that's looks good, but maybe at frame 90, or even at frame 120, I want
01:07camera to be off to the side a little bit.
01:09Well, how would I edit these keys to do that? The zoom is fine.
01:13We don't want to adjust that; we just want to move the camera.
01:16So let's take a look back at zero, what the keyframe is for the camera that position.
01:22And the way I'm going to do this, open up the transform category here, and
01:25notice that the position rotation for the camera at frame 0 are all empty.
01:30There is no keyframe there.
01:31Well, the easiest way to do this is press Shift+Y. It's a quick shortcut on the
01:37keyboard to create keyframes for the whole set. That means now I have a position
01:42keyframe for the camera. I can press the Y command on my keyboard and simply go
01:47up to frame 120, and I'm just going to move that camera off to the side, and then
01:53I'm going to rotate it. That's it.
01:56So what happened now, if you look, keyframes at frame 120 are now added for just
02:02the channels I moved. And those are mixed now with the zoom factor, so when I
02:08play this animation, it's zooming in and the camera is just slowly moving around to the left.
02:16But what is nice about this is that the zoom stops before the camera stops moving.
02:22You don't often want your camera, or any other object, to just start and stop.
02:28We don't want the zoom to start and stop at 90 and the move just stop and start at 90;
02:33we want to give it a little bit more life and little bit more realism. And that's
02:37the way to do it. Just go beyond that one, so we have an extra second of motion
02:42after the zoom catches in.
02:45You'll also notice that the camera slows down very nicely, and this is something
02:49that I think was really great that the modo developers put in.
02:52Most animation systems in most 3D program are very linear, and by default these
02:59motions are actually very smooth.
03:02So in an upcoming video, I'm going to actually show you how these work in the
03:05Graph Editor, and how you can adjust them on your own.
03:08So by adding a little bit more motion into your scene, between a zoom factor
03:13animated and a slight left and right motion on the x axis,
03:16you can create a very nice-looking, quality animation.
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Fine-tuning keyframes in the Graph Editor
00:00Sometimes just manually placing keyframes in the scene doesn't often quite give
00:04you the look you want.
00:05In our previous exercise, we animated the camera's zoom, as well as its motion, and
00:10it looked just great.
00:12But here on a simple move like this--and I'm going to rewind here--
00:15you're going to see that this camera moves up, turns, and just kind of floats
00:20there in the middle.
00:21It's not quite what we want.
00:24Well, how do you fix something like that?
00:27Well, that is all done in the Graph Editor.
00:29So let's get in there and fix that.
00:31To get to the Graph Editor, you can click this little envelope right down here,
00:34and it says Graph Editor.
00:35And you get this nice panel that might look overwhelming at first, but it's really not.
00:40And what happens in here is specific control over every motion channel.
00:45If you take a look at the camera, we've got the position, the rotation, and the
00:49scale all keyframed.
00:50Now, scale doesn't really need to be keyframed, but we just generally keyframe
00:54the whole thing and it's just added into it.
00:56You'll also notice that if we have keyframes for any of the other values, the
01:01F-Stop, the Depth of Field, the Target, the Focal Length, and so on, they
01:04will be in here as well.
01:05For right now, we just want to be concerned with the rotation and position.
01:08When you select any of these channels, you see them up here in the Graph Editor.
01:13Sometimes they're not so visible.
01:15And just like you would in the layout, you press the A key to fit everything to view.
01:20So I'm going to select the first channel, hold my Shift key, and add some to the
01:24selection, just selecting all of my position channels. And I'll press the A key
01:27to fit, and that will bring all of those to view.
01:30So here you can see, if we take a look at just the X, look what happens;
01:33it kind of extends out and then down.
01:36Well, what's the X motion?
01:38Well, if you take a look at your camera, and I press the Y command, the X is
01:43this left and right;
01:44it's that red keyframe channel.
01:46And if I drag through the Timeline in here, you can see that right at that X, it
01:50kind of extends out a little bit.
01:51Let's take a look at that again.
01:53See, it goes up and down.
01:55But take a look at this. See these little handles right here?
01:58I can actually grab those, almost like Bezier handles, and adjust that motion.
02:03And this way that X channel now stays straight;
02:06it doesn't actually swing out around and do a trucker's turn, if you will.
02:11The next thing, I want the rotation to happen as we're coming into the curve,
02:16rather than at that curve and turn.
02:19How would I do that?
02:21Well, the rotation is on this channel;
02:23that's the Y. The green is my Y channel.
02:26So let's take Rotation Y and look what happens.
02:30It's the same thing. Okay.
02:32First, we're going to fix that so it stays level and it doesn't swing out. That's number one.
02:39Then we get a much sharper curve right there.
02:42But we want it to happen sooner.
02:45So all I need to do is adjust this keyframe. And let me see if I can move this
02:49so you can see both here.
02:50I'm just going to click on the very bottom corner of this Graph Editor.
02:54We'll size that up.
02:56I can take this keyframe right here and I can actually shift it. So look at the turn.
03:01So now the camera is actually turning a little before it gets in there.
03:10And now it doesn't look quite like it's drifting;
03:13it turns and then goes.
03:15If you'd like to adjust it some more, bring it back some more.
03:23And by the same token, you can actually take this last keyframe and pull that back.
03:28And again, we're only adjusting the rotation for the Y channel.
03:36And that way when the camera turns around to the right side, it's
03:38completely straight.
03:40So it's really pretty easy to adjust these motions.
03:45But you'll also notice it's kind of sliding a little bit.
03:47Let's take a look at the other channels.
03:50So here's the Rotation Z.
03:51I'll press the A key to fit. Not much happening there.
03:54Rotation X, it's also not much happening.
03:57The only rotation we did was on the Y. So we're pretty much done with the Y channel.
04:01Position Z starts out smooth and ends okay.
04:05But look at after that keyframe; it goes way down.
04:08That could be an issue.
04:10And then if you look at the Position Y, well, that's up and down;
04:14we're really not adjusting that keyframe.
04:16We didn't move the camera up and down.
04:17So the Position Z is what we want to edit.
04:19And all I'm going to do is simply go to this keyframe at 31.
04:24And again, you can grab these handles and adjust the motion of this key.
04:29So for instance, I can actually stretch this out.
04:32And what this will make it do, the motion will ease out of that first frame,
04:36come down, and then ease into this one and keep going.
04:39The only problem with doing that is that it might slow it down a little too much.
04:43Let's take a look.
04:48So, not quite the motion we wanted.
04:50It slows it down too much right there.
04:52But it can give you a good idea of how these keyframes work.
04:55So I'm going to shorten this back up and make it really short and then just try
04:59and turn it around like that,
05:02and then we are going to adjust this keyframe up like that, so it ends a
05:08little bit smoother.
05:14So what's happening here is you'll see a very sharp turn, rather than the
05:17original frame, which just had it kind of drifting through there, and then it
05:21comes and slows down.
05:24And that's all through the Graph Editor.
05:26There's a lot more you can do with the channels in here.
05:28If I select all of these motions--just click the first one, hold the Shift key,
05:32and select the last--I can take all of these and change it from a curved motion
05:38to a linear motion, and suddenly everything is straight.
05:41Now, you really wouldn't want to do this on something like a camera that
05:44we've just animated.
05:45You would do this more on a mechanical animation.
05:47It has to be very linear. More like a piston or some kind of machinery that's
05:52moving A to B and doesn't have any smooth stop-and-go.
05:55But in this case we do want it to be a curve.
05:58And over here you can change the Slope from Auto to Flat and it will flatten out those.
06:03You can change it to Auto Flat, which often fixes a lot of the things we just did manually.
06:09So as we build more animations, we'll actually use these keys and control them
06:14right inside the Graph Editor.
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Animating nontraditional elements
00:00One of the things I've been doing in 3D for many, many years is animating things
00:04that normally you wouldn't think to animate, and in this case, I'm going to
00:08animate a texture in modo.
00:09Obviously, we can animate cameras, and we can animate motions. I've showed you
00:13earlier how we can animate the camera zoom alone just to create a little bit
00:17more interest. But there is a lot of time you might not think about actually
00:21animating the texture.
00:22Why would you do that?
00:24Well, I've done it for animated cells as a background image.
00:27You can do it as an element that you're going to drop back in over a video edit
00:32and you're going to put graphics on top of it just for design elements--all
00:36kinds of things like that.
00:37So what I have set up here, very simply, is a flat board and on that board is
00:42a base color, which doesn't really matter, because we're overriding it with a Marble Noise.
00:47This is added as a Enhance modo Texture from the Noise category. And what we're
00:52going to do with this is simply just animate this value. And how do you do that?
00:56Well, again, anytime you see these little dots that means one of those values can be animated.
01:02So I'm going to pull all this up so you can see everything.
01:04What we have here is just this base color of brown and the top color as beige.
01:10Now if you just simply click on some of these and drag, you can actually see
01:14that preview render start to change. And I'm going to put the Ray GL, might be
01:17able to see it a little better in here. What's happening is that I'm actually
01:22just animating this value.
01:23Here I'm just of course clipping it away.
01:26So that's kind of a neat thing.
01:27I've used this. I had a project for The American Dental Association a number of
01:32years ago, and we had to animate plaque building on.
01:36So in combination with some other techniques, just adding on this value looked
01:42like the plaque was appearing on the teeth, so kind of keep that in mind--and you
01:46would just set a keyframe for that.
01:47But in this case what I want to do is play with some of the frequency, and what
01:51I'm going to do is just bring this Frequency down to about 1. And we're going to
01:55be at frame 0 like this, and we're going to hit the little button right here and
02:00that's creates a keyframe for this value, sets it to 1 at frame 0. And then at
02:06frame 120, we're just going to drag our Timeline over to 120, and then we're going
02:11to drag the Frequency up, and then over time that value is now animated.
02:17Now you can do all kinds of things with this.
02:20You can change the Noise Seed if you want.
02:23And what the Noise Seed will do, it will just push that around, just move it all
02:27around, almost like it's swimming.
02:29Now you take that to the next level by taking the camera, and let's open this up.
02:35Let's take the camera itself right here, and that's at frame 0, and we're going to
02:44press the Y command for the camera.
02:46Notice when I do that that the timelines blanks out, because that's suddenly
02:50activated the Position and Rotation channels. And then if I'll hit Shift+Y, I
02:54incidentally create a keyframe for all of that.
02:57Then I'm just going to push the camera in just a little bit up here in the
03:01Perspective view, okay, and that's going to adjust those keyframes. And then at
03:05120 I want this to actually just kind of come out a little bit, and we're just
03:09going to rotate it on the bank, just a little bit.
03:13So my final animation will actually see these textures just kind of swimming
03:18around, and then the camera's pulling out as you see that, almost very scientific like.
03:24So we'll come back and we'll render this out, so you can actually see, #1, how to
03:29set up a render, but #2, how that final render looks.
03:32So this scene is called non-traditional, and you can call that up and take a look
03:37and adjust it yourself.
03:38One last thing I'm going to do for this Marble Noise is adjust the Noise Seed.
03:44I'm going to animate that as well.
03:45So again at 0, the Noise Seed I'm going to set to 250, like this, and I'm also
03:51going to adjust my Frequency to about 3, just like that, just so it's not so
03:57streaky. And then we're going to go back to 120, and I'm going to adjust the
04:01Frequency back to 6, and the Noise, we're going to double to 500.
04:06And that way it still looks the same at our first frame and our last frame.
04:10We don't want to adjust it so much that the texture actually looks different;
04:13we just want to move it around--and that's all we did by changing the Noise and the Frequency.
04:18So when it comes to animating in modo, don't just think of actual motions; think
04:22of values, think of lights, think of textures, think of colors that you can
04:27keyframe every one of those and make a much more dynamic animation.
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Animating colors
00:00There are times when we have certain objects that you want the color to
00:03change over the time.
00:05This could be an aging apple.
00:06It could be an environment like a sunset.
00:09So what I want to do is show you how to animate those colors right here in modo.
00:13What I have here is a very simple scene.
00:15This is called animatecolors. And it's nothing more than a flat polygon with
00:20the default directional light hitting it and the default camera focused right
00:25at it. Simple enough.
00:27In the Shader Tree, we have a material set up for the Color panel. And what
00:30we're going to do is select that, and then we're going to come over here--and
00:33what you're seeing here is actually keyframes from the camera.
00:37So what we want to do is make sure that camera is not selected in the Items tab.
00:40We're going to select the plane itself, and in fact you can even just click off
00:45of it, and that will help clear up all of these tabs.
00:47You see, when you're in modo, you can click the camera, and then you can also
00:51click and turn on a material and you'll get all these extra tabs down here.
00:56Sometimes they get in the way, so if that's the case, just click the Scene
01:00button up here, then go back to the Shader Tree, and you'll have just the
01:03Material categories you need.
01:05Originally, if you remember, we had the Camera Reference and the Camera
01:08Settings, because the camera was selected in addition to the material. So, just to keep organized.
01:14Now with the Material selected, we have our base color of white, but notice that
01:18this Diffuse Color also has a keyframe button, so we can now easily change its
01:23keyframe over the time.
