Repro

The Repro node is used to control various aspects of the meshes created when Geometry Type is set to Mesh during a MASH network's creation. One of these nodes is automatically created in that event.

MASH Repro

Use GPU
Allows Maya to offload tasks such as assembling mesh data and calculating matrix transformations for created mesh points to the GPU.
Level of Detail
Changes the way all the meshes are displayed. Geometry displays the full mesh while Bounding Box displays a cube that defines the dimensions of the object. Bounding boxes update their size and shape per frame.
Note: This setting overrides the current Display setting.
Rotation Order
Determines the axis order of rotation for the meshes when transformed by other MASH nodes (for example, the Transform node).
LOD Camera
Determines the camera that triggers objects to switch to their proxies.
Objects
Displays a list of the MASH network's input objects.
Display
Determines the current display mode for the respective objects. Each object can be displayed in one of three modes:
  • Mesh: Displays objects as the mesh they're based on.
  • Proxy: Displays objects as the first proxy in the Proxies list.
  • LOD: Displays the objects/proxies appropriately based on their LOD distance from the camera.
Proxies
Displays a list of the proxy objects assigned to the selected object in the Objects list. To assign new proxies to an object in the MASH network, select the object in the Object list first, then either middle-drag the proxy object into this list or select it, right-click the list, and click Add selected objects.

Output Attributes

Allows you to toggle extra data output by the objects in the MASH network.

Use GPU
Allows Maya to offload tasks such as assembling mesh data and calculating matrix transformations for created mesh points to the GPU.
LOD Camera
Determines the camera that triggers objects to switch to their proxies. Options include:
  • None: No normals are output.
  • Soft/Hard: The source objects' soft/hard normals are output (particularly useful when a deformer will be applied to the object).
  • User Normals: The source objects' custom normals are output.

Remap Attributes

Allows you to remap attribute names to either different names or even other existing attributes. Useful for piping MASH into existing particle or procedural systems with different naming systems.