Join Ellery Connell for an in-depth discussion in this video Advanced procedurals, part of Light and Texture for Product Visualization in MODO.
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Modo opera's a large set of advanced procedural textures that can be used to enhance the look of your 3D objects. These are found under Add Layer > Enhance > Modo Textures. And you can see there is a list of categories, and within each of these there are individual sets of procedural textures. We can look here and see the Dirt procedural texture, applied to the Diffuse Color layer of this material. You can see that it offers multiple layers of noise that are blended together to create a more deep and complex fractal pattern.
This is going to be less recognizable than a typical noise pattern and will allow you the ability to create more in depth and more organic looking materials. This same texture applied to the Diffuse Amount channel, will allow you to get a more broken up and organic feel on a simple basic material that is applied to this cube. You can use this as an overlay over any other materials that you've created, to help add extra interest and organic depth without having to go in and paint those things by hand.
You can also take this and apply it to the Roughness channel, to break up the level of blur in the reflection of this material. In order to get a good idea of the possibilities, you can go to the Help menu and choose Inline Help System which will take you to the Modo Help System. In herer you can either follow the path, Shade Light and Render, Shader Tree items and E-modo Textures or simply type in the keyword search E-modo textures in order to get a good list of the available textures. And all the different sub categories, Geometric, Noise, Organic, Skins, Tiles and in other various things that are offered.
This will just give you a good idea of what the basic look of each category is and from there, you can go in and further adjust these texture layers to get the look that you're going for. One important thing to note is the fact that many of these materials base off of a similar group of parameters. So, you can see here within the Dirt texture, we have a type of noise which you'll get this basic list in all of these, Enhanced pearl and Gradient value, etcetera.
And then you'll get frequency modulations and magnitudes, and these will alter the depth and appearance of your texture. And then you'll also get a group of output controls, so Upper and Lower Clipping which will allow you to bracket in the high and low values. Biasing and Gain, that will adjust your contrast and also weighting of your texture and then Foreground and Background colors and alphas. These will be common to all the different types of enhanced mode or textures, and so, once you've worked with a few of them, all of them will appear to be relatively familiar and comfortable.
If we look at the plating example, you can see that there is a set for plates, which I am going to turn on as my diffuse color. And you can see this has a nice, broken up grid that is based off of a simple, geometric grid and then is using this Plate Disturb function to break up and add smaller pieces into the plating. Now, one thing that's important to notice is with my Plate Seed set to 500 and my Plate Disturb set to 25 percent, I can use other sections within this group.
So, if we go to panels, you can see there's Peel Plates, Rivet Rust, Rivets, Rust, Smear and those will all be based off of the same simple kernel. So, if we look at the rivet section, this has Rivets filling the entire object. But, if I go into the options, I can turn off draw all Rivets, and it will just give me the borders. Now, if you pay attention, you'll notice that these Rivets are following the same grid patterns as the previous texture with just the plates. So, if I add the plates back in, you can now see that you have this good randomized distribution of plating, with also a randomized distribution of individual Rivets that are going around the edges of the plates. So, this kind of interaction and similarity between the groups of enhanced modo textures will allow you to create texture sets, that have more depth than just using individual texture layers alone.
You can see that see that this Rivet layer is set to Blend mode of subtract, and that's going to darken up the areas where those Rivets are. If I remove the Plates layer, you can see that it will just darken the underlying color. With all of the depth and complexity available, in enhanced modo textures, you can often find, many of the pieces that you need, to create good, deep textures, without having to hand paint, or photo source a lot of the layers. This will help you get your textures done more quickly and also give them a nice organic touch.
- UV mapping
- Working with texture layers
- Texture layer blending
- Instancing layers
- Using multilayered materials
- Polygonal lighting
- Creating painted environments
- Rendering and render settings