Shading

Fix Orphans

Finds any Shader Tree items that have become unparented and parents them back to the Shader Tree.

Collect all TextureLocators

Modo used to have this built in. Now it’s back. Call the command and every Texture Locator in the scene will get put into a top level folder caller textureLocator_group. Keeps your scene nice and clean even if you have imported tons of individual scenes and have Texture Locators all over the Item list.

I use this to not accidentally delete any Texture Locators when deleting entire Item list hierarchies.

Delete Unused TextureLocators

Does what it says on the tin. If you have unused TextureLocators flying around in your scene this will get rid of them.

Share TextureLocator

This command allows you to quickly hook a bunch of textures up to the same TextureLocator. Just select all textures you want to link and last the master texture, then execute this command.

Create Per Material RenderOutputs

Adds an Alpha and/or a Final Color output to any selected Material Group. The outputs will be named with the name of the Material Group plus the output type, e.g.: red_metal_alpha.

Texture Effects Chooser

The top dropdown defines your filter words, the words modo looks for in your texture’s file name. You can input anything you need into the text field. By default it uses a predefined set of filter words and you can also choose only a subset of those filter words.

The bottom dropdown allows you to choose which channel effect you want to apply to the textures.

There are three options:

  1. Use Default Channel Types. This only works in combination with one of the predefined filter sets and will pick the appropriate channel effect. So diff, will get Diffuse Color as channel effect, etc.
  2. Use modo Command Dialog will show the default modo dialog that you also get when manually selecting a channel effect. This has the benefit that everything is sorted and can be found where you expect it.
  3. A flat list of all channel effects. If you know what you are looking for this is the fastest way. Just type in the name in the search field at that top.

If you leave the default selection of base_all and base_types and hit ok, it will go through all image textures in the shader tree and assign them to the appropriate channel effect.

Texture Colorspace Chooser

Similar in function and use to the Texture Effects Chooser command. If you have colorspace needs that are not covered by modo’s automatic colorspace assignment this might be helpful.

Convert Texture to Gradient Control

Select a texture, run this and you will get a Schematic setup that plugs the texture into a Gradient.

Convert Texture to Color Correction Control

Select a texture, run this and you will get a Schematic setup that plugs the texture into a Color Correction node.

BBox Instance Toggle

Toggles the bounding box display of all instances of a given selection (or all instances in the scene if nothing is selected).

BBox Threshold

modo 12.2 comes with a dynamic drawing mode that switches heavy meshes to bounding box display when moving in the GL view. This command is similar, but instead of dynamic, it allows you to toggle the heavy meshes drawing mode permanentely. This is slightly faster then the dynamic toggle.

V-Ray

Convert Texture to V-Ray Triplanar

Select a texture, run this and you will get a Schematic setup that plugs the texture into a V-Ray Triplanar node.

Convert Texture to V-Ray Color Correction

Select a texture, run this and you will get a Schematic setup that plugs the texture into a V-Ray Color Correction node.

Rename V-Ray Proxies based on Proxy Filename

As the name implies. Click the button and modo will go through your scene, find any V-Ray Proxies, look at the vrmesh file and rename the item to the name of the vrmesh.

Save V-Ray Material Preset

This command automates the creation of V-Ray Material presets. Select a material or material group and run this command. It will save the material as preset, open the shaderball scene that comes with the kit, apply the material to it, render it and apply the render as a thumbnail to the preset.

The shaderball scene can by anything you like. You are not limited to the example scene that comes with the kit. The only important bit is that the scene contains a material group called “Place Materials in here” and that anything placed in that group affects your shader ball geometry. That’s it.