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FX Item

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The FX Item provides users a way to control scene related functions that aren't directly surface or shading related using Shader Tree textures. This could be modulating the strength of an Deformer Falloff using a 'Noise' procedural, or controlling the density of particles in a 'Particle Generator' item with a Gradient. The same procedures of the rest of the Shader Tree apply to the 'FX" item, however since the target items one would apply these textures to are procedural in nature (generated numerically), they can't be tagged in the traditional sense. For the 'FX' item, textures are applied by way of 'Item' masks.

Creating Item Masks

To apply a texture to an item, users will first need to create an 'Item Mask'. This can be done easily by RMB+clicking directly over the target item in the Items list or 3D viewport (making certain to be in 'Items' mode first) opening the context menu. By selecting the 'Create Item Mask' option toward the bottom of the menu, a 'Material Group' item is generated. Now any textures added to the group will only apply to the target item. In some cases the items will be created properly in the 'FX" item (such as with a 'Falloff), but in other cases modo may place the Item mask under the 'Render' Item and users will need to drag and drop the layer to the proper location. For information on adding and working with Shader Tree layers, please reference that page of the documentation.

FX Item Mask
An Item Mask is nothing more than a Material Group with the target layer specified under the 'Item' option.

Adding Textures

Once the mask is generated, users can use the 'Add Layers' function of the Shader Tree to insert the actual texture(s) for use. If the Group Item mask is selected when the menu is opened, users should note that the list of available layers is reduced, as only applicable layers are present. Once the specified layer is added, users can select the layer by LMB+clicking on the layer name and its associated attributes can be edited in the 'Properties' panel. Please reference the Shader Tree 'Item Layers' menu for information on specific texture layers. In order to direct how the texture layer modulates the target item, users will need to specify the layer 'Effect' type. This can be done by RMB+clicking on the Effect Title of the target layer in the 'Effect' column opening the contextual menu where users may choose an alternate effect.


Effect Types

Effect LightThe effect types available to the FX item layers are as follows-

Particle Density--
Particle Density
The Particle Density option allows users to modulate the frequency of particles generated by a 'Particle Generator' or a 'Particle Cloud' item using procedural textures with a 'Solid' projection.

Particle Dissolve--
Particle Density
The Particle Dissolve option allows users to modulate the opacity of particles in a 'Volume' or a 'Sprite' item using procedural textures with a 'Solid' projection.

Particle Size--
Particle Density
The Particle Size option allows users to modulate the size of particles in a 'Blob', 'Volume' or 'Sprite' item using procedural textures with a 'Solid' projection.

Driver A,B,C & D-- The Driver options allow texture layers to modulate a Gradient layer with a matching Input Parameter. The mapping of the images brightness (luminosity) is passed onto the Gradient whose keyed values replace those of the driving layers and are output as specified by the Gradient layers 'Effect' setting.

Group Mask-- When any texture layer resides within a Group item and is specified as a 'Group Mask', the brightness values of the layer will mask all layers contained within the group revealing any lower texture layers in the Shader Tree. Black areas will be completely transparent attenuating toward completely opaque represented by white.

Layer Mask-- The layer mask works identically to the Group Mask, but where a Group Mask affects an entire group, a layer mask only affects a single layer. When any texture layer is set as such, it will modulate the texture layer directly below it in the shader tree. Black areas will be completely transparent attenuating toward completely opaque represented by white.

Falloff Value--
Falloff A Falloff B
The 'Falloff Value' option allows users to modulate the strength of a 'Falloff' deformer using a modo texture layer. In the example above, a Linear Falloff Deformer is applied to a plane on the left, shearing it. On the right a 'Noise' procedural is modulating the Falloffs strength.



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