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Modo ENG What will be Modo 606 ? :)
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Old 23rd October 2007, 19:28   #21 (permalink)
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Could you post a pic of your shader tree using one mesh and multiple maps?
You won't see the UV destinations in the shader tree. So you'll have to just trust me on this...
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Old 23rd October 2007, 21:35   #22 (permalink)
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Has anyone played around with stamps or importing brushes? Does it work the same way Hex 2 does? import a bmp black and white texture brush? In fact, can modo take those directly from hexagon?

About to find out. ;)
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Old 23rd October 2007, 21:58   #23 (permalink)
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Has anyone played around with stamps or importing brushes? Does it work the same way Hex 2 does? import a bmp black and white texture brush? In fact, can modo take those directly from hexagon?

About to find out. ;)
I used Hex brush alphas in the early Silo 2 betas. they worked better in Silo than they did in Hexagon .... In Modo you need to check the box for "Use as Mask" in the Brush Editor. Then it should function like Hexagon...

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Old 23rd October 2007, 22:08   #24 (permalink)
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Ahh, the good old days of painting in Hex.
I got it closer, then the stupid thing wouldn't let me rename my new UV map and then it just stopped painting on my new texture and then I got mad and started clickin stuff.
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Old 24th October 2007, 02:59   #25 (permalink)
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shorty,

I'm confused. There must be something in the shader tree...a material...an item mask... an image layer? I know I won't see the uv's there but what does the material assignment look like?

Last edited by sailor-ed : 24th October 2007 at 03:03. Reason: Sorry for the hijack
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Old 24th October 2007, 06:25   #26 (permalink)
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shorty,

I'm confused. There must be something in the shader tree...a material...an item mask... an image layer? I know I won't see the uv's there but what does the material assignment look like?
Modo's shader tree might look something like this picture. Here you see there is one item mask for the flower including all parts of the mesh. There are 3 image maps, plus one instance clone for each of them. Each map is feeding the diffuse color, and each clone is feeding the subsurface color. The 3 maps (and their clones) are feeding color data to seperate UV maps (# 1, 2, and 3 respectively). So you don't need any layer mask or group mask because the data is feeding only to those polygons within each of the seperate UVs. The UV map is acting as a kind of mask. In addition you could have any # of bump maps or additional color maps feeding into the seperate UV maps without using any mask layers. Multiple UV maps can be used in this way to reduce a complicated shader tree... Here is also a node-style diagram to explain the logical order of things...

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Old 25th October 2007, 18:46   #27 (permalink)
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Thank you for the example, shorty, much appreciated. Slowly it all becomes clear!.....v-e-r-y s-l-o-w-l-y
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Old 26th October 2007, 15:54   #28 (permalink)
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I appreciate this thread. Been delaying painting to concentrate on modelling and rendering, but unless I'm missing something, it seems pretty easy.

I imported the lotus model, seleted the petals and copied them into their own mesh. Went to UV, created a new map, used the Atlas option (it looks funky, but don't worry about it).

Went to paint tools, created a map, and then I selected one petal by double-clicking in polygon mode, hit "[" to deselect the petal and select all the rest, went to View and chose Hide selected, and then chose a paint tool, brush and nozzle and seemingly painted at will on the petal. Your brush will affect whatever geometry is visible, but only what is visible. Brush strokes move pretty seamlessly across weird breaks in the UVs from what I can see.

It's a few steps to hide and unhide each petal but a better option than all the UV pain I've been reading.

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Old 26th October 2007, 16:23   #29 (permalink)
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It's a few steps to hide and unhide each petal but a better option than all the UV pain I've been reading.

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Use the hotkeys, you can be even faster. save 3 seconds of your life!

"H" to Hide Selected
"SHIFT-H" to Hide Unselected
"CTRL-H" to Hide Invert (hides complete items with selected elements)
"U" to Unhide

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Old 26th October 2007, 17:41   #30 (permalink)
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Use the hotkeys, you can be even faster. save 3 seconds of your life!

"H" to Hide Selected
"SHIFT-H" to Hide Unselected
"CTRL-H" to Hide Invert (hides complete items with selected elements)
"U" to Unhide

shorty
...taking notes...

I'm noriously bad at working unsmart. I figure once I learn the program, I'll learn the shortcuts. Should be about five years or so.
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Old 26th October 2007, 22:25   #31 (permalink)
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...I'm noriously bad at working unsmart...
naaahhh... I'd say you pretty good at that ... You're coming to the next Modo NYC meetup, right? see you there!

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