01:24So I'm going to click on that. And we are at frame 0, meaning it's white at frame
01:270. And then let's go to frame 12, and we'll click and drag right on here to change
01:33the color to kind of a cyan, to a teal.
01:36But notice that because I already have a keyframe and my Auto Key is set to
01:40Animated, when I went to frame 12, another keyframe was created and we have an
01:44animated timeline in between.
01:46I'll come to 24, change it to blue, go to 36, and we'll bring this back up,
01:55maybe to white, go to 48, click on the color, change it to red, and so on.
02:02You get the idea, that all we're doing is just changing this color over the time.
02:07When I play this back, you get the cycling colors. And right now the RayGL is
02:15on in this view; we can turn that off, don't necessary need that.
02:20So from the front, it's white, to teal, to blue, fading in between all these
02:25different colors. So, a very nice easy way to create an effect that you can put
02:29on the material for a light source.
02:32So you can copy this material by right-clicking on it, choosing Copy, and then
02:36you can go to something like the Light Source.
02:38You can place that down for the material for the light, and let's say you're
02:42animating a nightclub or some kind of disco.
02:45You would have an animated light cycling colors.
02:48You're doing a stage play.
02:49You would have those animated lights.
02:50You can put them on other objects as well.
02:53So animating colors, animating the shadow, all of these values that have
02:57the little thumb marks are easily animated just by clicking on it, creating
03:00keyframes like I've shown you, moving to a different point in time, and
03:03changing that value.
03:05Lastly, when we come back up to the Material, if we come down and select the
03:09little envelope and open the Graph Editor, you can actually see what we did
03:12here. And if feel like tweaking any of these, you can very easily just select
03:16the color to Diffuse RGB is what we animated.
03:19You can select the individual channel, or of course select all of them, and then
03:24you can change how those channels interact by grabbing the handles and adjusting
03:28each one of those motions.
03:30You can mouse over, with the left mouse button, all of these, change it to Linear
03:36and then when you come back and play this, you are going to get a sharper change
03:42in between each of them.
03:45If you come back like this and change this to Stepped, now it's going to be a
03:50lot rougher in between each of them.
03:52And it's just the different way modo handles each one of these motions.
03:57So now it just kind of cycles through each one of those, and it doesn't blend.
04:03It just jumps in between each.
04:08Perhaps you want to animate a computer screen with a flashing monitor.
04:11That's a good way to do it.
04:13And then of course, you can come back and change its Slope to Auto Flat and
04:16change this back to Curve, and it now evens these out very nicely.
04:23So using the Graph Editor, adjusting keyframes, setting that Diffuse Color to
04:27Animate, you can also add some unique differences to any of the elements in your
04:32scene. Animating colors, animating lights, and even animating textures on your
04:37objects is all easy to do.
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Animating displacement maps
00:00In this chapter, we've talked about animation.
00:03We've animated the camera.
00:05We've animated colors.
00:06We've animated textures.
00:08We've put the camera in motion itself, and animated the depth of field.
00:12But sometimes you want to animate a displacement map.
00:14So I've loaded up the landscape.
00:16This is from Chapter 8, and here we've got just a simple rough landscape.
00:20You can animate that displacement map on there to create those moving bumps.
00:25You can do something like this for an ocean.
00:27You can do it for medical textures and all kinds of things like that.
00:31So the way this is going to work,
00:32we're going to jump to the Render tab. Landscape.lxo is opened.
00:36From the Shader Tree, we're going to open the render, and there's our
00:40displacement map applied earlier.
00:41What we're going to do is go to the Texture Locator.
00:45What's interesting about animating a displacement map is that we don't really
00:48want to move the position too much left and right because, well, yeah, it would just
00:53move it over, and you can do that if you want.
00:55That's fine. Nothing wrong with that.
00:57But if you play with the size on the Y axis, you get this really cool kind of
01:02bubbling type of look. And the reason I'd like to do this is that I've actually
01:06had projects where we needed to create lava, bubbling water in a pot.
01:11And you can do that just by animating this Y value on the displacement map.
01:16Now when you do this, it's going to pull the texture a little bit, so you can
01:18see here that my camera needs to be zoomed in just slightly so that it
01:21doesn't show underneath.
01:24So here's how we're going to do it.
01:25We're going to select the Size right here, we're going to have keyframe down
01:28to zero, and then we're going to click on the red button right there, and that
01:33says create a keyframe for that displacement. We have Dented Displacement
01:38selected, so it's one meter.
01:40That's its position right now, at zero.
01:42Well, how much do we want to animate it? How does that work?
01:45Well, again, look at the grid down here, 500 millimeters.
01:50That means two grids is 1 meter.
01:52So if I move this 1 meter to 2, keep an eye on the Camera view up here and see
01:58what that render looks like.
01:59When I hit Return, you can see how it doesn't actually jump too much.
02:03So that's good, so let's keep that at 1.
02:06Let's go to frame 60, bring it to 2, and then at 120, let's bring it to -1.
02:13And then if you open the Graph Editor down here at the bottom, you can see
02:16from the Displacement Dented texture, we'll select the Scale, the red channel, and here it is.
02:23This is the motion we just created.
02:25At frame 0, it's 100%. We come up at frame 60 to 200%, which equals to 2
02:30meters, and then we come down to -100%, equal to -1 meter.
02:36So what does the final look like for something like that?
02:38Hit the Rewind button, go to first frame, hit the Play button, and you'll see
02:43in the Preview window.
02:45Now because it's a displacement map, it doesn't quite play back in real time, so I'm
02:49just going to slightly go through here.
02:51And what you're going to see is that displacement is just kind of bubbling all
02:55over the place. And I'm doing it a little bit exaggerated for this animation, but
03:01think of it on a simple scale for an ocean.
03:04We can do really nice little waves with something like this, animating
03:07the displacement map.
03:08Okay, so at the same time, you can also animate the bump map.
03:12If you play with the size on the Y axis, because there really isn't a Y axis
03:17for this bump, it will suddenly move that bump map around. It would give
03:22it a really neat look.
03:23We can certainly just move it by changing the position and animating that. You
03:28create the keyframe there at frame 0, move it to another frame, create a
03:31different value, and so on.
03:33So keyframing in modo is really pretty easy. Remember that any of these dots
03:37that you see on any of the values, even world transform, world coordinates,
03:41projection type, and so on, every one of those can be animated.
03:45It's up to you to test it out and try it and see what kind of effects you
03:48can come up with, and set up cool animations directly in modo.
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9. Creating Hair
Working with Hair Guides
00:00modo creates amazing-looking surfaces, from glass, to smooth textures, to bump maps
00:05and displacement maps, but you can also put hair on an object.
00:08So what I am going to do in this video is show you how that hair works.
00:12I am going to hold the Shift key, and we are going to click on the sphere, just
00:16so we have some geometry to work with.
00:18I just press the A key to fit that to view, and then we are going to jump over
00:21to Paint tab. And in the Paint tab you are going to see the Sculpt tool, the
00:25Paint tools, and then the Hair tools.
00:27And of course when you have geometry, you will see all of the tools available to you here.
00:31I'm going to go ahead and zoom out just a little bit, so you can see this.
00:34Down at the bottom, there's actually a number of presets for sculpting, so we are
00:38not going to use those right now.
00:39There are also presets for painting and some brushes that we can use later.
00:44But for the Hair tools, all we really want to do is turn on the Hair guides.
00:48When that's on, just like any tool in modo, click and drag and you'll activate the tool.
00:52You can set the number of segments right here, so we have seven segments, but
00:57what does that mean?
00:58That means every strand actually is made up of seven different segments.
01:02You might not need that much.
01:04If you are going to curl them, you might, but in most cases you can keep this
01:07about four, and the more you put on, the more memory it's going to take.
01:11You can play with other tools in here--and I am going to open some, so you
01:14can see it--the Max Number of Hair Guides, the length of each guide, the
01:19Blending mode, we want Gravity on or the View Directions so it's actually
01:23sticking straight out.
01:24You can change the Bend Amount and have it detect collisions, so, really easy to set that up.
01:30As I move down here, you can set the Guide Color > Tip Edit Mode, but really what
01:34you want to do with these is just kind of comb it and push it around, and it's
01:38fun to do that with some of these tools.
01:40So let's call up here Push, and this works like a brush. And if you use your right
01:44mouse button, you can set the range of that brush, the size of it, and literally
01:48come in here and start painting, or brushing your hair. A very nice way to work.
01:54You can smooth out some of the hair like this, just so maybe it's flat on
01:58the top of this head. You can comb it.
02:03You know, we got to get rid of that cowlick up there.
02:05You can move it around just by clicking and dragging on these, and if you
02:09right-mouse to close this brush a little bit, it won't have as much influence,
02:13and as such you can be a little more precise in pulling hairs; rather than
02:17pulling the whole clump, you are pulling just the one,
02:20just so it looks more random, which is really nice.
02:23You can curl and again, works like a brush, use the right-mouse button. And as
02:27you paint and I am just kind of painting like this, I am actually curling these hairs on here.
02:33If you turn around, you can see that's what we are doing to it. Separate a hair.
02:38You can just maybe make a part with this, like that.
02:43You can stretch these, and then you can puff them in the root, just so they have
02:48a little more strength at the base.
02:51You can use the other brushes from the Paint tools, which work very similar. And
02:56this one is more of a noise brush, and if we have a deeper dense hair mesh that
03:01we are working with, you can scatter things a little bit better.
03:04We don't have a lot of hair we are working with here, so this soft tip works just fine.
03:08And that's essentially how these work.
03:10In an upcoming video, I am going to show you how to put surfaces on and render
03:13these out, but before we do that, let's see how this would look if we put
03:16hair on a human.
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Creating human hair
00:00Creating hair in modo is very easy to do. But putting it on a simple object like
00:05a ball or something like that is okay, but it works better if we can really see
00:09it on something like a human head.
00:10So let's jump over to the Layout tab, and from the Meshes category, I am going to
00:15select Human, and I am going to load the Man Head 01, and then I'll press the A
00:20key to fit it to view.
00:22In order to put hair on something, if we just turn it out right now, we would
00:24cover the whole body, and we are not making a Wolfman, so let's just give this guy a mohawk.
00:29So I am going to rotate around, hold the Alt key, and click and drag. And in
00:33Polygon mode, let's just click the area where we want the hair.
00:37And we don't want these, so I am going to hold Ctrl and deselect those and
00:42hold the Shift key to add to my selection, and we'll come down to about here, to
00:46the back of his head.
00:47In fact, we can come all the way around. Why not?
00:52Okay, so we give him a nice area that we want to place the hair guides.
00:55We'll jump to the Paint tab, Shift+A to fit those polygons in view, go to the
01:00Hair tools, and click Hair Guides, then click and drag, and now you can create the
01:05length of the hair that you need.
01:06Now we are going to keep these about like that.
01:08The Number of Segments is four, maximum number is 100. Maybe let's just that to
01:12300, just in case we want some more.
01:16And then let's play with some of the tools. So let's choose Push and use the
01:20right mouse, and then we can actually push these around.
01:24Let's open up our view here, just so we can see everything. And then I am going
01:30to press the spacebar quickly and click a blank area to deselect and then put
01:33Push on, just so we can control these hairs better.
01:37So we deselected those polygons.
01:39All we needed the selected polygon for was to just generate the hair.
01:43And so now I can kind of stand these up on the top of his head a little bit,
01:47just like that, put the front ones way up like this, and all I am doing is
01:52just brushing these up.
01:54And if you get one rogue one like this, you can just right-click and make that
01:58brush smaller, allowing you to grab right on that one, and just push that up. And
02:07you can also try Move, and then you can just grab it with the mouse and
02:11just move that one.
02:12You can just make these kind of unique and give them their own style so they
02:16don't look so perfect.
02:19Remember, these are just guides.
02:21We are actually going to put a surface on these to actually make them look more like hair.
02:27The hair will generate around these. And then for these bottom ones, let's see if
02:31we can comb these down a bit, just like this.
02:34All I am doing is just brushing along that.
02:37And I think I might stretch these a bit too.
02:40Not too much. Don't want to give them a Billy Ray Cyrus look, but I'll kind
02:44of pull that up, just undo a little bit and just like that. And then you can use Smooth.
02:49You could smooth these out if you want.
02:50So it's that easy to play around with those and give them a unique look. Not
02:56much work is needed to create the guides.
02:59If you want to curl them, I am just going to kind of simply click in here a
03:04little bit. And to go opposite,
03:07I am going to hold the Ctrl key and just kind of go the other way and then
03:13let go with the Ctrl key and you can curl the one direction and Ctrl key,
03:16curl the other direction.
03:18So we've got a nice little set of guides for his mohawk.
03:21I am going to save this, and we are going to put these in our exercise files,
03:27chapter 09, and this is mo, and we'll call it hairguides.
03:35So using fur and hair is actually pretty easy, and it starts often just with hair
03:41guides on a simple set of polygons.
03:43You can put this for beards on a person.
03:45You can put it for mustaches, eyebrows, anything like that.
03:50It doesn't have to be human.
