MASH WORLD map based aint really doing what I want :D

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Julija Scura

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Aug 10, 2018, 5:30:15 AM8/10/18
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Hey! Im trying to populate an island mesh with trees. 
 Im usinf Mash world node with Map Based option. But when I put my mask in Map Placement, nothing happens. For testing I tried to put ramp and checker but no reaction either. I tried to scatter the trees on a simple plane instead of my island mesh and everything works nicely. So...is the problem my custom island mesh?

The workaround I discover is to use World node + Strenght node. I put the my placement map in Strenght map and I get the wanted shape. Is this a logic aproach..? WORLD node is still set to Map Based, but there is no Map plugged in


I hope any of this make sense...I tried :)

J.

Ian Waters

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Aug 10, 2018, 5:39:59 AM8/10/18
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Just tried with a dense terrain mesh and it worked here…

Can you send a scene to me with the mesh, I’ll see if something’s up with it…



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Julija Scura

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Aug 10, 2018, 5:45:29 AM8/10/18
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My scene is 3,5 gb, because Im scatteriung 1,5 mil poly trees.....

Are you using Map projection axis set on Y? I tried to change it to UV and the map works. The problem tho, that the islands UV are on 4 UDIM, not one, so I get 4 scattered forests

Ian Waters

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Aug 10, 2018, 6:36:50 AM8/10/18
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Ahh, so in this case you have two routes (off the top of my head) -
Make a new UV set (copy the existing one) and remap the top one to be a planar y projection.
Or
Use a hidden proxy mesh for distribution with the UVs not in UDIMS.

Hope that helps,
Ian

On 10 Aug 2018, at 10:45, Julija Scura <julij...@gmail.com> wrote:

My scene is 3,5 gb, because Im scatteriung 1,5 mil poly trees.....

Are you using Map projection axis set on Y? I tried to change it to UV and the map works. The problem tho, that the islands UV are on 4 UDIM, not one, so I get 4 scattered forests

Julija Scura

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Aug 10, 2018, 7:10:37 AM8/10/18
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I was naivly hoping that if I chose Procetion Y that MASH would not care about the UDIM or UV or anything, but it does, right?

I went with the hidden mesh option, made regular UV with planar projection. Back to Mash world node, when PLacement Map is set to "Y" procetion options, still nothing happens, bet when I swtich to UV option, it works fiiiiiine :)  But I just wana know...why the Y Placement map projection still does not work.. :D

THANKS loads bytheway

Julija


Ian Waters

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Aug 10, 2018, 7:12:38 AM8/10/18
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You’re welcome. I’m not sure why that doesn’t work, seems like it could be a bug.

I’ll pass it on when I get a moment.

Julija Scura

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Aug 10, 2018, 7:16:15 AM8/10/18
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(last one) I saw some people around the webs having also troubles with that, but the solutions were a bit complex? Maybe there is an easy fix - even tho when using a map, there is still some stray trees (in my case, trees should be on an island, but there are a couple, like 4 trees sailing in the water...) Is there a quick way to delete individual trees? Im thinking Placer with the Delete brush option kinda solution?

Ian Waters

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Aug 10, 2018, 7:21:21 AM8/10/18
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So assuming you’re on 2018 - the workflow I added to deal with this was to add an Offset node, then there’s a Closest Point on Mesh mode, if you choose that then drag the mesh to the Input Mesh slot, and set the mode to Ray Cast, finally choose the ‘hide on ray miss’ checkbox, which will hide the trees pushed off the mesh.

Or you can use a visibility node and id numbers, or falloff (also works for 2017).

Best.
Ian

On 10 Aug 2018, at 12:16, Julija Scura <julij...@gmail.com> wrote:

(last one) I saw some people around the webs having also troubles with that, but the solutions were a bit complex? Maybe there is an easy fix - even tho when using a map, there is still some stray trees (in my case, trees should be on an island, but there are a couple, like 4 trees sailing in the water...) Is there a quick way to delete individual trees? Im thinking Placer with the Delete brush option kinda solution?

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