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Introducing the Shader Tree

From: MODO 501 Essential Training

Video: Introducing the Shader Tree

Throughout this essential training, you've seen how we've created different models, we've replicated them, and we've duplicated them, and we've created instances. But one thing that's important when you're doing 3D is, of course, the surfacing, and in modo that's all done in the Shader Tree. So over here on the right side of your interface--and we're using the modo 501 Default Layout which you can find from the Layouts tab up top-- you're going to find the Shader Tree tab and four items in there, by default. We've nothing loaded in our interface. We have no objects or anything, so basic default view.

Introducing the Shader Tree

Throughout this essential training, you've seen how we've created different models, we've replicated them, and we've duplicated them, and we've created instances. But one thing that's important when you're doing 3D is, of course, the surfacing, and in modo that's all done in the Shader Tree. So over here on the right side of your interface--and we're using the modo 501 Default Layout which you can find from the Layouts tab up top-- you're going to find the Shader Tree tab and four items in there, by default. We've nothing loaded in our interface. We have no objects or anything, so basic default view.

You have a Render, an Environment, Directional Light, and Camera. Now what's going to happen mostly is you're going to work in the Render. So let's open that up by clicking the triangle, and within there, you're going to have four default items: a Base Material, a Base Shader, a File Color Output, and then Alpha Output. Now what does that mean? Well, in the Shader Tree, everything works all the way up to the render. So let's do this. We're going to go to the Layout tab, and let's go up to Jewelry, and then let's load up this bracelet, just by double-clicking it.

I'll press the A key to fit it to view, and when I do that, you're actually going to see some additional items added to the Shader Tree. Well, these are materials that were saved with this model. And what does that mean? Well, our base material that was there by default is no longer needed because the item that we loaded has its own material, and when I select that, I can see all of the properties beneath it. So here's the color for that material. I can click and drag and change the color of that. Here is the Specular, or the shine, how shiny that object is, the roughness.

Think of that as a gloss. So let's say you had more of a metal bracelet. You'd have a higher roughness with a little bit lower specular. Or if you have maybe glass, you have a higher specular with a lower roughness. You're getting a little bit tighter hotspot. And that's isotropic features for metals. You can have different reflection amounts, things like that, and you can see that's nice and reflective. The way you're seeing this in the interface is because of the Advanced OpenGL. If you have just a simple Shaded on, you're not going to see those reflections, something to keep in mind.

You have different reflection types. You can blur the reflections, and then when you click this little button down here, you can also change the Bump, Displacement, and Smoothing, which we're going to talk about shortly. But this material then feeds up into the shader, and when I select that, I have the controls for the shader. And what does the shader do? Well, the shader is what controls things like the illumination, and how much it's going to take from indirect light, how much indirect illumination for saturation, and certain things like that.

You can turn on shadows and receive shadows. You can even have things visible to camera or not. But why would you do that? Well, let's say, you come over to the Render tab and you open up the left side here, and you come up to Environments, and you open up Studio, and you double-click one of these. That adds an environment to your scene. In the Camera view here, I'll press the A key to bring that to view, and let's say you really like how that affects your model. It's reflecting in there and it's got some nice highlights, but you don't want the blue as the background.

Well, in the Shader Tree, if you select the Environment and you open that up and go to Environment, you could say, Visible to Camera, no, and you uncheck it. So now that environment is affecting the surface, but it's not visible, because we've turned it off for the shader. Well, all of the things that are visual, in terms of shading and lighting, are going to be handled in the Shader Tree, and we're going to work through this in the next chapter, and we're going to work all the way up to the render. And when you select that, here's your final output, the length of your animation if you're doing one, DPI if you're doing for prints, different settings for your cameras and your filtering for cleaning up the edges, and so on.

So just keep that in mind, that the Shader Tree, while it looks kind of messy, is actually pretty easy to navigate. We're going to also add in different layers of computer-generated textures. Those are very nice and easy to use. And then we're going to change the effect of those as we add them in. So the Shader Tree, right here on the left and the right side, a combination of both the environment and different levels, all the way up to the render, can create any kind of surface you want very easily and directly with modo 501.

