Community
Arnold for Katana Forum
Rendering with Arnold in Katana using the KtoA plug-in.
cancel
Showing results for 
Show  only  | Search instead for 
Did you mean: 

How to render maya MASH with KtoA?

10 REPLIES 10
Reply
Message 1 of 11
Mr.baiking
6960 Views, 10 Replies

How to render maya MASH with KtoA?

We use MASH in maya ,want to know that is it possible be render in katana with arnold?

Tags (1)
Labels (1)
10 REPLIES 10
Message 2 of 11
lee_griggs
in reply to: Mr.baiking

You could try exporting the Mash network as a stand-in.

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 3 of 11
Mr.baiking
in reply to: Mr.baiking

But not sure how to load stand-in in katana yet,will try.

thanks Griggs!

Message 4 of 11
Anonymous
in reply to: Mr.baiking

1. You can export ReproMesh to Alembic cache.

2. You can switch MASH geometry type to instances and then bake Instancer to objects. Then you can use your existing pipeline to transfer these objects to Katana.

Message 5 of 11

You can bring in stand-ins to Katana/KtoA by using renderer procedurals, but it's quite tedious. In a future version of KtoA .ass standins will probably be able to be imported and become native Katana scengraph locations, but for now it's not easy to deal with stand-ins with KtoA.

Message 6 of 11
Mike_Farnsworth
in reply to: Anonymous

This is probably the best way to deal with it, export alembic data. Katana will deal with it as native scenegraph locations, allowing full manipulation.

Message 7 of 11
Slava_91
in reply to: Mr.baiking

I used MASH as a stand-in, but in maya, works good. And need use as duplicate because of use instancer stand-in write a path to procedural, maybe it is not reads in Katana

Message 8 of 11

Thanks Mike !Will try!

Message 9 of 11
Mr.baiking
in reply to: Anonymous

Hi Andrey, I've tried this way and it works fine,but maya always stuck/crash when bake huge amount objects,so i wanna know is there a way can render MASH in katana directly just like XGEN.

Message 10 of 11
Mike_Farnsworth
in reply to: Slava_91

If you export as an Alembic cache or archive, you can bring it into the Katana scenegraph (with the Alembic_In node). Once there, you can place it under a location and set the location type to "instance source" with an AttributeSet node. If you create an ArnoldInstanceSettings node you can set another location to be an instance of the instance source.

Message 11 of 11
Slava_91
in reply to: Slava_91

Thank you!

Can't find what you're looking for? Ask the community or share your knowledge.

Post to forums  

Autodesk Design & Make Report