03:51It can be something like a tennis ball.
03:53It could be a rug, and it could be a pillow on a couch. It could be draperies.
03:57So just kind of keep those ideas in mind.
04:00We are going to make long hair on this character, but you can do very short
04:03hair, more like fur, anytime you want.
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Creating the hair's surface
00:00Creating guides for hair is pretty easy in modo.
00:03Once we've selected our polygons and assigned hair guides, we've combed them and
00:07shaped them a little bit, making a really nice look for this mohawk.
00:11But if you turn on the Ray GL, which is a nice viewport render, you can see that
00:15only we have the hair guides.
00:16We don't have any hair.
00:17Well, the way to do that is to go to Shader Tree and let's open up the Render
00:21and get down to the Material for that hair, which is right there for the Default Man Head.
00:27Then from the Add Layer, we're going to go down to Special and choose Fur Material.
00:31And as soon as you do that, hair is added to the head.
00:34It works pretty well.
00:35If you come to Fur Material itself, you can see that we've got Render Density,
00:40the Seed, and the Spacing.
00:41Now the Spacing for this right now is 41 millimeters between each strand.
00:46Well, we can jump that down to about 10 millimeters, and you'll see that these
00:50hairs get a lot tighter.
00:52You can change the Width and the Taper and the Offset.
00:55In the Geometry & Shading, each hair guide is actually a cylinder, so you can
01:00change the Max Segments of those cylinders, the Strip Rotation, and so on.
01:05You can play with the shading of each of these hairs, the Blending Angle and the
01:08Blend Amount, as well as kinky hair, if you've got more curl on everything else.
01:14So try doing this. Put some hair guides on, put the fur material on, and see what
01:18you can come up with to create some really cool hair.
01:20Don't forget to actually change the Base Material color to actually color the hair as well.
01:25In the next video, I am going to show you how we can use fur material
01:28without the hair guides.
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Generating animal hair
00:00When you are creating hair on a human and you put guides on the human head,
00:03it's easy to shape them and curl them and kink them, but sometimes you don't
00:07need to go that far.
00:08Maybe you just want to put fur on a rug, or perhaps on an animal.
00:12So I am going to go to the Layout tab and open up the Animals folder within the Meshes tab.
00:17Now we are going to load the Dog 01. Double-click to add him and then press the A key to fit.
00:24From the Shader Tree, we are going to open up the Render, open up the Dog, and
00:28then you'll see the Dog Fur. Open that up and in that Material group, select
00:33Material, and then from the Add layer dropdown, select Special, and Fur Material,
00:38and you'll see that there is fur added to the dog.
00:41If we jump over to the Render tab--and there you can see that there is fur on our dog.
00:46We'll zoom in a little bit, and just like that, we can add fur to him.
00:51Now there is a lot of things you can do, just like you saw in the previous
00:54video for the head.
00:55We can change some of the clumps, the Clump Range, the strays of hair.
01:00We can play with Fur Material from the Space and Length, the Width and the
01:04Taper, a little bit of Offset. But essentially that Fur Material works the same
01:08way, whether you have guides or not.
01:09In this case the fur is actually generating from the surface material.
01:14So think of it in terms of something larger, like a landscape, where you can have
01:20a certain area of polygon set up for rocks, and then you have a certain area of
01:23polygons surfaced for grass.
01:26You apply the Fur Material, change the color, more greenish, brown, suddenly you
01:31have grass all over that scene.
01:33So give this a try. See what you can do with the animals, see what you can do
01:37with surface on a head--perhaps a mohawk-- or even go with something like a tennis
01:42ball, or maybe a curtain, or even just a simple doormat, and see what kind of look
01:46you can come up with.
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Building enhanced hair textures
00:00Setting up hair in modo can be done with hair guides for something like a mohawk on a human.
00:05You can put fur material on an animal to create things like fur on a dog. But
00:10what if you wanted a very specific area to have fur and nothing else? How would do that?
00:14Well, what I have loaded here is a landscape from the Chapter 09 folder, and what
00:18we are going to do is paint a weight map on here.
00:20Now earlier in the course you used an Edge Weight on the Catmull-Clark, or the
00:25Pixar, subdivisions to change the slope of the curve.
00:28In this case, we are actually going to use the Weight tool.
00:31So in order to set that up, what we are going to do is come to the Lists for the
00:35selected flat plane.
00:36We are going to open up the Weight Map.
00:38We are going to choose New Map, and we can call this grassyarea.
00:40It doesn't matter what it's called-- just something you're familiar with.
00:45Then we are going to choose Airbrush from the falloff, and then we are going to
00:49choose, from the Vertex map, Weight tool. And then for the Advanced OpenGL make
00:55sure you're in Vertex Map view, so you could see what you are doing.
00:59This puts more of a neutral color on here, so that you could see the red
01:02highlights representing the weight.
01:05Over here you can see the Weight Map value set to 0%.
01:10Let's put this to about 30%.
01:12Right-mouse to create the size of the airbrush, and we are just going to kind
01:17click around like this.
01:18And I'll increase the Intensity a bit for a couple of different areas. And this
01:26is where the fur will be, these little spots. That's it;
01:28that's all I have to do.
01:30So I am going to save this now as landscapefur, so you can have both. Load up the landscape.
01:37It's that empty object, and then here is the landscapefur.
01:40Let's jump over to the Render tab, and we'll zoom out just a little bit.
01:43So we've got a blank landscape.
01:44I will open up the Render, open up the Landscape > Material group, and with that,
01:49let's just give it, of course, just a simple dark-greenish color, something like
01:55that, kind of boring. Beautiful.
01:58Then from the Add layer, let's go up and add Special > Fur Material. It looks
02:03great. It puts it all over.
02:05But I don't really want that big grassy field.
02:07Instead, we want it to be controlled by those weights that we just painted.
02:11So we are going to go to Add layer > Processing > Weight Map Texture, and
02:16you notice that its default is Diffuse Color. And this is something to think of later on.
02:22If you want to put some splotches onto a surface, it's a good way to do it.
02:27You can create that same kind of Weight Map and set to Diffuse Color,
02:31it will actually change how the color is blended into that surface.
02:36But in this case we are going to right-click on this effect, go to Fur, and
02:40change it to Fur Length, and just like that, the fur is only applied where
02:44that Weight Map is.
02:46Where the Weight Map is less, there is less fur; where there is more, there is
02:50more fur, and it's that simple.
02:52So give that a try.
02:53Paint that on a human, paint it on a mustache, perhaps on the dog.
02:57At the same time, you can use this to remove hair.
03:00So if you call up that dog that has all that fur all over it, you can
03:04actually pull some away from the snout or around the eyes simply by adding
03:08weight maps like this.
03:09It's a pretty handy technique for a lot of different things, especially fur
03:13in modo.
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10. Painting and Sculpting
Working with the painting tools
00:00Creating surfaces in modo is pretty easy to do in the Shader Tree, but sometimes
00:04you need a surface that is very specific, such as painting a nice little
00:08texture on the gums underneath somebody's teeth. Or perhaps you need to paint
00:13right on a model, just to give it that unique look.
00:15Well, that's very easy to do with modo's painting tools.
00:18So let me show you two ways to do this.
00:20First thing I am going to do is very simply just add a sphere here to the scene.
00:24Hold the Shift key and click on 1.
00:26Press the A key to fit.
00:28And what we are going to do is jump over to the Paint tab. And here, right in the
00:31middle, you can see the Paint tools.
00:33In order for painting to happen, you need to have an image that is
00:35wrapped around your model.
00:37So I am going to open up the Render and come down just to the Base Material, and
00:42you'll see that, okay, we've got our color wheel we can set.
00:45But as soon as I select an airbrush, the tip is automatically selected for me.
00:50I can say I want my foreground color just to be blue, let's say, and as soon as
00:54I click on here, watch what happens over in the Shader Tree.
00:57An image is automatically created for me.
01:00Now I can create a new image and be very specific about it, but modo
01:04automatically does it for me.
01:06And then with the right mouse, I can choose the size of my brush and then just
01:10paint right on my model.
01:12So I can set the base color, if I want, for this, to be whatever color I need. And
01:18of course the painted color is whatever I choose right here.
01:22So think in terms of those teeth that I was talking about, where you've got a
01:25base color of just a nice pinkish red, and then you need sort of a highlight
01:30color underneath the teeth.
01:32You can work your way all the way around, something that might be really hard to
01:37do in Photoshopping and line up.
01:39Now the painting can go much, much further than this.
01:42Let's take this brush right here. And if I right-mouse again, we get this kind of noise brush.
01:48I am going to press the D key, and that's subdivides this model. I am going to
01:52just paint with this brush.
01:54Now you notice that we've got that noise in there, right?
01:58Well, if I change this value from Diffuse Color, if I right-click on it, down
02:03to Surface Shading, and I choose it to Bump, now I am actually painting with bump maps.
02:09So imagine putting lines and wrinkles in somebody's face.
02:12I can very easily just come over there and just paint those bumps on, just like that.
02:16It works very, very well.
02:19But let's say you wanted that along with the color.
02:22That's where you need a new image map.
02:25So in this case, we are just using a default, but let's set up another model,
02:30and then we will do this again, making a little more sense. Let's close all.
02:34We don't need to save this.
02:35Let's jump over to the Layout tab, go to Animals, and let's sort up the
02:41Chameleon, then back to the Paint tab, and I'll press the A key to fit in
02:44the view, and zoom in.
02:46And with this guy, when you go to the render, you can see that he's got a number
02:50of material groups already set up.
02:52So let's just go right to the body and select that material.
02:55We can select the Airbrush, and you can see here that I've got all of our tools.
03:00Our Blending mode is set to Normal and the Normal Projection, meaning that as
03:05we look at this, the projected view, we are able to just simply paint straight on it.
03:09So that works fine.
03:10The Opacity and Density of the brush is fine.
03:13Attenuation is the falloff of the brush.
03:16So the color of this, we are just going to give him a simple kind of plain green
03:21color, something kind of dull, like that.
03:23Move our mouse off there. And then the Background Color is black with 100%
03:28Alpha, so that should work fine.
03:30Down at the bottom, you've got Procedural Brush.
03:33We have it set to Noise, Scale, UV, Amplitude, and so on.
03:37We actually want more of this Airbrush instead of the Noise brush. And I am just
03:41going to right mouse here, click once, and that image is automatically added for
03:45me. And we can just very simply go ahead and paint our chameleon.
03:49And because the material group is set up, I don't have to worry about
03:54painting over the stems or anything else, because the polygons have already been identified.
04:01So I am not actually going to be painting on those.
04:05Now think about in terms of using bump maps for textures and detail.
04:09You can really get quite intense with some of these.
04:13I've known people that really carve their models using some of the painting
04:17tools and sculpting tools.
04:20What's neat about this is that you can very easily make it look faded.
04:23So let's say we are covering him mostly with color, but now we can take our
04:27brush and maybe make a little bit lighter, like this.
04:30Right-mouse to size the brush down, and then we can paint along the spine,
04:36just to give a kind of unique look, just like that colors were, maybe in these
04:40crevices like this.
04:41I am sure some of you are much better artists than me that can really go to town on this.
04:47I am also using a simple mouse, a simple computer mouse.
04:50This is where a tablet would come in real handy. And then let's make this kind of
04:54red down here; give him an evil look.
04:57If you don't like that, how could you do?
04:59Come to the Eraser, and then we'll just erase that away, because what you are
05:03doing is you are actually painting on an image.
05:06So this Diffuse Color is an image that's wrapped around here. You can clone it.
05:12You can put a line.
05:13You can do a fill, just like this. Fill that up. Smudge it.
05:18You can blur it. So, really some of the neat things with those painting tools.
05:23You can then, of course, go down to the eyes if you wanted and do the exact same thing.
05:28Select that material, perhaps do an airbrush.
05:32We can do like some pink eyes in there. Click once.
05:36That Diffusion Color is automatically added for us, and then with the right
05:39mouse, I can just change his size a little bit and just kind of come in and
05:43paint on that eye to put a little color in there.
05:45So it's very easy just to add polygon materials, put different painting surfaces on.
05:50Of course, this is just the tip of the iceberg.
05:53You can very well paint on bumps and be very specific,
05:56and really take your time and put some interesting nodules and skin and all these
06:00kind of things on here and really shape the color and tone.
06:03So test out the painting.
06:05In our next video, we are actually going to put multiple layers on.
06:09So I'll show you how we can put a bump map and then how we can paint on top
06:12of that.
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Painting on multiple layers
00:00When you are painting a surface in modo, often you might think to just put
00:03one coat of paint on, but you can layer up those coats and change their
00:08effect in the Surface Editor. So let's do that.
00:10We are going to go to the Layout tab, and I'm going to go to the Animals.
00:14I'm going to load up that chameleon again, just a basic model here. And we'll
00:18jump over to the Paint tab, click the A key to fit.
00:21And what we are going to do is just simply work on his body a little bit.
00:25Now I am not the most prolific painter, but I am going to show you how to do it
00:31so you can create something that's really pretty amazing.