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This video is part of

Image for MODO 501 Essential Training
MODO 501 Essential Training

80 video lessons · 4569 viewers

Dan Ablan
Author

 
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  1. 2m 21s
    1. Welcome
      55s
    2. Using the exercise files
      1m 26s
  2. 42m 37s
    1. Understanding the interface
      4m 30s
    2. Understanding the workplane
      5m 7s
    3. Understanding Action Centers
      4m 12s
    4. Working with the modeling tools
      5m 10s
    5. Understanding surfaces
      7m 12s
    6. Selecting elements
      7m 33s
    7. Understanding the elements of a 3D model
      4m 3s
    8. Understanding symmetry
      4m 50s
  3. 1h 2m
    1. Building a model
      8m 56s
    2. Editing geometry
      10m 39s
    3. Controlling geometry
      10m 31s
    4. Bending geometry
      6m 42s
    5. Adding detail with edges
      5m 37s
    6. Editing polygons
      10m 27s
    7. Extending polygons
      9m 34s
  4. 42m 53s
    1. Understanding subdivisions
      3m 49s
    2. Understanding Pixar-based subdivisions
      2m 48s
    3. Creating a basic model
      7m 51s
    4. Beveling with subdivisions
      6m 6s
    5. Adding detail to models
      8m 54s
    6. Deforming and shaping objects
      7m 48s
    7. Cloning
      5m 37s
  5. 49m 32s
    1. Creating with Radial Sweep
      4m 44s
    2. Working with text
      8m 40s
    3. Understanding replicators
      7m 22s
    4. Instancing objects
      7m 0s
    5. Working with Curve Clone
      4m 36s
    6. Working with Curve Extrude
      2m 25s
    7. Modeling with Array
      8m 50s
    8. Understanding Mesh Paint
      5m 55s
  6. 1h 4m
    1. Introducing the Shader Tree
      4m 32s
    2. Exploring layer-based shading
      4m 29s
    3. Creating surfaces for polygons
      7m 41s
    4. Editing surfaces
      7m 4s
    5. Applying procedural textures
      7m 38s
    6. Applying image-mapped textures
      6m 2s
    7. Working with transparent images
      5m 48s
    8. Adding bump maps for realism
      8m 49s
    9. Enhancing surfaces with specularity and glossiness maps
      3m 25s
    10. Creating a reflective surface
      3m 27s
    11. Working in glass
      5m 28s
  7. 39m 9s
    1. Building 3D scenes
      2m 49s
    2. Working with different light types
      8m 26s
    3. Lighting a 3D scene
      12m 51s
    4. Reflecting light
      5m 23s
    5. Lighting environments for realism
      4m 18s
    6. Blending light sources
      5m 22s
  8. 21m 1s
    1. Understanding the MODO 501 camera
      5m 39s
    2. Setting up a camera
      5m 42s
    3. Placing multiple cameras
      7m 11s
    4. Animating cameras
      2m 29s
  9. 29m 58s
    1. Understanding the timeline
      7m 16s
    2. Adding and controlling keyframes
      3m 22s
    3. Fine-tuning keyframes in the Graph Editor
      6m 17s
    4. Animating nontraditional elements
      4m 31s
    5. Animating colors
      4m 39s
    6. Animating displacement maps
      3m 53s
  10. 13m 57s
    1. Working with Hair Guides
      3m 18s
    2. Creating human hair
      4m 7s
    3. Creating the hair's surface
      1m 30s
    4. Generating animal hair
      1m 48s
    5. Building enhanced hair textures
      3m 14s
  11. 26m 21s
    1. Working with the painting tools
      6m 14s
    2. Painting on multiple layers
      9m 37s
    3. Sculpting models
      5m 45s
    4. Tweaking and finishing with the sculpting tools
      4m 45s
  12. 25m 56s
    1. Working with the Schematic interface
      1m 20s
    2. Understanding channels
      4m 9s
    3. Building a channel-based animation
      5m 51s
    4. Creating a schematic network
      6m 26s
    5. Setting up inverse kinematics
      4m 29s
    6. Adding the finishing touches on schematic rigs
      3m 41s
  13. 26m 47s
    1. Understanding resolutions and rendering
      12m 43s
    2. Setting up a render project
      4m 51s
    3. Rendering to movie files vs. image sequences
      9m 13s
  14. 3m 23s
    1. Exporting an object
      1m 2s
    2. Exporting a full scene for backup
      2m 21s
  15. 2m 2s
    1. Next steps
      2m 2s

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