MODO IMAGE BY RYAN DRUE
Shadertree Essentials

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.

Product Retail Price

Album 17 – Shader Tree Essentials:
Includes: 3 Videos

Experience Level: Intermediate
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
Adobe Photoshop is recommended as well.

Total Running Time: 3 hours, 26 min

$35.00
Note: These videos are designed to be viewed sequentially as a complete set and thus individual videos are not separately available. They are delivered in a 1280 x 720 QuickTime (H.264) format and are available for download through your Registered Products page after purchase.
 

Video 1: Game Controller Product Shot

Running time: 1 hour, 9 minutes

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.

Topic 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

Supporting Content:

Images:
Controller-DifAmount_01.png
Controller-DifColor_01.png
Controller-Disp_01.png

Scenes:
GameController_01.lxo
GameController_01-Finished.lxo

Video 2: Notebook Computer Product Shot

Running time: 53 minutes

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.

Topic 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

Supporting Content:

Images:
diffuse.hdr
KeyboardColor_01.jpg
probe_mausoleumHall.exr
Screen.jpg

Scenes:
Laptop_01.lxo
Laptop_01-Final.lxo

Video 3: Riverbed Nature Scene

Running time: 1 hours, 24 minutes

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.

Topic 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
Subsruface scattering
Gamma correction
Instance Replicators
Mist effect via Volumetric lighting

Supporting Content:

Images:
Leaf_06-Stencil.png
Leaf_06.png
Leaf_09-Bump.png
Leaf_09-Stencil.png
Leaf_09.png
Moss01.png
Redwood-Bump_01.png
Redwood-Color_01.png
RiveerBridge-BG_01.png
Rock_01-C-Bump.png
Rock_02.png
RockRiver-Density_01.png
TreeBark02-Bump.png
TreeBark02.png
water_bump.png
WetDirtLarge_02-Bump.png
WetDirtLarge_02.png

Scenes:
Stream_01.lxo
Stream_01-Final.lxo

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