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Shading and Lighting

Shading and Lighting in Modo are necessary functions. Lighting plays an important role in illuminating the scene and setting the mood. Shading defines the look of the modeled surfaces as either shiny or dull, reflective or transparent and rendering calculates the combination of the two to produce the final image. The following topics provide information on applying materials, using the Shader Tree and working with layers. Setting up the environment, lighting and volumes is also covered in this chapter, as well as an overview of the baking workflow. Click on the topics below to be directed to the appropriate topic page.

 

Defining Polygon Tags

Polygon Set Material/Part/Smoothing

Shader Tree

Shader Tree Item Layers

Folder

Material Group

Material

Custom Materials

Cel Edges

Cel Material

Hair Material

Halftone Material

Iridescence Material

Skin Material

Thin Film Material

Enhance:modo Textures

Agate

Art Deco

Basket

Bath Tile

Blast

Blister

Box

Bozo

Branches

Bricks

Camo

Caustic

Cellular

Checks

Cheesy

Circular

Concrete

Coriolis

Cornerless

Corners

Counter 1

Counter 2

Crackle

Cruddy

Crumpled

Cubes

Cubic

Dash Line

Dented

Diamond Deck

Dimples

Dino Skin

Dirt

Disease

Disturbed

Drip Drop

Easy Wood

Electric

Etched

Easy Gradient

FBM

Fire

Fire Wall

Fish Scales

Flare

Flow Bozo

Frog Skin

Gas Giant

Glint

Grainy Wood

Granite

Grid

Hard Wood

Hexagonal Tiles

Hurricane

Hybrid

Iris

Lattice 1

Lattice 2

Lattice 3

Leather

Linear

Lump

Marble Noise

Marble Vein

Membrane

Minky

Monster

Mosaic

Multi-Fractal

Nurnies

Octagonal Tile

Parquet

Pastella

Paving

Pebbles

Peel

Peened

Plaid

Planet

Planet Clouds

Planks

Plates

Polygon

Puffy Clouds

Radial

Rain

Regional HSV

Ribs

Ridged

Ring

Rings

Ripples

Rivet Rust

Rivets

RndLinear (Random Linear)

Rounded Tile

Rust

Scar

Scatter

Scratches

Scruffed

Shingles

Sin Blob

Smear

Spiral

Spots

Stamped

Star

Star Field

Strata

Stucco

Surf

Swirl

Tacos

Tartan

Terra

Tiler

Tri Checks

Tri Hexes

Tri Tile

UVLEDs

Vector Bozo

Veins

Wall

Waveforms

Waves

Windows

Windy Waves

Wires

Worm Vein

Wrapped fBM

Image Map

Projection Shader

Processing

Constant

Gradient

Input Samples

Gradient Fill Image

Occlusion

Process

Tension

Variations Texture

Weight Map Texture

Textures

Cellular

Checker

Dots Procedural

Gabor Noise

Grid Procedural

Noise Procedural

Poisson Cells

Ripple Procedural

RPC Texture

RT Curvature

Weave Procedural

Wireframe Texture

Wood Procedural

Texture Locator

Projection Type Samples

Texture Switch Node

Fur Material

MatCap Shader

Refractive Index Table

Shader

Surface Generator

Working with Fur

Advancing the Shader Tree

Nodal Shading Overview

Shading Nodes

Illuminate Node

Raycast Node

Ray Type Node

Shader Inputs

Color Blend

Color Correct

Color Gamma

Color HSV

Color Invert

Color Kelvin

Layer Effects

Effect - Render Item

Effect - Texture Item

Anisotropic Direction

Effect - Shader Item

Effect - Environment Item

Effect - Light Item

FX Item

Layer Blend Modes

Environments

Environment Item

Environment Material

Image Based Lighting

Light Types

Area Light

Cylinder Light

Directional Light

Dome Light

Photometric Light

Point Light

Portal

Spot Light

Light Material

Volumes

Blobs

Sprites

Volumes

Render Boolean

Baking Workflow