I don't know if this error is intentional or what.
I have a MASH instancer with lots of instances. Everything renders fine (although I keep getting the "ginstance must reference an object" error).
BUT, my scene is WAAAAY away from the world origin (it is a landscape), and I got banding problems in the P AOV. Those artifacts are fixed if I move the origin in the system tab of the render globals. GREAT.
But now, doing that MOVES the instancers too!, so my great MASH network is in another dimension.
Why is that?, could you reproduce the problem?
Thanks!
To elaborate a bit more the issue, the MASH network is distributed by initial state locators, and those locators are parent constrained to an object.
If I change the origin, then the instancer gets mad and don't obey those locators transforms anymore or in funky ways (the scene is like +600k units from world zero)
I'm using MAYA plugin 3.1.2 by the way.
In a simple test scene, I see that a double offset is applied. The original object is offset, and so too are the ginstances.
Workaround: use an set_transform operator to replace the transform matrix on the original object.
thanks for the info. But I don't quite understand what I have to do because I haven't study anything about operators. Could you explain in detail what to do?
I create the operator but I can't se what to connect.
I'm using MASH to instance a cube.
So, my operator Selection is the cube
The cube is at the origin, so I leave the Translate values at 0 0 0
If the was located somewhere else, I would put that position in Translate
And I set Mode to Replace
So, if you change the origin in the system tab, and put a locator with TranslateY of, say 60000 units, then the transform operator should still be zero, and then the instancer will remain in place?