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guide to render elements - New to Vray for Modo

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  • guide to render elements - New to Vray for Modo

    Hello,
    I'm new to Vray Modo, used it in Maya, and am unfamiliar with the interface and render element export function. Is there a tutorial that can help me get started? I want to composite in Nuke, After Effects and Photoshop with more control.

    Thanks in advance.

    Jarrod

  • #2
    Is there anything in detail you are interested in and you want to know? Just render elements?
    Volker Troy


    www.pixelwerk.at

    +43 (0) 664 / 3 820 810
    Radetzkystrasse 102 a
    A-6845 Hohenems
    Austria

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    • #3
      Hey,

      Thank you for the post and interest of Vray for Modo. Some of the introduced videos have been updated but because of the COVID situation, we did not get voice over and uploaded to the official doc page however, if you contact me I will send you a link with introduced version, without a voice but I think it is self-explanatory. https://drive.google.com/drive/folde...o-?usp=sharing
      Cheers
      Last edited by boyan; 18-06-2020, 01:49 AM.
      Boyan Nalchadjiiski | QA Engineer @ Chaos |
      E-mail: boyan.nalchadjiiski@chaos.com

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      • #4
        @pixelwerk Thanks, Yes, I'm getting good beauty renders but want to learn to render layers for more flexibility.

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        • #5
          Welcome to Modo. If render elements/masks are important for you, Modo is dreamland. No other software makes it so easy to generate outputs.
          Shader tree actually works like a filter for scene properties. There are Material and part tags (unique to polygons), selection sets (multiple polygons), Item masks (Where item could also be a group, a layer etc.). These filter give you massive control. And you can overwrite each and everything multiple times. How crazy is that?
          Now V-Ray support all of that, which makes it even better then in other packages. V-Ray got its own set of outputs for specific V-Ray elements and it got an extra output for the more fancy stuff like Volumes and Cryptomate and Lights etc. So its all there and it all supports Modo's alpha and color output. The glare effect also supports an extra output, which is probably essential. Best glare effects ever, by the way.
          Get first into learning shader tree, its much simpler as most people think. Keep in mind, that Modos shading can be fully separate from the scene. So you can basically replace everything with new shaders. And best of it all you can build hierarchies of shader groups. Like: For all my shaders on Layer X, with Material tag Y and all that are under Layer LEFTSIDE overwrite diffuse texture and output the z depth. Now how cool is that?

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