2022 - still these are massive help for new Maya user. Shame you dont make them anymore but whats there is gold. Not sure if youare still even checking comments but if yes - THANK YOU!
Thanks a lot! One question: is there a way to keep the instances straight, oriented to Y? Say, trees on a mountain? They continue to remain crooked, maintaining the orientation of the faces of the base object.
I don't know if there's a better way but here's what I did: 1) Create Orient node 2) In this node, change Orient Mode to "Orient to Mesh" 3) Created a plane (this can be any mesh) and resized it so it's just as wide as the terrain. The height doesn't matter 4) Moved this plane very high up 5) Assign this plane in the Orient node created in step 1. Under "Orient to Mesh Options". I hope this helps! If anyone has a better way, I'd love to know. The only other way I can think of is to not use the World node and just alter the Distribute node type to Mesh but we can't use a map that way
Hey Ian, great tutorials, I don't know if you will see this, but is there a way when using map based clusters, for a group of trees to not calculate rotations so the trees grow straight up on a hill, as i see your Shrooms grow straight thanks
Nearly - you don't get 0.5 probability (thinning) with the visibility node. < 0.5 is off, higher is on. With map based, 0.5 is 50% chance of being on...
Hey Ian! Love Mash and all your videos, seeing some weird behavior with UV Map Based placement. It keeps telling me I need a UV Map Helper but I can't figure out where it wants me to put this in.
Oh no. I think that's a bug. Work around, open get Node Editor and connect the mesh transforms worldMatrix[0] to the MASH_World.groundMatrix. Right click on a node and hit 'show all attributes' to see them all. Sorry about that.
Yet this node is called "world" and is less powerful than the normal "distribute" node. Can't even have an interactive viewport with a last gen computer and more than 5000 iterrations in this node. What a piece of shit this software is, it's incredible.
Hello, does mash support mixed texture maps? For example when I want to use blendColors node to blend two maps (ramp and noise) mash only will see average color.
Try using a Layer Shader instead. MASH uses the Maya Software Renderer behind the scenes, and it's possible that it doesn't support the blendColors node. This is certainly possible though.
Hi Ian. Thanks for your efforts, great tutorials and plugin! I see you are using noise and ramp textures here, which are maya's procedural maps. Can a bnw raster texture be used instead?
Yes, both the Distribute node and World Node ecosystems don't put points where there are black vertex colours. So you can paint areas to avoid that way.
Thats weird. I works, but i have some problems with the update. The effect appears only when i move the plane. But thanks Ian. Graet help. However it would be really cool, if i could define a special color set.
2022 - still these are massive help for new Maya user. Shame you dont make them anymore but whats there is gold. Not sure if youare still even checking comments but if yes - THANK YOU!
I always thought MASH was a tool to ignore, your demonstrating it's true power. Thanks dude
testing this method in maya 2020. map based with uv projection axis seems to be broken. Can't get it to distribute on white areas
how about 1.000.000 objects? not possible with mash? it takes ages to calculate the points
thanks for the great tutorial it helps a lot, but how we can make the objects follow the mesh normal direction?
Biggest problem of the MASH network - it`s not working properly in Real World scale
Thanks a lot!
One question: is there a way to keep the instances straight, oriented to Y? Say, trees on a mountain? They continue to remain crooked, maintaining the orientation of the faces of the base object.
I don't know if there's a better way but here's what I did: 1) Create Orient node 2) In this node, change Orient Mode to "Orient to Mesh" 3) Created a plane (this can be any mesh) and resized it so it's just as wide as the terrain. The height doesn't matter 4) Moved this plane very high up 5) Assign this plane in the Orient node created in step 1. Under "Orient to Mesh Options". I hope this helps! If anyone has a better way, I'd love to know. The only other way I can think of is to not use the World node and just alter the Distribute node type to Mesh but we can't use a map that way
Hey Ian, great tutorials, I don't know if you will see this, but is there a way when using map based clusters, for a group of trees to not calculate rotations so the trees grow straight up on a hill, as i see your Shrooms grow straight thanks
vertex paint and gradient don't work :(
a like, a sub, and a big thank you!
How about paint the area i want ? Do Maya have that function ? Thanks you.
this seems easy to configure, than using a mash visibility node with a painted map, well it's different approach but similar result
Nearly - you don't get 0.5 probability (thinning) with the visibility node. < 0.5 is off, higher is on. With map based, 0.5 is 50% chance of being on...
can you do tutorial using trails and python from mash? BTW you give the best mash tutorial.
Do you have an example of the kind of thing you want as an end product? Thanks :)
I guess you could call them... Mashrooms
Hey Ian! Love Mash and all your videos, seeing some weird behavior with UV Map Based placement. It keeps telling me I need a UV Map Helper but I can't figure out where it wants me to put this in.
Oh no. I think that's a bug. Work around, open get Node Editor and connect the mesh transforms worldMatrix[0] to the MASH_World.groundMatrix. Right click on a node and hit 'show all attributes' to see them all. Sorry about that.
Nice for small things but not suitable for millions of objects
Yet this node is called "world" and is less powerful than the normal "distribute" node. Can't even have an interactive viewport with a last gen computer and more than 5000 iterrations in this node. What a piece of shit this software is, it's incredible.
@@hakanaydin3925 lol right
It just shows Input mesh in Map settings. No where to connect placement maps. Do I have the old version or something?
Click on 'Map Settings' to roll down the additional options.
Ah fuck.. how didn't I see that it is not rolled down. Thanks mate!
Awesome tuts you make. Keep it up.
@@AresTechDirector yeap, i had the same
Hello,
does mash support mixed texture maps? For example when I want to use blendColors node to blend two maps (ramp and noise) mash only will see average color.
Try using a Layer Shader instead. MASH uses the Maya Software Renderer behind the scenes, and it's possible that it doesn't support the blendColors node. This is certainly possible though.
Hi Ian. Thanks for your efforts, great tutorials and plugin!
I see you are using noise and ramp textures here, which are maya's procedural maps. Can a bnw raster texture be used instead?
Of course, just add a File node instead of a shader. :)
That's great! Thank you!
I haven't world button.Why?
It was added in Maya 2017 Update 3.
Ist there actually any way to use vertex color set information as placement map?
Yes, both the Distribute node and World Node ecosystems don't put points where there are black vertex colours. So you can paint areas to avoid that way.
Where can I define this? It actually doesen´t do enything when i paint vertex color.
Are you using Distribute or World?
Distribute. I just want scatter spheres on a plane. (as a test)
Thats weird. I works, but i have some problems with the update. The effect appears only when i move the plane.
But thanks Ian. Graet help.
However it would be really cool, if i could define a special color set.