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RENDERING

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Constraining Cameras and Lights using Locators

Description When setting up a scene you may need to move the camera and lights around quite a bit until you get it just right, but you don't want to have to continually re-focus them. So by creating a locator that is parented to the subject object, you can keep manually adjusting the camera and it will always stay in focus.
Step-by-Step

    Create Cameras

    • In the Item List, select the Camera, right-click and duplicate
    • Rename the duplicate camera - Hero Camera
    • Rename the other camera - Free Camera
    • Under the Shader Tree, select Render at the top of the list, and then under > Properties > Frame, set the Hero camera as the one you'll be rendering
    • Place the Hero camera roughly in the position where you want your final shot to be.

    Create Locator

    • Create a Locator and rename it Focus
    • Place it where you want to focus the camera and lights
    • Select the Hero camera and then Ctrl-select the Focus Locator - under the Camera View tab under Properties, select Set Target
    • Select each Light, and Ctrl-select the Focus Locator - under the Light's property side-tab, select Set Target
    • Set the camera Projection and Effects properties the way you want
    • The Hero camera and lights will always stay pointed at the Locator no matter where you move them within the scene
    • You can then use the Free camera to move about the scene without messing things up
  Beluga Whale
8.5/102votes
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Do you get gamma?

Problem

When applying images to a surface, they may appear in the rendered frame as being a bit too light or washed out. This is because modo always renders internally at gamma 1.0 (linearly), and then applies the user's specified output gamma when displaying or saving the rendered result. 

Bitmapped images typically have automatic gamma applied to them in an image editor or digital camera (otherwise, they would look too dark to most users); and because of this, rendering with modo’s default gamma value (2.2) will make your images appear light or washed out as they have received double gamma. Therefore, it is important to de-gamma your images. 

GammaComparison
Solution

This can be done by inverting the gamma amount, simply by dividing the Render Output gamma amount, whatever it may be (but 2.2 is the default), by the image map's item 1.0 value.

This can be done directly in the value input field using mathematical shorthand. For instance users can simply type “1.0/2.2” into the dialog box and press enter, and it will return the value “0.4546” (modo does the math for you!). Now the rendered image will produce the correct result. 

 

And if you are interested in a general understanding of gamma and how it works on your computer, Richard Yot has made this video that might fill in some of the gaps.

Source  modo 601 User Guide
Author  James Darknell (MutantPixel)

Related Images:

9.0/104votes
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Rendering out a sequence of images using Photoshop

Photoshop > File > Open Photoshop File Open Dialog box
Description

Okay, so this is not actually MODO-specific, but the other day I rendered out a sequence of images in MODO. .You're right, I could have rendered them out as a movie. But if for some reason you have to shut down your machine, or it crashes - you lose EVERYTHING! - so individual images, though slower, is often a more reliable way..

Later I needed to quickly render them out as a .mov file. Of course I could have used After Effects, but I found it much quicker to do it in Photoshop.[/dcs_p]
Step-by-Step
    • Make sure that your files names are numbered sequentially with no gaps.
    • > File > Open
    • Check the Image Sequence box. That's all there is to it!
9.0/103votes
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Rendering animation sequences backwards

Description

I was just reminded of something that I discovered last year whilst rendering out my final animation assignment. I had around 1500 frames to render out, and I was fortunate to have two machines to work on. It was late, and I wanted to set them up and go home. But if I started one machine at frame #1, how could I guess whereabouts to start the second machine from to ensure all frames were covered? Simple. Start from the last frame and render out the image sequence in reverse order

Step-by-Step
    • Shader Tree > Properties > Render > Frame
      • Start = last frame number
      • Last  = 1
      • Step -1
Render-Backwards
Forum Link (Old Luxology Forums - no longer exists)
Source  James Darknell (Mutant Pixel)
9.5/102votes
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Render within a Capped Time Limit

Description

The Preview Renderer now lets you specify a total Render Time, giving you a predictable way to meet deadlines as you render out to an image sequence or a movie file.

Although modo tries to fit within the constraints you've imposed, you'll still need to be reasonable. For instance, with movies, say you want one second of video - don't expect modo to render out 24 nicely rendered frames in half an hour.

What I do, is start to render out one frame just to get an idea of how long it will take, and then halve that time and multiply it by the number of frames you have. Yes, it can still end up taking a long time, but it's so worth it especially when you know you're going to have to make some adjustments anyway.

Note: As the time of writing, if you try to place modo in the background while you get on with other work, you will get an error message saying that modo 'lost focus' and aborted. This error message is not evident until you maximize modo again and can be very disappointing if you have been waiting hours already. I suggest like a regular render, that you set it up on a dedicated machine and walk away.

As an alternative, if you just want to check your composition, blocking and timing and you're not fussed about colours, textures, lighting or render quality, you could always do a playblast through your viewport window.

Step-by-Step

From the Render Preview, click on Options, and then right at the bottom you will find Render Animation . Eneter the maximum time you would like your render to take, the frames you want rendered (from > to) and whether you want a single still frame, or an animation.

Source http://www.youtube.com/watch?v=ZVOYCZCsGIo
Author Brad Peebler
9.3/103votes
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