Join Henry Santos for an in-depth discussion in this video Render passes, part of MODO Essential Training.
- [Instructor] When we render out images in Modo, we saw that we can have the final color output, the alpha output, or any other new outputs that we create. So we have there ambien occlusion output there, and we can save that out as one of the layers in a layered Photoshop file, but let's take a look at another way we can render out these different layers, and they're called render passes. Now it's not just the different layers, but we can also create different arrangements or different color schemes or material setups, and render it out as a render pass and each one of those pass is a different setup.
So let's first create a different variety of screen mesh for this mic. So we'll go to the steel screen and we have weave, displacement, and the screen material. Let's rename this screen material gold. So I'm renaming that gold, and let's make a copper material. So I'm gonna right mouse click, duplicate that. All this work is in the shader tree here.
Highlight that gold, call it copper. So now we have two materials. What I'll do next is I'll move the gold right above the copper. So we see that, that gold is still there, and I'm gonna hide it, but then I'm gonna select the copper and change the settings. I wanna make it more copper like. So I'll go to the properties panel, click on that and make it a little bit orange. That looks good. And I'll also need to change the reflection color.
Well I wanna change the reflection color. Let's make that a lighter orange. Looks good. So that looks kinda coppery. Let's turn on the material, the gold material, and see if there's enough of a difference. Yeah, there's enough. Hide that. So now we wanna duplicate that weave displacement, and the stencil. So let's select weave.
Let's rename that to coarse, and you notice after a click outside of that, once I rename that main weave item, the instance that is placed as a stencil, the name changed on that as well. So now let's create a duplicate of that weave coarse, 'cause we wanna create one that is not coarse but actually fine. So I'm gonna select that weave coarse item, right mouse click, and duplicate.
I don't wanna create an instance of it, but I wanna create a brand new one. Let's move that above copper just so we can organize this well, and I'm gonna rename that weave coarse weave fine, and that's a duplicate with a displacement effect. Let's go back up and turn off the weave coarse displacement and stencil. So now we should only have a weave fine with no stencil. Let's create a stencil.
So let's right mouse click on weave fine, create an instance, change the effect from displacement to, I'm gonna right mouse click on that, to special effects stencil. There you go, but it's cutting an inverse of what I actually want cut. While we have that weave fine selected, let's go to its properties on the right side of our screen, and hit invert.
So now we have that screen. Great, so let's modify that weave fine so it does look fine. So let's go to the main item. So weave fine, working on the displacement, and let's go to our properties and change the yarn width. So if we change that to, let's say 20, and take a look at our preview window, there it is. So it's fine.
So that is great, it's just what I want. Now let's set up our render passes. Let's go up to the upper right corner of our screen and we need to establish a pass group. So this is the main item that is holding the different passes in there. We'll just use that name, mic one, render passes empty, hit okay. So now we have a mic one pass group. Down below that we can create passes. So let's hit new, and we have a new pass.
So let's call this one mic coarse gold. So we can have a golden mic screen that has a coarse mesh. So we hit okay. Now let's create yet another pass. So we'll hit new, but this time we'll call that fine_copper. Hit okay. There is fine copper, and that is actually what it is.
So let's go back to our passes and take a look at what we have available. So there is our mic coarse gold and our fine copper. Fine copper is already set, but we need to change the mic coarse gold. So let's select that. Now that's active, and these buttons here are not active yet because we haven't done anything, but once we make changes, we'll take a look at the other buttons that are available in the render pass window here.
So let's turn on our weave coarse and our screen gold, and just for good measure let's turn off or make the other items invisible. So there is our coarse gold mesh. Now let's go back to our render passes window and see that the apply button is now available. So let's click on that because we made changes to this mic coarse gold. There it is, let's take a look at our different passes and let's go to fine copper, and sure enough it remembered the settings.
Look at our list and it remembered which one was one and off. Go back to gold and verify that. Sure enough that's set. So now let's render the passes. So we go to our render pull down menu at the top of the screen, and here we can render the image or do other kinds of renders, and we can also render animations from here. So this is where you would render an animation, but below that we have render passes. So let's click on that, and then we can select that pass group.
Mic one pass group. Hit okay, now it starts rendering. So let's change this output from ambien occlusion to final color so that we can see the differences here. So to the left of the output we have passes. So we could take a look at the gold pass or the copper pass. Let's take a look at the gold. Sure enough, there it is, and this shows up in our list, or this collection of renders that we have going on here, and let's go to save image but let's click and hold on save image and let's say save passes as images.
You can also save render passes as layered images. So we can separate the final alpha and ambient occlusion. Let's just go to images. So we can just leave that at a targa, and it goes to our project folder under renders, under frames. So let's call this render two. And hit save. So now let's navigate to that folder and take a look at how it looks.
So this is the chapter 11 renders folder under frames. So we have a render two mic coarse gold alpha. It broke up each on of those images into their alpha ambient occlusion and final color. So we could have saved those as a layered PSD files, but it depends on what you want exported. So now we've gone over the process of rendering out our final images.
- Building simple 3D models
- Working with primitive and preset objects
- Using deformation and duplication tools
- Subdivision (SubD) surface modeling
- Understanding replicators
- Creating a fusion model with MeshFusion
- Adding lights
- Shading with materials and UV mapping
- Painting and sculpting
- Animating your scene
- Rendering and exporting renders