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.
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.
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.
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
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.
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.
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