Allows you to assign different objects to MASH points.
Note: Should be added to the Instancer's ID channel.
ID Node
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ID Type
-
The type of ID distribution. Options include:
- Linear: Increments the ID of each object by 1. Loops if there are not enough objects.
- Random: Each object gets a random ID.
- Cycle: IDs are incremented per frame.
- Fixed: Each ID is the same.
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ID Count
- Specifies how many object IDs to issue. By default, this is set automatically based on the ID Type, though you can right-click and break the connection to set it manually.
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Random Seed
- Changes the randomization when
ID Type is set to
Random.
-
Fixed ID
- Sets a specific ID number when
ID Type is set to
Fixed.
Cycle Options
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Loop Type
-
Determines how animations on each object will cycle. Options include:
- Normal: The ID's animation will loop.
- Stop At End: Each ID's animation stops when the cycle runs out of objects.
- Oscillate: The ID's animation will reverse once it gets to the end of the sequence.
-
Randomize Cycle Start Points
- Staggers animation start points. Does not work whenID Type is set to
Random.
-
Cycle Gap
- Changes the randomization when
ID Type is set to
Random.
-
Random Start Limit
- The maximum number of frames between the first and last objects starting their cycle.
-
Time Scale
- A multiplier for the current
Time. Use this to fine tune calculations based on the current
Time.
-
Time
- Displays the current frame being used in cycle calculations.
Strength
-
Strength
- Fades the node's effect for all the points at the same time.
-
Random Strength
- Smoothly fades the node's effect on all the points in a random order.
-
Step Strength
- Turns the node's effect off one point at a time.
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Strength Map
- Determines the input file (2D texture, animated texture, etc) that controls the shape of this node's effect.
-
Map Projection Axis
- Determines the axis along which the
Strength Map is projected.
-
Map Helper
- Displays the object being used to interactively place the
Strength Map in the scene. You can right-click the field to create a new helper object (a plane) if none exists. You can also middle-drag a mesh into this field or right-click to connect a selected mesh. If a mesh is already connected, you can also right-click to break its connection or show it in the Outliner.
Note: For the best results, assign the same texture to both the
Strength Map and the
Map Helper (this automatically happens when creating a new helper object).