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This course will help you build the skills you need to create stunning product visualizations in MODO. Learn how to work with materials, textures, UV maps, lights, and environments, as well as how to create clean and professional finished renders.
Sometimes, basic render passes are not going to give you enough information to fully edit your image and post to the extent that you might want to. And for that, Modo has Render Pass Groups. And this is a fantastic way of giving you even more control over what you get out of your finished render. If you want to follow along with this one, you can open up the Render_Passes_Groups.lxo file, and that will get you right here. And we're going to start right away just by looking at how to create individual alpha channels for the cans, the drops, and the background, and everything kind of individually.
So, I'm going to start by creating a pass group. And this is going to be the key to making any render passes at all in this manner. You have to have a pass group to start. So let's make a new one, I'll call this can_passes and so render pass group. And I'm going to set it as empty here to start. Now that I have a pass group, I can start creating individual render passes. You can see that right now I don't have any. And before I do that, though, I'm going to start by kind of thinking about some things that I might want to do with my finish render here.
Have any individual object just be kind of completely flat rendered so. going to turn off specularity here even set my Diffuse Amount to 100%. And, basically, at this point everything in the scene is just going to get this basic white matte coating to it. So I don't want this in my main render pass here, so I'm going to hide that. And if you make changes here in just the pass group, but with your Passes set to None, those Passes will pass on automatically to everything underneath. So, if I hide my just overarching material here, at first It's not going to show up in any of my subsequent ones unless I turn it on. So now what I'm going to do is I'm going to make a new pass layer now, and this one I'm going to call water.
So, I'm going to take the water and now I'm going to go over and I'm going to hide all three of my cans. Let's just click on the eyeball behind those, make sure I get all of them, and then, I'm going to hide my backdrop as well. Which is down here, mesh four, I believe is my backdrop, and as soon as I do that we'll just end up with the water drops and the lighting. There we are. And now I"m going to go back here and I'm going to turn on... This basic material, because I don't want the transparency or anything here. And also, you don't,I don't need a Final Color.
I don't need a Depth Output, I don't need Ambient Occlusion. (SOUND) I don't need Surface ID. I don't really need any of these, except for my Alpha Output. So, now, I have this water passes that's just giving me the alpha channel for my individual water drops. I could also turn on the like the finished rendering color and be able to get some of this and add or multiply, or screen it onto the other stuff. But I don't really need that, so I'm just going to leave that as is.
And now, you notice, if I go up to Passes None, it's going to turn all of those back on. It's going to turn off the material. It's going to unhide all of my objects. Just get everything back from that change that I had made. And now I can go and make a new one. This one I'll call Cans. We'll click OK. And on this one once again I'm going to turn on that material so everything gets that base coat to it. Let me maximize this here. In this case I'm going to turn off My blobs. I'm going to turn of the Waterdrops. And I'm going to turn of our backdrop.
And now I'm going to be left with just the cans, all by themselves. I've got my render passes, which I can go over here. And again, I will turn all of these off except for the alpha interrupt the final render and all that. And that 's just going to save me render time here at the end because really all I need is this alpha channel for that, so I'm not going to worry about anything else. So, anything that you can toggle on or off, anything that you can set a key frame to, anything like that can be a part of a render pass.
So here, let's go back up here and I'm going to go again up to none, and I'm going to make a new one that I'm going to call. Beauty and I'm not going to touch anything on this one. This one I'm just going to leave as is. So when I render, I'll get a beauty pass, I'll get a water pass, I'll get Achaeans pass and if I wanted I could break it out towards the splashes in a pass, the drops of can as a pass. And I could separate this out even farther. I could also go in and do a render, where I just get ambient occlusion without the drops there. Or do ambient occlusion without the cans there.
I'm not going to go through and do all of those things. Because really you can see just by these couple of things here, if I go up now and render these. So, I'm going to go up to Render. and your passes and it's going to ask me which pass group. I'm just going to choose can passes and click ok. It's going to render this out for me. There's my alpha for the splashes. There's my alpha for the cans. and now it's goinna go in and it's goinna start. You'll notice it's going to do the pre-passes and everything, cause now it's actually going to calculate global illumination and all that good stuff for my Beauty render. And when I'm done here, you can see that my output, I've got all of my render outputs here.
So we'll go ahead and let that make those passes here. Can increase the size of it so it's a little more visible. ANd this is going to give me a couple of different PSD files that I can use to get all of my information out of it. Or I can save all of my passes down to a single PSD file as soon as this is done. And that will allow me to get a much more in-depth single image that will give me all the different options of t he different render paths. Here's the finished render.
And, you can look here and see we've got the Final Output Color. We've got our alpha, which in this case is blank. And we've got Depth Surface ID. Reflection shading, transparent shading, and our diffused shading. So altogether those can, go to create a good quality finished image. In addition to this we have our cans alpha and we have our water alpha. And remember that in these passes, and you can also make any other changes you want, you could do different versions where the cans have completely different labels on them. Or just labels of different colors. And you can mask those out, and mix and match and combine them all you want. But the point is, you can render these out and get to where you have multiple camera angles, multiple options and multiple different things turned on. And then you just have to hit render once, go get lunch, and when you come back, you've got all your things rendered.
There's no need to sit there and render out each thing one at a time.
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