00:33So we are going to open up the body for the chameleon, and what we are going to
00:37do is change this base color.
00:38We are going to give him just a dull, flat kind of greenish color.
00:42He is a chameleon after all.
00:44Now I want you to think back to some of the other videos where you've actually
00:47animated that color over time.
00:48Well, he is a chameleon, so maybe that's something you might want to do.
00:51It would be kind of a neat thing, just have it slowly turn.
00:55For his eyes, we are just going to go and make those just like deep-black-blue like that.
00:59For the tongue, I am going to open that up, and that's going to be sort of this
01:03peachy color, but it's still kind of dark. Maybe a little brighter than that.
01:09And then for the inside of his mouth, that can actually be some of this
01:13green color just tinted.
01:14So what I am going to do is, up to the body, right-click on that, Copy, Inside
01:20Mouth, right-click, and paste, and then we can just hold the Shift key and then
01:24just drag that down to make it a little bit darker.
01:27You can also tint it to the pink a little bit too, kind of in between there
01:31somewhere between the green and the pink.
01:35Finally, for the Stick, obviously, that should just be sort of brown log,
01:40but you can do whatever you like.
01:41Now we are not worrying about the specularity and glossiness and all that right
01:46now. This is just to give you an idea of what we can do with some multiple layers of paint.
01:50And this little guy's nails, hold the Shift key and just drag these down.
01:54So you get a black color. Command+S. I am going to save this, and this is a good
02:00idea, guys, when you're working too, just save often.
02:02We are going to call this Chamel1. All right!
02:07So we've got him saved. In case we crash or do anything else, we can come back
02:12and paint right on where we left off.
02:15Now we are going to use this Multiresolution in a minute.
02:17I am going to show you that, something new for 501. But first, we are going to
02:20go to the Paint tools. I am going to choose Airbrush.
02:23Now instead of just clicking and letting the system add a material image for us,
02:28we are going to do it ourselves, so we have more specific control.
02:31So with the body material selected, we are going to choose Add layer, go to
02:34Image Map, and say New Image. And then we're going to save this image into our
02:38exercise files > CH10, and this will be--we can keep it as a Targa--
02:43this will be bodypaint.
02:47When you do that, you get a new still image, and the Resolution can be set to
02:511024, 2048, whatever you like.
02:53It depends on how close you want to render and how much detail you need.
02:56So I'll set it to a 2K image.
02:58Everything else can be left alone, but you do want RGBA so that Alpha
03:01Channel remains in there.
03:03We'll click OK and in a second, you'll see that now a new blank image is added
03:09to the Material group.
03:10Let's take a look over here, what these are.
03:13Inside this little panel here, there's a number of sculpting tools and if you
03:17click here, you can see there's also a number of different painting tools.
03:20And these are brushes, basically, like you would find in Photoshop.
03:23In the Paint tab, you can scale that down.
03:25You'll see right there. But there's also an Images tab, and look at the images in here;
03:30there's quite a few you can use.
03:32We are going to come back to that in a minute, but instead of Nature_Ink, you
03:36can also see that there's wood, and all these other ones available to you.
03:41So it's pretty neat;
03:42there's quite a few in there you can play with.
03:45Coming to the Sculpt tab, we'll talk about those, just the models you can
03:49sculpt with. And then coming to these brushes, just more some brushes you can work with.
03:53So, pretty neat, but we are going to end up in the Paint tab, just like this, and
03:56you'll see if we move over here, just like this, there's another Images tab, and
04:01in here is the bodypaint.
04:03That's the image we just created here.
04:05I am going to take this and drop it on the body of the character, and you'll see
04:10that it drops it right there.
04:11The reason it works that way is that we created a layer from up here, but you
04:16could also do it right from here.
04:17You can say New Image.
04:19So we are going to do that in a second.
04:20We'll just undo that.
04:22We are going to create a new one for our bump.
04:23This one is a blank image and when you see that checkerboard, that's what that means.
04:27So what can we do with that?
04:28Well, now that that image is applied, we can come in, and I am just going to pick
04:33a color here, something a little bit lighter, and I am going to use this Noise
04:37brush. And I don't want a super dense opacity.
04:41I am going to bring this down to maybe about 30%. And I'm just going to click
04:45right on here like this and just kind of give this guy just a little bit of
04:50texture on there, just nothing too much.
05:00You can brush it if you want, but remember, it's kind of nice because it's a set material.
05:05So it's not actually painting on anything else than the body, which is all we want right now.
05:11But this is painting in its own image.
05:14So now if you want a layered image, what you can do is say Add Clip > New
05:19Image, and this one we will call ChamelBump or 2, whichever you want.
05:26It can also be a 2K image, just for a nice resolution, and you'll see it right there.
05:31It's not applied to the material yet,
05:34so that's what we do when we drag and drop, and you'll see jump right on top.
05:38Now for this, instead of a Diffused Color, we want the effect of this one to
05:42actually be a bump map.
05:44We could still use a Noise brush or maybe we could choose one of these, like
05:49this, or one of these.
05:51I am going to right-mouse to create the size of this brush, and I am going to
05:55click on the Chameleon, and look what happens.
05:58We are creating all these circles.
05:59Now that's not something we want to do, but the idea is that we can paint that
06:04bump right on there based on some of these brushes.
06:06So find the right brush. I am going to undo a couple of times.
06:09Let's see what this one will do for us.
06:11That might look kind of neat.
06:12If I paint a really large one, it's going to come out like that.
06:16So we want to make this a little bit smaller, and we can just paint that on
06:21there, sort of this tire tread.
06:22Now that's a bit much, right?
06:23Well, that's okay, because we can come down to the body material, and at the very
06:27bottom, open this up, and the Bump Amplitude is set to 5 mm.
06:31Well, our grid size is only 10 mm.
06:34That means those bumps are showing up pretty heavy.
06:36So we are going to go down to like half a millimeter, so 0.5 mm, and hit Return.
06:41Then come back up here, and now we can just paint this texture on here quite
06:47easily. And we are not sculpting;
06:49we are just painting a bump map right over that other texture;
06:52we are just layering these up. You don't have to do the whole body.
06:55You can just do little bits of it, whatever you like. But the idea here is
06:59that you can literally just come in and go to town and layer these up even in just one area.
07:05Let's say his nose has to have a very specific little tutorial bump in there. We could do that.
07:11Increase the size of this a bit and go down like that.
07:18And again, I'm using a mouse.
07:21Try using a Wacom tablet if you have one.
07:24It might be a little bit more accurate. But for this little tutorial, it's
07:29working pretty well.
07:31Okay, so we painted a bump map on there.
07:33From here, we can actually just put another image. And we'll go back to Images.
07:37We'll add another clip, New Image, and we'll call this just ChamelTone,
07:43something like that, also make it a 2K image. And then I am going to save this, this Chamel1,
07:52so you can load this up and take a look, and I am going to drag and drop this on to the body.
07:56This will also be a diffuse color. But don't forget,
07:59you can try different things. Look at some of the basic channels,
08:01perhaps Specular, perhaps Transparency for some of the thinner areas of his
08:05skin, perhaps Luminous Amount, or Dissolve.
08:10So for this, I am just going to create just a much brighter area here like that,
08:14still kind of greenish. And the Opacity,
08:17I am going to do about 20%, right-mouse. And I don't want that brush anymore;
08:21I just want a simple airbrush.
08:22I'll start painting and just kind of just tint it right up here.
08:31And then I can even come into the texture layer itself and play with
08:35the Blending modes.
08:37I can add that in, subtract it, or play with the difference, or just bring the
08:41Opacity down altogether, and then even paint again all right in here, just right
08:49on the top. Maybe that's kind of worn.
08:50So you can see that the sky is the limit with this.
08:53You really can go on and on and on, and I am sure there are some skilled artists
08:57out there who are really terrific with sculpting and painting that can do this
09:01chameleon a much better job than I can.
09:03But the idea here is that you can take layered images, body paint, the bump map,
09:08different tones, and for each material group, such as the body, the nails, the
09:13little wood stick that he is on, the mouth inside, and everything else,
09:17you can just layer up and paint as needed. Even little things like on his knees
09:21where they are a little bit worn around the bottom of tail,
09:25you might have a bit darker color.
09:26Things like that, they can all be used with the paintbrush.
09:30So try that out. Give yourself some time--
09:32trial and error is the best thing with these kinds of tools--and see what you
09:35can come up with.
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Sculpting models
00:00modo's hair, painting, and sculpting tools really give you some flexibility to
00:04create cool organic surfaces and materials.
00:08But when it comes to sculpting, there are just a few little things you need to
00:11know in order to get these things to work.
00:13So what I'm going to do is add a very simple model, just to introduce this to you.
00:18So I'll hold the Shift key and add a Sphere. Easy enough.
00:22I'm going to press the D key, and we're going to zoom in. And in the Paint tab, you
00:27can see Sculpt tools. I'm going to select Carve.
00:29When I do, I automatically get a nice little brush right here.
00:32I'm going to right-mouse just to create the size of my brush, and then I'm
00:36literally just going to click and push around.
00:38I want you to think of this as virtual clay.
00:41That's all there is. And we're able just to push this around.
00:44The key to this of course is making sure that your Subdivision Surface is
00:48on, which the Tab key.
00:50But if you move the tools down, the Tool Properties down a little bit, there is
00:53a thing called Multiresolution.
00:55This is new for 501 and if you click on that, you're going to get a little
00:58warning that says, "Multiresolution works with Catmull-Clark subdivisions."
01:01Now we talked about Catmull-Clark subdivisions earlier when we did the hairdryer.
01:06So we're just going to say Yes, and what that's going to allow us to do is add
01:10some really specific detail.
01:12So while this model is good for these bumps, what if we needed tiny
01:15little carvings in here?
01:17Well, that's something I might do in the past with a bump map.
01:20But what if I really truly wanted them carved in?
01:22How would I do that?
01:24Well, I would need to really heavily subdivide that one area in order for the
01:28geometry to fall in and out of those grooves.
01:31But now with the Multiresolution, I don't have to.
01:33So I'm going to up this to about 5, and then I'm going to come back in here and
01:39change my Brush Size pretty small, and watch what happens.
01:43As soon as I start painting in here, I've got a very tiny, nice little carving
01:49that normally I couldn't do. But with the Multiresolution it's only
01:52subdividing where I'm painting.
01:55Notice that each one of these polygons is still pretty large, but look at the
01:58detail I'm able to get inside there.
02:00And that's not a bump map;
02:01it's actually carved in there. It's true groove.
02:05So the Multiresolution is exceedingly powerful, allowing you to create intricate
02:10grooves like this on objects.
02:12Think about coins and people's faces and even landscapes on larger scales.
02:17Now, if you come down here to the bottom and you open up this view, you'll see
02:21that there is sculpting, and these are models you can work with.
02:26So let me just turn off this sphere, go to a blank mesh, and let's
02:30double-click this head.
02:32Press the A key to fit. And here is just a blank head
02:35you can start working with to actually sculpt.
02:37There is also another one here.
02:39There's an alien, and there is quite a few other things in here you can work with.
02:42We can go to the Brushes, and you can pick these.
02:46You can even go up to these Sculpting tools and use those.
02:49So quite a few things just to play around with. But let's get back over here and
02:53talk about some of these other tools.
02:55I'm going to turn on the Sphere again and turn off this head.
03:00Press the A key to fit.
03:01So, Multiresolution really helps us create some nice geometry.
03:05You can have the Max Level set to 5, but the Current Level we can bring down a little bit.
03:11What happens with that is that, okay, well, we know that we're painting with
03:15some more detail in there, and something like this works really well.
03:18It allows me to be a little more flexible, as far as painting and working in
03:22the OpenGL, because the computer is not redrawing and regenerating those
03:27polygons each time, but I do know that when I render, I'll actually have that high-res geometry.
03:32You can then go to Smudge, and of course right-mouse to change the size of the
03:35brush and kind of smudge these around, pull that around.
03:39You can go to Push, and you can push the polygons.
03:43As you do this, if you hold the Ctrl key, you can go the other way and push those in.
03:48Hold the Shift key and you can actually smooth that out, in case you don't those.
03:52It's almost like erase.
03:54You can hit Flatten of course, and just flatten an area out.
03:58So, it's kind of neat.
03:59You can put just really interesting dents in something.
04:02I've actually done car accidents this way with Flatten.
04:05I've done quite a few different things with teeth using the sculpting tools.
04:11I've actually even changed furniture with some of these tools.
04:16You would think, oh, that's not something so organic.
04:18But the idea is that it's often hard to physically move polygons into a shape
04:23you want. But if you have something like Push you can very easily just push
04:29these into the shape you need, and that often works better than just trying to
04:33push and pull polygons.
04:35You can do Emboss like this.
04:38You can also then go a step further and put text in there and sculpt that in.
04:44You can use different types of brushes, create your own, right down here like this.
04:47If we come down to the Emboss, there is a Procedural Brush, the Size of it, the
04:53Type of Procedure, like Cellular or Dots, and sculpt that in like that.
04:58We want to create just some nasty bumps on something, perhaps somebody has some
05:03kind of disease and you want to put that in there.
