In this Modo video tutorial we’ll take a look on how we can proceed to create a photo-realistic sea environment.
We’ll start modeling a very simple plane and than we’ll use the Shader Tree to create a complete water shader using procedural maps, displacement and advanced raytracing features. We’ll take a very fast tour around the daylight lighting and environment rendering system.





MODOCookie FTW!!!
We hope you like what we are doing for ModoCookie !
Alessandro
Pretty cool stuff. Congrats for the new site and best of luck. Hope to see more stuff.
Thanks for the support !
We hope to be useful to the Modo Community with our efforts !
Stay tuned for more news and projects !
Alessandro
thx for this cool informations , i wonder if Modo can do some animations as a moving cam over the sea.
Thanks !
We are working on a lot of tutorials and we have in our mind to release a series of videos that will show how to use Modo tu create some complex stuffs like animating a camera over a sea, and how to create a storm etc etc
Regards
Alessandro
Hello there, a.cangelosi!
Nice tutorial. The end result is really convinvincing, but one thing I have to say is about the process of instruction you give throughout the tutorial.
It feels a lot like your making some of the things up as you go along. I believe it would be much more effective to train the process previously and present the people with a more polished presentation (something that Andy Brown is the master of, in case you watched any of his tutorials), because of two things: It makes it more concise, learning the same amount of information over less time, and it gives a greater safety to the newer viewers, being that he is dealing with more definitive numbers other than eye-guessing. Later it’s mandatory to develop an eye for that, but, when dealing with newer people to the software, it is more comforting to have more defined guidelines to work with.
Let not the length of my post misguide you, I’m just making suggestions for things over what I’ve watched on you tutorial. What you do with them is purely up to you.
Hi Arthur, thanks for your comment.
Usually we try to create the tutorial directly in the recording process, (but we work at the scene before the recording session, to find the best way to achieve the end result), trying to simulate a real work session in front of the workstation, so the user can follow by way of work, mistakes and eveything seems real and not prepared before the work session.
I can understand that in many cases users likes something different as you wrote in your comment, and if it will be asked by the community, we can change our way of work, or maybe we can make 50/50.
Thanks again for you suggestion.
Regards,
Alessandro
I partially agree with Arthur.
However, the experiments being done with the shader seems normal. Entering memorized values would look too artificial. But what made me uneasy is something else.
When you are changing sizes, you are manually entering all values over and over again. When you are changing values proportionally, you are feeding percentage values to all axes individually. Modo has certain features to facilitate this sort of things, which, as a teacher, you are supposed to mention. Also, quite a percentage of the runtime has been spent placing the plane and placing the pillar and the ball. But after assigning a texture to the ball, you did not even rotate the ball a bit so that the spherical mapping pole does not show.
I think the videos will be much more interesting once you overcome things like these.
Keep up the good work!