ID

Allows you to assign different objects to MASH points.

Note: Should be added to the Instancer's ID channel.

ID Node

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.
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.
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

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.
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).