05:06I've used stuff like this actually for carotid arteries.
05:10Build a tube and just kind of sculpt this in to give it a very organic look.
05:14And this looks a lot better for things like that. Before using procedurals,
05:19this actually can be just even a little bit, a little bit more intense, a little cooler.
05:24Then of course, you put your surfaces on there, and you can paint on it and
05:27just really go to town.
05:29So, just a quick overview of how that sculpting works.
05:33In the next video, we're actually going to do a little bit more of a project, and
05:36you can actually see these in action.
05:38But load up just a simple object, subdivide it once, and give these Sculpt tools
05:42a go, and see how it works for you.
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Tweaking and finishing with the sculpting tools
00:00Sculpting in modo is a great way to create a cool organic object, but at the
00:04same time, if we've got preset options, kind of like this chameleon we've loaded
00:07from the Asset Library,
00:09you can very easily go in and use the Sculpt tool to just give it just a little
00:12bit more life, do something little bit different with it.
00:15So this is a chameleon that we've painted in previous video in this chapter, and
00:20we just gave it a little bit of Bump Map and a little bit of color.
00:23But what I want to do is give this some more imperfections, and that we're going
00:26to do with the sculpting tools.
00:29So this is a Chamel2 object loaded from Chapter 10, and with the Sculpt tools
00:34tab selected within Paint tab, I'm going to choose Carve and just choose a simple brush.
00:40The Offset amount is set to 50%, and it's Adaptive, meaning it's going to adapt
00:45to this surface here that we want.
00:47We're going to move this over and very simply, I'm just going to carve right in here.
00:52And you could see it's just kind of pushing down a little bit. So that's okay.
01:01We don't want to give this guy a collapsed shoulder, so how can I make this a
01:04little bit more interesting?
01:06Well, that is with the Multiresolution.
01:08So I'm going to move this Tool Property down, go to Multiresolution, and it will
01:12tell me, "Do you want Catmull-Clark subdivisions?"
01:13I'll say Yes, and now you can see, very simply, by doing that, the carving has a
01:19much stronger impact.
01:22So let me just kind of come back here and undo a little bit, get that
01:25carving out of there.
01:27Put the Multiresolution back on. And then let's come over here and choose a much
01:31more interesting sculpting brush.
01:33So there is sculpting tools right here that I can choose, and a number of
01:38different brushes that all install with modo, such as this little net.
01:44We can choose Carve and if I just kind of click on here like this, this is
01:50called Image Ink, and what Image Ink does, it allows me to take this image and
01:55actually use this as a paintbrush.
01:57So by adjusting these handles, I'm actually setting up how I want this brush to lay down.
02:03And then when I click, it actually applies it right to the surface. So, let's do that.
02:08First, we're going to increase our Multiresolution.
02:10So I'm going to keep this Multiresolution set to three, and now that I've got
02:16the size of this image, I'm going to move it over here, and I think let's try using Push.
02:21And again, I'm just going to click right on here and give this a second.
02:25What you will see is we're able to actually push the surface with this image.
02:29Let's give it a second to redraw. And if you want to, you can put that on both
02:36sides, but basically what's happened there as I've used an image, just to push out
02:40a little bit right there you can see it.
02:41You have to be patient with this when you're using these, because the
02:44Multiresolution really takes a lot of time.
02:46It takes a lot of system resources. But it's a great way to apply images to
02:51things in a sculpted-type way.
02:54In the past, we used to use these images as bump maps or displacement maps.
02:57But now I can actually just brush it on with this Soft Edge brush and as you see
03:02here, it just has a nice falloff to it.
03:04And this physically displaces it.
03:06It doesn't actually bump it. So you can see here from the side, we've got these
03:08nice kinds of scales going.
03:10So that Image Ink actually works really well.
03:13You can try some of the other brushes, like little scratches, which is more just
03:17a special nozzle like this, and these are not very strong.
03:21But we can just kind of put these on here, and that's using just Carve, puts
03:25little dents in there.
03:26We'll give it a second to redraw.
03:29We can also try some of the other ones up top.
03:31So I would give these a try and see what you can come up with.
03:34Obviously, we don't want bricks on here.
03:36I do like some of these stone ones, because I think they are actually just, just
03:39organic and natural and work really well for something like a chameleon like
03:45this. And we're just, kind of just sculpting those in using the Push tool.
03:48If you hold the Ctrl key, you can actually get these to go in the opposite way.
03:52And then don't forget Smoothing; you can put that on,
03:55and smooth those out, or very simply hold the Shift key, and you'll be able to
03:58smooth over those bumps of what you did.
04:01Lastly, you can come into the head over here and just add a little more
04:05detail, by using a very simple Carve or Flatten and just choosing a simple
04:10brush and just coming in here and just kind of flattening those out and
04:15working with the head.
04:17Of course, any combination of these tools, whether it's the modeling tools, the
04:21sculpting tools and the painting tools,
04:23they are all there for you just to create whatever you can imagine.
04:27So hopefully this has been a good introduction of these.
04:29Go ahead and try some of the sculpting tools that are included, try using the
04:33Image Ink to actually sculpt in images, and make those images black and white and
04:37be able to see them right in there,
04:39and then take your models to the next level using sculpting and some
04:42these organic commands.
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11. Using Schematic Tools
Working with the Schematic interface
00:00Throughout this course we've taken models, we've built them, we've moved them,
00:04we've rotated them, we've used the Transform tool, and that's great. But what if
00:08you want go a little bit further and have one object belong to another object,
00:12and what if that parent object needs to actually move and control something else?
00:16How would you set something more complex? What's the best way to do that?
00:20Well, if you jump over here to the Setup tab, you'll see the Schematic viewport.
00:25Now a lot of people get kind of intimated by this, and what I am going to show
00:28you is how simple it is to actually put something together.
00:31Let's take a look at a file I already built for you.
00:34It's called CarRevolve, and this is what we are going to set up.
00:38This is the hybrid car that you can find with the modo assets that are installed
00:42when you install modo, so you'll have this car to work with.
00:47But what's kind of neat about this setup is that if I select just the car body
00:50and I press my Transform tool, and then I go to the items tab,
00:55when I press the W key for Transform tool and I move, you'll see that the wheels
01:00actually move with car. Something so simple, but actually not quite intuitive
01:05when you think about it.
01:06You can't just tell a car suddenly, hey,
01:08have the wheels and revolve them.
01:10So what I am going to do in this chapter is show you how to set up this car so
01:13that these wheels can be properly placed, so that they can rotate properly and
01:17so you can set up this schematic yourself.
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Understanding channels
00:00In order to set up an animation like this, we need to take a few steps back and
00:03understand what a channel is.
00:05So I am just going to clear this out by going to the File menu and saying Close
00:09All, and I'll say Don't Save.
00:12So what is a channel?
00:13Well, every item that you have in your scene has channels.
00:16I am going to go to the Model tab right here and hold the Shift key and select the torus.
00:21Then we'll close this out, and then we'll press the A key to fit this to view.
00:25For most of the course, we've been just looking at our items and we've been
00:29looking at the Shader tree, but down at the bottom where we've always worked
00:32with Properties, right next to it is the Channels tab. And if you take a look at
00:37the torus, you open that up, you will see that here is the mesh and the mesh has a
00:41number of different channels associated with it.
00:44Each of these channels we can animate, and you have animated some of those
00:48channels and probably didn't even know it.
00:50When we had gone in and changed some of the zoom factors for the camera,
00:54that was actually one of its channels.
00:56So that's all what a channel is.
00:57It's just an element of that model or that item.
01:00So a camera like this has its different channels down here: its Render channel,
01:05its Size channel, and so on.
01:07So when it comes to an object, we can look at the Center, the Shape, the Size.
01:12All those different channels can be animated in some way.
01:15What we are going to do in this project is work with the Rotation and Position.
01:19So for instance, I am going to open the Model tab,
01:22I'm going to add a box, just hold the Shift key and click on it.
01:25I'll press W and I'll move this over.
01:28Spacebar turns off that tool, and I'll press the A key to fit. Zoom in a little bit.
01:33So here we've got a box and a cube, and very simply I am going to show you how
01:38these channels work.
01:39If I take the World Position channel for the cube and I drag it in here, I
01:45now have this item set up in order to create more of an animation. What can I do with this?
01:50Well, I am going to tell model
01:52I want to work with the World Position, and when this World Position does
01:56something, such as move, we move the position, I want it to affect this torus.
02:01So let's take the Rotation on of those channels.
02:05We'll roll back up.
02:05We are going to add Rotation for the torus, and let's just say we rotate on the X.
02:12Now, I can't really just drop this together.
02:14I can't put this together, because this is a network, and what we are doing is we
02:18are saying, when the World Position changes, I wanted to affect the Rotation.
02:23World Position of the Cube affects the rotation of the torus.
02:26So that's where a modifier comes in, and I can click this and add something like
02:31Revolve, Intersect, Dynamic Parent, and so on.
02:35There are quite a few things in here that can really get very deep.
02:39But on a simple level, let's just take this here and we what happens.
02:43I get an error saying, not compatible.
02:45Okay, so we'll add a modifier,
02:48we'll come down to Other, and we'll choose Revolve.
02:52This is a math function that will allow me to control one item to another. So I
02:58am going to take the World Position and now you see that this link is green,
03:02meaning it can link right up;
03:04it is compatible. And I am going to take the Angle Output and put it to the
03:08Rotation, and notice that it automatically changes.
03:12If I select the Cube, and then I press W for Move, when I move the position,
03:17that torus changes. It's that simple.
03:20I've taken the World Position channels for the Cube,
03:24I've used a Revolve--which is just a modifier, and these are part of the program--
03:29and when we put that Modifier in, we are telling the position to activate the
03:32Revolve Math function and take the output of that to drive the rotation of this torus.
03:39So that's how we are going to set up the car. Very simple.
03:42In the next video, I am going to show you some other principles that are very
03:45important, so that the object actually rotates properly.
03:48There is a number of different things you can do with pivots and centers.
03:51We covered them a little earlier in the course, but in the next project, we
03:55are actually going to take these a little bit further, so that your wheels rotate properly.
03:59This process is going to work for just about anything you set up, whether
04:03it's architecture, simple animations or something more complex, such as the
04:07schematic.
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Building a channel-based animation
00:00In order to build a channel-based animation, we need something to work with.
00:04So what I have done here is I have loaded up the hybrid car that came with the
00:07Luxology assets and created a scene. And in this scene we have the HybridCarBody,
00:14we have a RearPassengerTire, the RearDriversTire, the FrontPassengerTire, and
00:19the FrontDriversTire.
00:20Now each of those are in their own layer.
00:24So we have five meshes altogether.
00:26The reason they are is because I want to be able to rotate each one of these tires.
00:30I will press Shift+A to bring that into view, and with that FrontPassengerTire
00:35selected, I am going to press the Y command, and then I am going to rotate it,
00:39and look what happens.
00:40Not so good, is it?
00:42Well, in order to set up a channel- based animation, we have to make sure--and in
00:46this case something that's going to be revolving--that the wheel itself can pivot properly;
00:52otherwise, they are going to just fly all over the place.
00:55So I am going to show you how to set that up.
00:57The other thing we need to do is parent these tires to the car. If I select
01:02that car body and I press my W for my Transform and I move, well, the wheels are not attached.
01:09So I am going to press the spacebar. Turn that off.
01:11And to parent is very simple.
01:13We are going to start that bottom tire, hold the Shift key, and select the top tire,
01:17so we have all four selected.
01:19Then I will click and drag that group--
01:21I am holding the mouse down--and just drop right on top of the car body, and
01:24you'll see it close right up. I can drop the arrow down.
01:28You'll see those are now inside that car body group.
01:32When I select the body, press W, those wheels stay attached.
01:36Now this parenting can be done for anything you are working on modo.
01:40Anytime you want something to be parented you can do it, whether it's a logo job
01:43or a lamp on a desk.
01:45You can do it this way.
01:47We've done this slightly by putting all of our textures into a group earlier in
01:51one of our videos, but this parenting also can work for an object like this.
01:56So, something to keep in mind.
01:57It's also a good way to stay organized.
02:00Now to set up these wheels, we are going to go to the Setup tab.
02:03We are not going to set up the channels just yet;
02:05we are just going to arrange this so that we can animate these wheels properly.
02:09I am going to expand the CarBody group, and let's take a look at this first wheel here.
02:13So we are going to be here in Items tab and select that wheel right there.
02:17Now this wheel has a center, and it's right at (0, 0, 0) axis, the X, Y, Z axis.
02:23If you can't see your centers, press O, get your Visibility tab, and then you
02:31can turn on your centers.
02:32And if you go to your Drawing, you can make sure that the inactive meshes are
02:36the same as the active mesh.
02:38So this is where all your visibility will be.
02:39You can control your centers right here, and that's why there's a nice big Center button.
02:44But you might think to just grab that center, press something like W, and move this over, right?
02:49It might be hard to do in Perspective view, so Ctrl+Space will get down to a right view.
02:56Actually, let's just go to the left view. And you might just kind of go like this.
