Another Modo question for you experts. I'm baking some AO using floating geometry and I can't figure out how to keep the floaters from casting shadows in the bake.
Is there a "casts shadows" toggle somewhere like in Maya or will I just have to paint them out?
Replies
Thanks for the answer.
Thanks for the help, I just figured that out by fiddling with things. I'm still not sure how to apply said shader to only certain geometry like my floaters. But are you saying if I turn off the background layer the floaters will still render in the AO bake but won't cast shadows?
So what is the issue with Modo's AO baking? It seems reasonably accurate and a lot faster than Mental Ray or XNormal bakes. I understand why not to do normals though, especially with Modo's annoying smoothing groups.
I think to get the shader effecting the material you want, add a new shader and drag it into the material group then drag that material group above the existing shader.
Not sure if you can turn off back facing polys from being included in the AO cals with it though, which is what I think you want...
This is crazy man, why can't I just select individual meshes and apply a different shader like every other program.
Yeah confuses me too!
I think do what passerby said and use xnormal as I just tested and I couldn't turn off the backfacing AO in modo, so even shadow casting turned off wouldnt help.
I do all my high/low/uv work in modo, but all setup, hard edges/SGs, and bakes in Max or Maya(+xn). Maya's AO workflow is totally broken as of 2008 which is what i've got here, and Maya bakes are so astoundinly slow that i'm sure it would take 4 days to render AO in it even if it worked properly, so gotta go with XN there.
In general its best to do all your baking in one app, as you dont waste time setting up your bage/cage in multiple apps, and each app may average normals a little different, which could result in some details tracing onto different areas of the uvs, and not lining up. With my Maya/XN workflow i have to manually fix some stuff not matching up sometimes, Max is the most reliable.
Additionally, Modo simply does not have a mature baking workflow last time i checked, it was more of a 1-click sort of thing with no real options.
Thanks for the help.
im a failry new modo user but i would have never even considered baking in it, seems to make more sense to just fire up xnormal or max.