MASH and UV's, how they work?

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Maido Hollo

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May 23, 2017, 11:09:51 AM5/23/17
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Hi, 

I'm trying to use placement map with World node, but I can't figure out how the projection/UV's work.  It seems that the projection map MASH uses, are bit squashed and do not match with the placement of the texture (see attachment). If I moved UV shells around it was obvious that MASH wasn't connected to the UV's. 

Yes, there are map projection settings and by default it's set to Y axis. It worked well when I use plane mesh with square proportions, but with non-square proportioned mesh, it won't match. Object scales are all freezed, 1.1.1. Why this distortion happens?

I tried to set map projection to UV's, then it asks for Map Helper to be connected. I drag my mesh with UV's to the Map Helper (like tutorial suggest here), but nothing meaningful happens. How this map helper logic goes, what do I miss here?


Thank you very much, 
Maido

mash_and_uvs.JPG

Ian Waters

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May 23, 2017, 11:38:47 AM5/23/17
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Hey,

There are two things you need to do :)

1. Turn off Map filtering on the file texture (we’ll fix this for a future version).
2. A connection is missed in U3 which you’ll need to add yourself.
Connect your ground mesh transform’s worldMatrix to the World node’s pruningMapMatrix.

And you’ll be good to go. I’ve attached a working scene (there’s some bleeding due to the collisions).

uvWorld.ma
connections.png
uvWorld.png

Ian Waters

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May 23, 2017, 11:48:38 AM5/23/17
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Sorry that file is nonsense, here’s the one you want:

uvWorld.ma

Maido Hollo

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May 23, 2017, 2:24:36 PM5/23/17
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Thank you Ian, it works now!

I do not know what U3 is, but mesh transform node connection matched made it work (I was aware about the filter off trick). 

About the bleeding, what would be the easiest trick to shrink it when it happens?

Ian Waters

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May 24, 2017, 4:34:07 AM5/24/17
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Yes, shrink the area, of course, you can always add a visibility node and just turn them off using the same map.

U3 is 2017 Update 3, sorry :)

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Maido Hollo

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May 31, 2017, 4:35:49 AM5/31/17
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With visibility node I can use the map and remove overflowed instances nicely, when it's "inside the mesh", but how could I easily remove the ones, that are pushed outside the mesh? Thanks!

Steve Davy

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May 31, 2017, 2:34:32 PM5/31/17
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Assuming you don't want to just paint vertex colors to remove them, you can add a points node (under the MASH utilities). Set it display point ID, then enter the ID numbers of the instances you want to hide into the visibility node.




From: maya...@googlegroups.com <maya...@googlegroups.com> on behalf of Maido Hollo <maido...@gmail.com>
Sent: Wednesday, May 31, 2017 1:35 AM
To: maya_he3d
Subject: Re: [maya_he3d] MASH and UV's, how they work?
 

Maido Hollo

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Jun 1, 2017, 5:53:30 AM6/1/17
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Thank you Steve for the reply, yes this is one option to remove those and so far the only I can come up with that works, but it only works when you do not have too many overflowing instances and do not need to change the instance count on the way. 

I was just thinking, maybe there are some suicidal "options" to tell the instances that when you are leaving the mesh you were populated, please kill yourself 8)

I'm pretty sure Ian Waters knows something about it, I'm not sure but he seems to be the master-mind behind the MASH, I'm I right Ian ? :)

Steve Davy

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Jun 1, 2017, 1:10:26 PM6/1/17
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So, back to my original kinda question -- is there some reason you cannot kill the trees around the edge by painting a strength map? The ID approach is obviously ID specific, so as you say if you change your instance count then the IDs of the problem trees are going to change.



Sent: Thursday, June 1, 2017 2:53 AM
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Maido Hollo

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Jun 1, 2017, 3:14:22 PM6/1/17
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It felt beautiful, that I could use the same mesh boundaries to kill them, but OK I skipped the beauty and tested it. 

I used visibility node and used painted map, but there are few immortal ones that just don't give a dmn about my black paint :) but...soon I discovered it didn't happen because of immortality, they were just very well hidden, they were on the pixel that 3D paint tool could't reach. When flooded the mesh with color, they were gone, and when I painted the texture map area over the UV boundaries in Photoshop, they also disappeared. Maybe it helps, when I increase the map size over the 1k, have to test. 

Anyway, I would say yes, it works, but hoped for nicer solution, this edge painting can be quite a hassle, when dealing with detailed geometry. 

But thanks for the question Steve, learned few new things about mash. 
mash_visibility_mesh_edge_paint.JPG

Hernan S

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Jun 1, 2017, 3:49:35 PM6/1/17
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if you want something a little more procedural instead of painting you can use the visibility node with a fall off and on the Shape use a Nurbs Curve.
on your geo where you are putting your trees select your boundary edge > then convert that selection to curves and use that as you shape for the fall off.  Let me know if that make sense.

Steve Davy

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Jun 1, 2017, 3:49:48 PM6/1/17
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I guess I'd also be interested in what situation it is you have where it's so important to have trees right to the very edge of the mesh, but not outside it 😉


Normally there are workarounds for this type of problem, so as having one non-rendering mesh for your MASH placement and another for rendering, or a transparency map on a mesh larger than your tree placement area, or post masking, or.... or.... It's often better to take the path of least resistance.




Sent: Thursday, June 1, 2017 12:14 PM

Maido Hollo

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Aug 21, 2017, 3:30:01 AM8/21/17
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Hi, 

Few months ago I was asking quite a lot of help with Maya and MASH and I got a lot of help from you guys here. 

I was thinking maybe you're interested what all those populated trees were about and how they look at the end. It's public now and it is explainer clip for biorifinery in Estonia. 

Hope you like it and thank you once again. 

https://vimeo.com/229682078

matt estela

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Aug 21, 2017, 3:36:27 AM8/21/17
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Nice stuff man, thanks for sharing the finished project!


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sid

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Aug 21, 2017, 4:18:41 AM8/21/17
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Very nice work!

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Laurence Cymet

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Aug 31, 2017, 12:54:16 PM8/31/17
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Nice work!  


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