03:00And you think, great, I did it.
03:02Well, what happens then if you go back to Item and you rotate it, you
03:05didn't really do it.
03:06The car looks like something is wrong with it.
03:09That tire is not quite revolving around itself properly.
03:13It's very hard with round items like this to perfectly center the actual center.
03:19So here is how we are going to do it.
03:21Ctrl+Space back to Perspective view.
03:22We are going to select that item, and then we are going to go Polygon mode, and I
03:28am just going to just double-click on the tire.
03:29That's all I need, and that selects all those polygons.
03:32Up at the top right where it says Work Planes, I am going to click on that and
03:35say Align Work Plane to Selection. And if you notice, the icon changed down here
03:39in the bottom left of the view.
03:41If I go to Centers and that center is now selected, you could see that it's yellow.
03:45Under the Setup tab over here on the left, down at the bottom there is Set > To
03:51Work Plane Position. And when I click that, that center perfectly moves to that
03:56selected work plane, and it's perfectly centered inside the middle of the tire.
04:00I will click to deselect it. Go to Items.
04:03Now we can select the next tire. Polygon mode, and we will just double-click,
04:07Work Plane > Align Work Plane to Selection. Then we will go to Centers, select
04:13that center, and set Work Plane position.
04:15Then we will do the others.
04:18So a little tedious, but really not very hard to do, and it's going to make your
04:22tire rotation perfectly accurate.
04:25Align to Work Plane Position, select the center for that tire.
04:30If you're wondering where the center comes from, as soon as I select that item,
04:33the center appears for it.
04:35You are not going to see the center of the other items at this point.
04:38Now we will say align that to the work plane position, and then we will select
04:42this item, Polygons, we will double- click, and then we are going to Align Work
04:48Plane to Selection, Centers, select the center, and set to Work Plane Position.
04:56Then I am going to save this as something different.
04:59Now I have it set up as CarRevolve, already done, but we will set this up as CarCentered.
05:06So you are welcome to load that up and use this one if you like, just to see how it works.
05:11So now when I select one of these wheels and I press the E key, now you can see
05:16that that wheel is perfectly revolving.
05:18I am just clicking and dragging on the Rotation Channel, because now it has its
05:22own center to revolve around.
05:25At this point, this scene is ready to go for channel animation.
05:29We have now set it up properly.
05:31We have the four tires parented to the body and when we move the body, those
05:36wheels stay with it. The wheels themselves have their centers adjusted so that
05:41when we rotate them, they rotate properly.
05:43So now all we need to do is set up the modifiers and animate the channels so
05:48that when the car moves, the wheels move with it.
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Creating a schematic network
00:00Once you have your animation ready to go, we have the tires parented to the
00:05car body and each one of these tires has their center properly aligned, we can
00:11set up a schematic network, so that when we move the car the tires move with it.
00:16So initially, what we want to is we want to set up the main body itself, the
00:21thing that's going to be moving and pulling those tires with.
00:23So I am going to select the car itself. And one thing you can do is just drag
00:29this in here into that Schematic view.
00:31That puts the car body in there, but we want to be a little more specific like that.
00:35So I am just going to hit the Delete key on my keyword to get rid of it.
00:38What I want to do is select the CarBodyItem and then down under the
00:43Channels tab, we are going to take the World Position for the car and drag it into our view.
00:47When I do that, you'll see that the World Position channel is also associated
00:52with the car, and we can close that up if we need.
00:55Next, I want to select each channel that I want to rotate.
00:59So what channel do I want this to rotate on?
01:01Well, to test it, press the E key. And if you look, well, we don't want the green
01:07channel, the Y; we don't want the Z channel, the blue; we want this one.
01:12That's the X. So, easy enough.
01:15So with that FrontDriversTire selected, here is the X channel, drag that in.
01:20You'll see it says FrontDriversTire.
01:24Next, go to Items, click on the Item, RearDriversTire Rotation X. Rotate around.
01:33Next item, FrontPassengerTire, take that rotation, drag it in. And lastly, the
01:40RearPassengerTire, bring that rotation in.
01:43You can zoom out the Schematic view just so that you can see things a little bit
01:46better, and here are our four tires.
01:49So how do we revolve these?
01:51Well, we are going to use a modifier, and the modifier we are going to use is
01:55down at the Other category, and choose Revolve. And then I will zoom back in,
01:59so you can see these.
02:06So what we want to do is take the World Position and link it do the position of the Revolve.
02:13This Revolve function is just a math function
02:16that's telling these channels what to do.
02:19So when the car body moves, activate the Revolve, and take that angle
02:24output into the rotation.
02:26Let me think, well, there's only one output. That's okay.
02:30You can click right on this and add more, just like this. I am just clicking and
02:33pulling this network.
02:38Now we have the car body working with a Revolve modifier, telling each one of
02:43these tire rotations to rotate on the X axis and guess what? You are done.
02:50That's it! Press the W command, and now the tires are rotating.
02:54It's that simple to set up.
02:56However, you might notice that the tires seemed to be sliding a little bit. Why is that?
03:03Well, the rotation is just a general rotation.
03:07We haven't actually set up the size for this.
03:10So here is what we are going to do.
03:11We want to determine, we want to tell the Revolve the actual radius and
03:16length for this tire.
03:18Right now, it's set to 1 meter.
03:19Well, our tire is not 1 meter in size.
03:22Well, how do we determine what size it is? It's easy.
03:25Go to the View tab and choose the Ruler tool.
03:28This Ruler tool can be used for architecture, logos, anything you want where you
03:33have to be very precise on the measurement.
03:35So we are going to take the Ruler tool and we will click on Interface, and you
03:39will see. It's a little hard to catch if you have your object selected, but it's right there.
03:44What you can do is grab each one of these little handles, and I am just going to
03:47put it on one side of tire, and I am going to put it on the other side. And you
03:51could see that we are about 700 millimeters.
03:54That's our measurement for that tire.
03:57So it's not quite a meter.
03:58So the radius for the Revolve in those channels is 700 millimeters.
04:03Hit spacebar to turn off that tool, click to deselect. And if you want to get
04:09rid of the ruler, you can hit View and click on that again.
04:12While I mention this, there is a Protractor tool that you can put in.
04:16You can use this for all kinds of measurements, and of course a Dimensions tool.
04:21So something to keep in mind if you need to be more precise, and again very,
04:24very good for architecture.
04:26So we have set up that front tire, the back tire, and the other side as well,
04:32but we've adjusted the measurement for the Radius on the Revolve.
04:35You don't have to adjust it for the individual tires.
04:38When I stuck the car body, press the W, now look at that.
04:43The wheels actually rotate properly when that car moves.
04:47So now all I have to do is animate this.
04:50Now the work plane is still set for one of our tires.
04:53So let's go back to Work Plane and choose Reset.
04:56We can go to the Animate tab, and I am going to turn off my Locators.
04:58I am going to press the O key, go to Visibility, turn off Locators, and let's
05:03turn off our lights and everything else.
05:05So now let's just set up a simple animation with this car.
05:10We've got our HybridCarBody selected, Item mode.
05:12We are at frame 0, and at frame 0 let's just move it all off the screen here.
05:18Shift+Y will create a keyframe, and then let's go at frame 120, and we will move
05:24that over here. But let's make them stop halfway, about 50.
05:31What I want to do is maybe back up a little bit.
05:34So I have just created all these keyframes, and that works well.
05:37You can see that the car starts out,
05:39it eases out because of that motion path, and he stumbles a little in the
05:42beginning, and then he stops, and the wheel slows down perfectly.
05:46But if he backs up, we can do that very easily by just going up here to 65 and
05:52maybe moving this back.
05:55So this is what's great about using the Schematic view and using some of those
05:57modifiers is that the wheels, in this case with the Revolve modifier, work
06:03perfectly with the car.
06:04All I have to do is worry about animating the car;
06:06we don't have to worry about those wheels now.
06:08And if we turn those wheels, we will go with it,
06:10which works really well.
06:12So this is the way to set up a very simple animation to do something that actually
06:17is a little more complex, just by using a modifier, changing the centers, and
06:22parenting these tires to the car, then animating the car.
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Setting up inverse kinematics
00:00Setting up rigs in modo, whether it's a schematic or inverse kinematics, is not so
00:05difficult to do once you understand the process.
00:07In the previous video, I showed you how important those centers were to
00:11rotating the tires on a car.
00:13Well, they're just as important if you are going to set up an arm that
00:16you wanted to animate.
00:17Now I've got two of them set up here, and I want to show you the difference.
00:20First we have a nice little arm right here, and I can go back to the Items. And
00:24each one of these is a separate item, separate mesh layer, and that's important
00:29because I want to animate each one of these. But notice that the root of it
00:33is down at the 0 axis.
00:35That center is at the 0. And very much like the car wheel, we need that center to
00:40be assigned to each one of these appropriately so that it can bend.
00:44And why do we want to do that?
00:45Well, here is another variation of it.
00:48On this one, if I take my Move, I can actually grab the tip and I can move this
00:52around, and I can just pick things up using constraints, which is in the Modifiers
00:58tab. And that allows us to actually parent an unparent over time as we need.
01:04But on a larger scale, this inverse schematics setup is very easy to do, and you
01:10can set it up for all kinds of things, like desk lamps and arms for characters,
01:14robots, things like that.
01:15So let me show you how to set this exact thing up with this set right here.
01:20First, you need to make sure that the parenting structure is just the way you need it,
01:26meaning that the arm would be parented to the elbow, just like it would be on your own arm.
01:31Then the elbow has to be parented to the base.
01:34So I am just dragging each one of these in. So the arm is parented to the elbow,
01:38which is parented to the base.
01:41For the arm, we need to have that pivot, or that center, down at the bottom.
01:46So I am going to select the base, and even though it looks like it, we are going to
01:50make sure it's accurate. We are going to set a few polygons here and then press the L key and then Work
01:57Plane > Align Work Plane to Selection.
01:59We will choose a center and then, just like we did earlier, in the Setup tab, we
02:04are going to set to Work Plan Position.
02:07Next we will take the elbow, and we can take the polygons right here in the
02:12Center, press the L key for loop, Align Work Plane Position to the Selection,
02:18choose the center, which I know is way back here, so we will zoom out, and then we
02:22are going to set that to the Work Plane Position.
02:25It's important to set up the polygons in the center.
02:28If I chose just the end, it could work okay, but we really want that centered,
02:32and we want that Center item centered. And then finally, the arm itself.
02:38Now you would think that the arm would pivot from here, but its not. The way the
02:40inverse works is that we are going to grab it from the tip up here.
02:43So, back to polygon mode. We will select a few polygons here, press the L key to
02:47select a loop, then Align Work Plane to Selection, select Centers, choose that
02:54center, and then Set to Work Plane Position. Then we will save of course.
03:02Finally, all we have to do is apply the inverse kinematics, and the way to do
03:06that is to select the base, hold the Shift key, select the arm, and we will see
03:10that all three centers are now in place.
03:12We are going to go to Modifiers and hit Apply IK, inverse kinematics.
03:17Now you are going to get a little warning here
03:19that's saying that they are needing to be on different axis and click OK, and it will be fine.
03:25So just click OK when that comes up. And what you will end up with is a Base
03:30IK goal, and it puts a math functions there, a dual joint plane IK,
03:34automatically adding this.
03:36You don't have to do anything in the Schematic window.
03:38And what's nice about is that we still have our parenting structure set up, but
03:42this is now assigned to those, and what that means is if we press the Y command,
03:46we can click and drag this around, just like that.
03:49Now I probably would go back and take this polygon and attach it to the base
03:53rather than to the elbow, because that's rotating with it, and that's only
03:56because I have placed it, that final polygon, in the elbow. So, not a problem to change that.
04:03But the idea here is that you can very easily set up animations within inverse
04:08kinematics. I think some people often scared when they here that term, but
04:11it's not that difficult.
04:13modo's inverse kinematics work on three items,
04:16so that's what we've done here. So you have an arm, an elbow, and a base, and then
04:21you can always just grab that and move it around. Very easy to set up and very
04:25easy to use when it comes to more complex animations.
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Adding the finishing touches on schematic rigs
00:00Once you've set up a simple IK rig, you can duplicate it and create something
00:04more with it. So initially, in the previous video, you saw how the arm was set up
00:08just to be used for a lamp, or something like that.
00:11So if we go down to the locator here and click on it and I press the W command,
00:16you can see we were able to do this like a robotic arm, like a lamp, or some kind
00:21of mechanical thing. But what if you were going to build these into a
00:24character? How would it work?
00:25Well, what I have done is I have selected this entire group and duplicated it
00:31so we have two of them, and that was what we built in the previous video.
00:35Well, what if I want to these to work together? How would that be set up?
00:38Well, up here in the Setup tab, in the top left, you can select a locator.
00:42When I click that, a locator is added to the scene.
00:45Now a locator is nothing more than just a reference point.
00:48It doesn't actually render.
00:49It's just something we parent to and we can use as a control item.
00:53And with that locator selected, if you hit the Display tab, you can actually add
00:57Draw Options, such as make it a wireframe or make it fill or give it a label.
