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UP Luxology Modo - Shadertree Essentials Training Video

Posted on 2010-08-15




Name:UP Luxology Modo - Shadertree Essentials Training Video
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Luxology Modo - Shadertree Essentials Training Video

Gender: elearning

If you use modo for rendering, any time you put into learning the power of the Shadertree is well spent. In this three part video tutorial series, Ryan Drue of Luxology delves into the Shadertree while creating three beauty shots.

Each of the three images created in these instructional videos present their own challenges but they all share one thing - each makes extensive use of the Shadertree in modo 401. Working with supplied models and images, the videos will guide you through the thought processes and mechanics of increasing the visual sophistication of the final image in a step-by-step fashion. By watching and listening to Ryan explain his expert approach to getting the most out of the Shadertree, each of the three supplied videos will deepen your knowledge of this critical part of modo.

Video Part 01 – Game Controller Product Shot

This video guides you through the creation of a final product shot from a supplied model. The almost stark white on white scene makes every tweak and nuance of the final “beauty pass” image highly visible. The approach in this video is to simulate (to some extent) studio lighting techniques and to use Photoshop to perform image post-processing on separate render outputs.

Topics covered include:

* Lighting a scene with luminous polygons

* Environment and Camera settings to “sell it”

* Adding and duplicating materials

* Instancing materials

* Controlling highlights

* Blurry reflections

* Subsurface scattering

* Visibility settings

* Use of image maps in lieu of modeling

* Subsurface scattering

* Gamma correction

* Ambient occlusion to add edge detail

* Preview Renderer

Video Part 02 – Notebook Computer Product Shot

This second video in the series is a step-by-step creation of a final product shot from a pre-built model of a notebook computer. Particularly challenging areas are creating the brushed aluminum material, achieving a realistic screen reflection, and making the keys “pop” in the scene.

Topics covered include:

* Shadertree organization

* Multiple environments

* Control over reflection

* Use of light probe

* Leveraging render outputs in Photoshop (e.g. colorization)

* Global illumination

* Anti-aliasing settings

* ShadowCatcher to capture ground shadows

* Adding directional lights

* Render region

* Noise elimination via render settings

* Gamma control

Video Part 03 – Riverbed Nature Scene

This final video in the series has as its subject a natural, organic setting. The scene is depicted at early morning, with nearly still water running down the stream and a colored mist rising from the wet ground. Scene complexity is radically increased at render time via the extensive use of modo Replicators for rocks and leaves.

Topics covered include:

* Physically-based sunlight as environment

* Shadow parameter adjustment

* Boundary box mode to maintain interactivity

* Group and Layer masks

* Extensive use of image maps across scene with tiling

* Creating water

* Using Gradients and Weight maps to drive where rocks are replicated on streambed

* Achieving mossy look on rocks

* Stencil maps

* Subsurface scattering

* Gamma correction

* Instance Replicators

* Mist effect via Volumetric lighting

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