1. Prepare object to bake to ass.
2. Bake ass and then plug into its path to the already created dummy sphere's Path Attrib which switched the Arnold Translator one. (polymesh to procedural)
3. Paint dummy sphere using MASH Placer node onto base plane.
4. Rendering with Arnold and check the object ID at the debug shading mode.
5. And here we get object ID from the instance stand-ins.
6. Why can't I getting object ID like this? (It is not procedural mode. Just polymesh mode.)
The id is a parameter of the object. If you're instance that object, every instance of the object has the same id.
Hi, @Sum-Hui Lee
May I know what the Geometry Type of your MASH is?
If you are using Instancer type, you can have a try the aiColorJitter.
Remember to specify the range of hue, saturation, and gain (HSV) for the random colors under "Procedural".
Cheers~
Alan
This is the same problem I am trying to solve. I would like to use the power of the Mash Instance with the aiStandIn to make the leanest scene possible, but I need to override the ID's of object created to apply the aiJitter. Every combo I have looked at, seems to rely on the ID being created up-front. Any solutions out there?
Bumping this topic since I got a lot of trees to render. The tree leaves have their own shader and variation can be done using aiColorJitter but only if Auto Instancing is turned off. I understand the problem but is there a solution to it using Auto Instancing?
Is there any solution to this? I have a lot of trees to render and color variation on auto instanced procedurals would be great.
Maybe an operator to set a random user data int ?
Tried to do this but failed miserably. Is there an example scene anywhere I can start from? Thanks!
yeah, the operator didn't work
I had to put user data (mtoa_constant attributed) on the aiStandins in Maya, that was the only way I got it to work
Random IDs works fine on a bunch of spheres saved out as an .ass file, here.
I use 3DS MAX, maybe your plugin version is bugged.
I dont have any difference whether auto instance is on or off, I assign the shader after I load the .ass file, I dont bring in a shader.
I use the latest MtoA 4.2.2 and I already got it to work using simple Maya instances.
Since it's trees there are different shaders involved that are already in the .ass file that are assigned per component. I'll try Stephen's solution first and in case I don't succeed I'll try yours.
Thanks
Thanks. That worked. I put an aiUserDataInt to the aiJitter.dataInput, named the attribute jitterID and added the attribute as mtoa_constant_jitterID to the standins. put it some random numbers et voila, every standin instance has its unique color.
Thanks!