01:02You can call it locator if you want, and that will show up right there in your viewport.
01:07So it's just something to consider if you'd like to actually go a little bit
01:10further with these locators. And also, press the O key and make sure Show Locators is on,
01:16under Item Visibility.
01:18So now that you have this locator, I can actually just move it up, and we'll put
01:22it right in the center.
01:23Now I am going to take these IKGoals and I am going to select both of them--
01:27I am going to hold the Ctrl key and select the second one--and when I move these
01:31together, you can see that we have both of them moving.
01:34Well, that works great, but then I can take those and parent them to this other
01:39locator. And then with that locator, I can now grab both of them, and at the same
01:45time, I can press the E key and I can actually rotate.
01:49So now, if you had some kind of character you wanted to build, you have an
01:52entire rig for the very bottom legs that you can work with.
01:57You can press the Y key, which is our killer Transform tool that uses
02:02Rotation, everything else, and Transform, and you can just simply just make
02:08this guy walk around.
02:09You can pick up the bottom leg and move it, go back to the IKGoal here, and keep
02:14building small, little rigs, and attaching them together simply by doing the
02:18parenting in the Item list.
02:20So I would name this locator.
02:22I'd probably click on it and say this is the hip, and I'd move it up, and then I
02:26can actually take this entire set and press Ctrl+G, and you can call this LowerLegs.
02:35So now you have an entire group to work with that you can move around and keep organized.
02:41We can select the hip,
02:42we can move it, hit Rotate and now we've got that simple rig set up.
02:47So this is as basic as it gets when it comes to inverse kinematics, and you can
02:50see how this can get exceedingly complex when you build much larger objects.
02:55In your Layout tab, there actually is some items in here you can work with,
02:59such as this Space Arm.
03:01There is actually much more complex arm in here.
03:04If you go under, I believe it's under Vehicles, and under Miscellaneous, there is
03:09this big Mech Warrior. And you can actually load that up, change those centers
03:14like I showed you, put the IKGoals on, just like I showed you, and make that thing
03:19come to life. But instead of using a locator for the hip, you can actually use
03:24the real Hip object that is there, so when the center of that Mech turns, those
03:28legs turn, just like you are looking at right here.
03:32With these simple introductions of inverse kinematics and the Schematic tools,
03:37you really can build just about anything you want right inside of modo.
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12. Rendering Animations
Understanding resolutions and rendering
00:00After you've gone through all the painstaking work of setting up a 3D model,
00:04putting surfaces on, setting up lighting, well, you need to do something with it
00:08and that, of course, would be rendering.
00:10I have the scene loaded from the exercise files called RenderMe, which is
00:14basically the car from the Luxology assets, a flat plane with a nice
00:19desert ground applied.
00:20That desert ground is actually one of the presets you can find in your Browser
00:25toolbar here under Assets, and then go to Materials and you will find that ground surface.
00:30So what's happening here is that we have some global illumination lighting
00:33the sky and we also have a dome light that is creating a nice cast soft
00:39shadow on the ground.
00:40It works pretty well, and you can load that up and take a look at how that's built.
00:44But once this is done, of course we have our preview render right here, but you
00:47might want to go to print.
00:49You might want to go to video. How would you do that?
00:51Well, let's just talk about resolutions and rendering real quick.
00:54What I am going to do is go to the Shader Tree and I am going to select the
00:58Render at the top, and when you do that, you'll see all the properties down here
01:01that you can set up for rendering.
01:03So let's move this up so we can see what's happening, and we are going to work our way down.
01:07You're going to see the Render category, and what we are going to tell modo is
01:10what camera we are using to render.
01:12Early in the course, I showed you how you can create two cameras and choose that to render.
01:17In this case, we have just one camera.
01:19So remember, anything you render out will actually be from the Camera view,
01:24what you choose here.
01:26If we have an animation, you'd have your first and last frames, and then you'd
01:29have a frame step, meaning how often that is going to render.
01:32So is it going to render every frame, every other frame, every third frame, and so on?
01:37Here we are rendering each frame, one at a time.
01:40If we set it to 3, we would have every third frame render and so on.
01:44You might think, well, why would you do that?
01:45Well, let's say I've got a really big animation and you want to create maybe a
01:49visual storyboard for your client.
01:50Render out every 15 frames or every 20 frames and use those stills as part
01:56of your storyboard.
01:57Things like that are pretty useful.
01:59You can also do a negative frame step, like -1, and you can render backwards.
02:04A lot of times that works well if you have an animation that rendered for six
02:08hours and suddenly your machine crashed. Or your software crashed and you want
02:12to re-render those frames.
02:13Well, render from the back end and catch up.
02:16I've done that many times. Resolution,
02:19we are going to render in pixels, pretty much all the time.
02:22However, you can do it in inches, if you're rendering out for billboards and
02:26posters. But for most part, I've always had pretty good luck rendering in pixels,
02:30and most of our stuff that we do at our studio goes to video and pretty much
02:35these days we are at 1920 x 1080. Almost everything is HD.
02:39And that's something you're also going to set up before you set up your animations.
02:44You want to make sure that resolution is there so your camera actually has the right frame.
02:49The DPI settings,
02:50now this is, I don't want to say controversial, but I've had people in the past
02:54take images and say that they're not 300dpi.
02:56Dpi means dots per inch.
02:59For print resolution, you do want 240 or higher for print.
03:04When you're rendering video, you really don't need to worry about that.
03:07You need to worry about the pixel size.
03:09Even then, this is still here.
03:12So what I recommend is just leave this alone. Leave it at 300.
03:14If you're rendering to video, you're not going to need it.
03:17If you're rendering to print, that will then be embedded in your image and when
03:20somebody loads that up in Photoshop, checks the image size,
03:23they will see that it's 300dpi. But even then, you're still going to need the
03:27right inch or pixel size.
03:29So always check that with your client and make sure that you have the right resolution.
03:33The Aspect Ratio is the size of the pixels, and in this case we have
03:36square pixels at 1.0.
03:37Every once in a while you might be something like 1.2 for more of a letterbox
03:42look, and that's going to change the aspect ratio of those pixels.
03:45For our render, we are going to go 1.0.
03:48Now the Bucket Width and Height, you can change this depending on the type of
03:53render you're doing. But in all the years I have used modo, these default
03:56values work pretty well.
03:58The Bucket, if I press F9, are these little squares you see running all over the place.
04:03Those are the buckets.
04:04So you can change if those are larger or smaller, and it might affect how your
04:08render happens, meaning it might render a little slower, might render a little faster, but in
04:13this case, that doesn't actually need to really change for us. And also to keep
04:18things a little faster for our render, we are going to come back down 720x480 DV
04:24resolution, just because it will render a little faster.
04:27And you can write the buckets to disk, which helps saves memory.
04:30It caches them and then reuses them, especially if you're doing more
04:33repetitive renders.
04:35The Reverse Order, you can put on there as well. It will render opposite of the standard.
04:40So let's click on that, and I'll show you what that looks like.
04:42And it just goes from the bottom up where the render is reversed from our initial setup.
04:46We don't need to finish this at this point.
04:49Finally, you have a Render Region and this is actually quite handy if you have a
04:53really large scene, or maybe your system is a little bit slower.
04:57You can bring that in and if you look over here, you can see it happening.
05:00I am actually just rendering just a portion.
05:03And I'll press F9, and so now I am only rendering that region.
05:08So it's good for two things.
05:09Number one, just unique creative renders, if you want a square render perhaps, or
05:15if you need to render just a portion, maybe you just want to update through
05:18render with just a quick preview of what that headlight would be.
05:22You can do it with that Render Region.
05:25Just remember to turn that off when you're not using it.
05:27When you come over to the Settings tab, there are additional properties that are
05:31extremely important to set up a render.
05:33Antialiasing, a lot of times you will get renders and you'll see kind of just some chunky
05:39edges around each of your models.
05:41That's the antialiasing. It defaults to 8.
05:44I generally render somewhere around 64. And when I press F9, you're going to see
05:50it's going to slow down a little bit, but what will happen is that these nice edges
05:55in here will be much, much cleaner. And on a simple level, antialiasing is like a
06:00blurring of the pixels on the end.
06:02It smoothes them out.
06:04So that's something you're always going to want to put on.
06:06It's a matter of what kind of model you have, what size your render is, to what
06:11antialiasing value you're going to set.
06:13Again, 32, 64 usually works pretty well for most things.
06:18Sometimes I have gone higher, depending on the quality of my model. But it looks very clean,
06:23so that shouldn't be a problem.
06:25The Filter type > Gaussian,
06:27well, if you're familiar with Photoshop, Gaussian is a blurring.
06:30Now you can try the Catmull or the Mitchell versions and see if those render a
06:34little bit differently.
06:35And the difference is, rather than a simple typical Gaussian, they are just
06:40different equations, different mathematical functions that change how that
06:45antialiasing happens, how it's applied.
06:47So test those out and see what works better for you, but again, in most of my
06:51situations, somewhere around 64, I've gone to 128, generally works best.
06:55I leave it at Gaussian.
06:56The Refinement Shading Rate,
06:59this is going to help you get a cleaner render, especially when you have things
07:02like this soft shadow down here.
07:05If this were set up higher, to like 2 pixels--and we'll render this out--my render
07:11will go a little faster, but I am going to get this noise in here.
07:14So if you see some noise in your image, especially when you're using Global
07:18Illumination and down under here--I don't know how visible it might be on the
07:23video, but you can actually see all the shading.
07:26It's kind of noisy.
07:27That's that shading rate.
07:30Without getting into mathematical explanations, I am just going to press .001, and
07:35this brings us down to the very bottom, which is .1.
07:39When I press F9 again, you can see my render is a little bit slower, but you'll
07:44notice that a lot of that noise now has been removed.
07:46I don't often change that, but for most final renders, we are bringing it down.
07:53And then when you do, you can balance that threshold to see what works best
07:57between the right shading rate and the right antialiasing.
08:00So we will stop this.
08:02If you're rendering depth of field, you would click this on, any motion blur.
08:07Remember, if you're doing depth of field, you have to set up your camera properly.
08:11In this case, we're going to come in here, and we have to set the focus.
08:16While you can click Autofocus, you can very easily just press Y command and
08:20you'll get a little focus knob right there, and you can just drag it to the car.
08:25Once that's set up, you need to go into your Camera Settings and set the F stop
08:28so that the background will blur and the front will blur out of that focus area.
08:34As a default, it usually does a pretty good job just setting that focus and
08:39rendering, but in these properties, in these settings, you just want to make sure
08:44that the Depth of Field is turned on.
08:46You can globally turn on or off shadows for your render, and you can increase the
08:51depth for the reflection and refraction so that the system calculates finer
08:56details when it comes to those.
08:58I've never had much trouble with any of the reflection or refraction values, but
09:03if you find some artifacting when you're rendering, try upping those values.
09:07Now Adaptive Subdivision, when we were putting on the Multiresolution, we are
09:11going to want to use some of these Adaptive Subdivisions and the
09:14micro-polygon displacement.
09:16We didn't talk much about that, as it is some of the more advanced tools, but
09:20this is always on by default.
09:22What that means is when you go ahead and render something with a displacement
09:25map, there's a lot of times you can actually have finer displacement details
09:29within that, and that is with the micro-poly displacement.
09:32Lastly, when we get to Global Illumination, if we are rendering with Global
09:36Illumination, we could turn that on.
09:38Now in this case I have a dome light simulating that global illumination.
09:43If I didn't want that dome light, I can make sure that in the Item list,
09:48it's just turned off.
09:49So now I'm using just my environment which has a high dynamic range wrapped
09:54around it as the indirect illumination. And as such, we need to make sure that
09:59our Shading Rate back in the Settings is set down pretty low, because that gives
10:04finer quality in between each of the pixels.
10:07The Shading Rate is applied in much better with that finer detail, rather than a higher value.
10:13If you're doing subsurface scattering to make light transmit through surfaces,
10:17you can determine it here.
10:19We had earlier put on volumetrics on one of our cars to have the light streak out.
10:24You can put volumetrics, how they affect the indirect light, and you can increase
10:29the number of bounces.
10:30Now by default 1 works pretty well.
10:33When you have indirect illumination, what you're telling the system is, have
10:37that light, have the indirect light--
10:39in this case the environment--bounce off of all the surfaces, and that's how you
10:43get this nice environmental lighting that, while our background has bluish image in it,
10:48it's actually tinting the ground and the car.
10:51The color of the ground is popping up into the car, and so on.
10:54All of that light is bouncing, and in turn bouncing the colors around.
10:58You can increase the amount of bounces, but I'd be careful with that, because it
11:02will slow down your render times.
11:03Good trial and error there.
11:05When you're doing Global Illumination, you're going to want to play with
11:07the Irradiance Cache.
11:09This is directly related to Indirect Illumination and the Global Illumination, so
11:14you can change these values of how it's sampled.
11:17So again, if I bring this down to maybe one, that rate is actually going to
11:22change a little bit and give us a little better quality.
