MODO IMAGE BY RYAN DRUE
Shadertree Essentials
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Shadertree Essentials Training Video

Get up to speed on modo 401 rendering techniques.

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.

The videos are narrated in English and are most appropriate for people with some modo experience. If you are new to modo’s Shadertree system, this free video will provide you with a basic overview.

Product Retail Price

Shadertree Essentials Series

Includes:
Video Parts 01 - 03
Total Running Time: 3 hours 26 minutes
Experience Level:
Intermediate modo user. If you need to become familiar with basic Shadertree functionality view this free video on Luxology TV before
embarking on these tutorials.
Software Required:
modo 401. Photoshop is recommended.
The Video Tutorial was developed using modo 401.

$35
Note: Your Training Videos are delivered online in 1280 x 720 QuickTime (H.264) format and will be available for download through your Registered Training page upon purchase. The Training Video is licensed to each individual and is not a studio-wide license.
 

Detailed Descriptions of Videos in Album

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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