11:25If you go to the Luxology site, they have quite a good listing of very specific
11:30ratios you can put in for different types of rendering, whether you are rendering
11:33for video or for print.
11:36Lastly, the Walkthrough mode.
11:38This is really good to put on, especially if you're rendering for architecture.
11:41Well, let's say we are just moving our camera only.
11:44What that means is, once this data is calculated for the render, you put
11:50Walkthrough mode on, the system knows that. It's not going to be recalculating
11:54and redrawing all this bounced rays of light.
11:56It knows that okay, well, we've rendered this once.
11:59Nothing in the scene is moving like the car, which would then need to be
12:03recalculated to move those colors.
12:05Instead, we are just flying the camera through, or walking the camera through in
12:09this Walkthrough mode.
12:10So, that's something you'd definitely want to turn on to save render time,
12:13especially when it comes to architecture.
12:15So, just a quick overview of some of the settings you will need to go through
12:19to set up a render.
12:20Now I know we've got a little bit long with some these values when we are
12:22using Global Illumination, but just be sure that in your settings you've got
12:26your Antialiasing on,
12:28you lower your Shading Rate so that you get much finer detail in those shadows,
12:33and then make sure your frame size is correct.
12:35In the next video, I am going to show you how to render out and then save, so that
12:40you can apply it somewhere else.
Collapse this transcript
Setting up a render project
00:00If you've ever done any research about some of the render settings in modo, it
00:04can get very confusing. And you, like me, might want to say, just how can I make a better render?
00:10Well, let's do that in this video.
00:12Without getting into all the math about pixel evaluation and contrast, let me
00:16just show you how you can set things up.
00:19So we have got a scene here called RenderMe that you can load up from the
00:22exercise files, and I've got the Antialiasing set to 1. That is the base sample.
00:28The Refinement Shading Rate is set to 2 pixels, and the Refinement Threshold is set to 80%.
00:33These are not defaults. It's actually set in such a way that we get a crummy
00:37render. And even though the lighting looks great, you can see here that all these
00:41edges are very chunky.
00:42I mean, it looks like it was grabbed off a video screen or something. All right!
00:46So that's a poor render.
00:48Never deliver that to your client.
00:49So I am going to close that.
00:51Let's take the Antialiasing up to 128 and leave everything else alone.
00:55What we are going to do is work our way through to make cleaner renders.
00:58Now when these pixels are being generated, the system is actually calculating
01:04the space in between each one of them. And as such, it's cleaning them up,
01:08smoothing them out, using this Antialiasing filter.
01:12The Shading Rate and then the Refinement Threshold can be changed to make this
01:16even cleaner, and this is what's going to help create less noisy renders.
01:19So for instance, we had this.
01:21We can see the chunkiness here with the Antialiasing set to 1. But then when
01:25we set the Antialiasing up to 128, you can see how much cleaner that is, and
01:30even back here. And while it's not a big deal sometimes on a still image, it's
01:35huge deal when your animation is moving. So something to keep in mind, because
01:39that will all just flutter around back there, and the same thing goes with the noise down here.
01:45So what we can do then is take the Refinement Shading Rate all the way down to
01:500.1, and that's going to give us a much cleaner render when it comes to these
01:55areas indirect lit by the light, which would be some of these shadows down here
02:01under the tire, which we'll see in a second, as well as some of the color in the
02:05paint--you will see a much cleaner render.
02:07And then lastly, the Refinement Threshold, this is essentially the contrast of
02:12these shading rates in between the pixels, and not contrast in terms of darker or
02:18lighter, as you would think, you know a high-contrast image, but how it
02:22calculates the shading in between all the pixels that are evaluated.
02:26So the default is 10%, and very much like the Shading Rate, if you bring this
02:30down, you will end up getting even finer detail in your render. And you'll see,
02:35of course, a little bit slower render too, because it's calculating more.
02:39There is no set recipe for setting up a render.
02:42The biggest recipe you need, however, is your resolution, decent antialiasing--
02:47number one--and then maybe bring your Shading Rate down.
02:50Everything else can kind of fall into place.
02:52You can change the quality of your lights, depending on if it's an area light
02:56perhaps, or the environmental lighting.
02:58You can increase the bounces, so that it's calculating more and creating a richer image.
03:04But sometimes you have something very simple and it actually doesn't need those
03:09settings and take that extra time for rendering.
03:12Now after 2 minutes and 46 seconds, which might seem like a long time--it's really not--
03:17we have global illumination. We have glass.
03:19We have transparency, reflections, soft shadows. All of this is rendering in a
03:24matter of couple of minutes, so it's really pretty amazing.
03:27However, it did take significantly longer once we set this Refinement Threshold
03:31down as well as the Shading Rate down, but the result is look how much cleaner
03:36the paint is, look how much cleaner the shadows are, and how much more accurate
03:40all the lighting is.
03:41That is because we set those values.
03:44So when you're setting up a render and when you're setting up the Antialiasing
03:48there is a good balance between setting up too much, which might be overkill and
03:52take up too much time, and of course not setting enough.
03:55That's going to be a matter of trial and error for you when you're setting up your renders.
03:59So 8 right here on our little Render window, this buffer, that's our
04:04top-quality render.
04:05It is more of a medium-quality render. And take a look down here in the bumper.
04:09See the difference with that Shading Rate? So that's the Refinement Threshold
04:13not brought down, and that's the Refinement Threshold brought down to 1.0.
04:17If we go back to 6, we have a change of Shading Rate, and you can see all the
04:22noise up here in the side of the paint, And if we go down to five, well, that's
04:26before we even set any antialiasing and we get all this chunkiness. So we went
04:30from this to this. I'll do it again. There is 5, even the door, all the panels and
04:35everything else, to that.
04:38So something to keep in mind, and if you do forget what all of these values mean,
04:43just remember Antialiasing up and all these other values down. That's it.
04:46It's a really good way to remember how to set up a nice clean render.
Collapse this transcript
Rendering to movie files vs. image sequences
00:00Once you set up the resolution and the antialiasing for your render and you've got
00:03all the Shading Rates correct so that everything looks clean, you're going to
00:06want to render it out to something, whether it's a still image or whether it's just an animation.
00:11So in this case, if I press F9, we get our nice render window.
00:15When this happens, if I wanted to save this out, I can very simply come up
00:18here and hit Save Image, and I can save that out as any type of still image file that I want:
00:2316-bit TIFF, Photoshop, JPEG, whatever I need.
00:28I do this all the time when I want to give an image to a client, I want to do a little preview;
00:32even stuff for this course has been rendered out this way.
00:35So that's number one. And of course, we can go back to any preview renders
00:38because our buffer saves them. We can save those.
00:41This final color output that we are saving that comes from the Render tab.
00:46Let me close the window, and when I click on Render and I open this up, that is
00:50the final color output that has been set up in the render by default.
00:55You can add more of these by going to Add Render. And when you come down into
00:59all these different little properties in here, you can set up a new output, and with that output,
01:05you can put in anything you want.
01:07So if you come down to Special, choose Render Output, we can say, well, we've
01:11already got a final color. Here's an alpha.
01:13You can right-click on this, and these are all the other different types of
01:16renders you can take a look at.
01:18So what if we wanted to look at the Shadow Density or the Reflection or
01:23perhaps Luminous Shading.
01:25Now these may or may not work, depending on your scene.
01:28If I had rendered out the car perhaps, maybe that will do it.
01:31So you need to have these in place though when you set up your render;
01:35otherwise, that value is not going to be calculated.
01:38So let's go ahead and set one of these.
01:40I am going to put in any kind of transparent shading.
01:44Now the thing is with this particular setup here, we have just the texture, and it
01:50probably won't show up much. But if you take a look at the final color output,
01:54the alpha won't show anything, because we have one solid polygon. And the
01:58Transparent Shading, well, there really isn't any.
02:01If we came back to these values, you're not going to see those outputs.
02:05That's because they were not rendered with the scene, which is the point.
02:08So make sure that if you want to set something up, that you need your client
02:12actually want you to send perhaps a geometric normal, or an Indirect Illumination
02:18pass, or perhaps a Luminous Shading pass of your render,
02:21make sure you put that input there.
02:25Now with this one I've gone ahead and rendered this out, and part of rendering,
02:29not just saving an image, is also testing.
02:32So in this case, here is this animated motion, and it's just a little too much.
02:37I mean it could be good, depending on what you want it for, but let's change that
02:42so it works a little bit differently.
02:43We are going to open up, this is the TextureRender file in the exercise files.
02:49And I will select Marble Noise, and I'm going to remove the Noise Seed animation
02:53that was set up, I believe, in Chapter 8.
02:55We are going to right-click on that and say Remove Animation. Simple enough.
02:59All we are animating now is the frequency.
03:01What I can very simply do is just come through, and you can see that that
03:05frequency is just changing in there, and it's still a little too much.
03:09So how can we adjust that? It goes from 3 all the way up to 4--not very much.
03:14So what I am going to do is I am going to remove that Frequency animation
03:17as well. And instead of animating these noise values, let's animate the position value.
03:22So I am going to go to the Size or to the Position; either one will work.
03:27I think I'll do position on the Z, and the reason I will do that is because, if
03:32you take a look at the animation and take a look at the model in the scene, the
03:37Z axis is back there.
03:39I'm looking down the Z axis for this camera.
03:42Well, the object is flat, which means if I move this texture position, it will
03:48move to left and right on the X;
03:49it will move up and down on the Y. What would happen on the Z?
03:53The Z, it would actually just look like it's just sort of rolling around,
03:59because it really can't go anywhere.
04:00There is no geometry for it to actually move on to.
04:03So it just changes position. So let's do this.
04:08So frame at 0, create a keyframe, and we will come up to 120. And I'm just going
04:13to crank that like that, and we just made the animation.
04:17But how do you animate this out?
04:19That's where we come up to the Render up here and we say Render Animation.
04:23When we click that, you have two choices:
04:26Save As Image Sequence or As Movie.
04:29You can save with layered Images if you want, but in this case, we just want
04:33movie or image sequence--
04:35any type of animation.
04:36There's some thought out there about doing straight-to-movies or doing
04:39straight-to-image sequences.
04:41I am going to give you my theory on it.
04:43I always render image sequences unless it's just a preview.
04:47The reason I render finals to image sequences is that movie codecs, such as
04:52QuickTime or AVIs, do tend to crash. And let's say you're rendering out a
04:56complex animation, or something with a lot of shading rates and calculations like
05:01our car. That one frame took about three minutes, which wasn't too bad, but
05:05let's say of an 1,800-frame animation; you have a full minute.
05:08That can be a lot of time.
05:10So why waste 10 hours when a 12-hour render suddenly crashes at the 11th hour?
05:16What that means is your animation will not save.
05:19If that render crash is saving to a movie and that codec crashes, nothing is saved.
05:23A QuickTime movie will not save partially; it has to finish.
05:28So for that reason, I render to sequences, which means every frame that's
05:32rendered gets saved in order. And it will be whatever we name it, so we can
05:36click OK, and we would save it as, not as a JPEG--
05:40do not compress your file-- save it as a nice high-res TIFF.
05:43That's the other reason I like saving sequences.
05:47Number one, if my system crashes, power goes out, or the QuickTime movie
05:52crashes, I don't have to worry about all that, because every frame is saved as
05:56soon as it's rendered.
05:57The other thing is, in your haste, you might actually set the wrong codec and the
06:01wrong resolution in your movie preferences.
06:04So suddenly you've rendered out a movie file--perhaps it did actually save--but
06:08then you realized you put some really cheesy lousy compressor on, and it's all
06:13pixelated and chunky.
06:15You've just wasted a lot of time rendering.
06:17So by rendering out sequences, I know that I'm getting a full high-res image as
06:22a sequence and if my system stops, I can just pick up where I left off.
06:25The final advantage is that if your client needs an image for a brochure from
06:29the render, all you've got to do is pull it from your sequence.
06:32So, a nice way to work.
06:34Now that I've said all that, I am actually going to go ahead and render a movie,
06:37because I do render movie files just simply as a test.
06:40So I am just going to render this.
06:41We'll save it right on the Desktop, and we will call this just TextureRender2. It's
06:46saving it as a QuickTime movie, and I'll hit Save.
06:50And you will see it renders frame 1,
06:512, it just automatically goes. And where those frames are coming from are in the
06:56actual Render Settings, which we had set up in a previous video.
07:00Frame 1 was our first, frame 120 was our last, and we had a Frame Step of 1.
07:04So we will let this finish and then take a look at it.
07:07So a little bit of time has past, and now 120 frames have rendered.
07:11So you can see it just says Complete: 100%.
07:14We will close that window, and then I will open up my QuickTime player and open
07:19up that movie, Open File, and I just put it right on the Desktop.
07:22It's called TextureRender. And let's take a look at it now.
07:26Now it's looking more like we want it.
07:27So rather than all that noise just moving around, we actually just animated the
07:33Z value of that texture, and it creates a really cool look, very kind of
07:36scientific, changing, and you can just fade this in and let it render out.
07:41So now that I know that this QuickTime movie,
07:43this quick little preview, actually looks right,