Creating a procedural earth map with MASH in Maya

Creating a procedural earth map with MASH in Maya

Creating a procedural earth map with MASH in Maya is a powerful technique. Mash in Maya is not only a great tool for motion graphics tasks, but it’s also an essential tool for modeling tasks as well. You can save a lot of time and come up with a lot of amazing concepts while you working with Mash, which wouldn’t be the case if you working with the traditional modeling tools.

After you take the principle you can apply it to any kind of different concept you can think of, the only limitation will be the sky.

What we will be covered at a glance:

  • Creating a Mash network out of a specific geometry
  • Switch Mash distribute type to grid
  • Add Mash visibility node, and apply a strength map to it.
  • Add Mash random node

If you are not enough familiar with the basics of MASH in Maya, it will be wise to take a look at the official Maya page for that matter. Although, in case you feel like an adventure kind of person keep reading either case.

Before we jump to Maya and make all the cool things we are going to do, let me point out something important. I chose to create the procedural earth map with a heart shape. We can change our decision at any moment in the process. And of course, when we are done and finished it, we can still re-use it with another 3D shape. As you can see, there is great flexibility working with MASH, right from the start.

We are going to re-create something like the image below.

heart_render
heart_render

If you want to take a look at the whole creation plus an extra step (simple rendering with Vray), I have made a video on Youtube for you. Enjoy watching 🙂

Creating a Mash network out of a specific geometry:

In my scene, I have a simple low-poly style heart, and nothing else.

simple heart geometry in scene
simple heart geometry in scene

Select your geometry and go to FX or animation module – Create MASH Network. A Mask network has been built on your scene, which includes two nodes (MASH1_ReproMesh, MASH1).

fx module - mash
fx module – mash
mash network nodes
mash network nodes

Switch Mash distribute type to grid:

At this point we have something like this:

mash network, linear type
mash network, linear type

As you clearly see in your scene, our hearts are lined up in a row, which is not what we want for our concept. By default, the distribution type is Linear. We have to change it to grid.

Select your MASH node and open up the Attribute Editor. Go to the MASH1_Distribute tab and in the Distribution type select the grid.

mash network, grid type
mash network, grid type

As you are in the MASH1_Distribute tab, make some adjustments, like the image below:

mash distribute node, change settings
mash distribute node, change settings

Keep in mind, we are going to revisit the numbers we have set in a letter step or as many times as we want during the whole process. The thing is because the MASH network is a procedural tool, every change we make during the process will automatically update our whole MASH network, which is great.

mash distribute node, after changes
mash distribute node, after changes

Add Mash visibility node, and apply a strength map to it:

Now, in order for our mash network to display the heart shape only in the areas, you want it to display them, in our case, something like an earth map, we have to add a visibility node.

Select the MASH1 node from the Outlines and open up Attribute Editor once again. This time navigate to the first tab (MASH1). Go over the Visibility option and left-click and press the Add visibility node. Now you are in the MASH1_Visibility tab in the Attribute Editor, click on the checkboard icon next to Strenght Map, and add a file node, with a black and white earth texture map. Something like the image below:

add to the strength map, file node, earth texture map
add to the strength map, file node, earth texture map
mash visibility node, add a strength file node
mash visibility node, add a strength file node

Note: It’s important for your file node, texture map to be a simple black and white texture map. You don’t want to have some gradient in it. Black means not display and white means fully display.

visibility invert texture map

It’s not looking right, and the reason for that is that we used an already inverted texture map. Which means our black was supposed to be white and vice versa. You could fix it in Photoshop or we can just check the invert box in the MASH1_Visibility node and everything will be as expected.

invert texture map node
invert texture map node
after applied a texture file visibility node
after applying a texture file visibility node

At this point, we can re-adjust the numbers we set in the MASH1_Distribute tab as we said earlier. Now is looks more like an earth map. We will revisit it, probably one more time.

after re-adjusting the numbers in the mash1_distribute tab
after re-adjusting the numbers in the mash1_distribute tab

Add Mash random node:

At this point, every heart shape is similar to each other. It’s not necessarily wrong, but I prefer to give some variation, in the scale parament at least. And of course, the way to do that is by adding a random node in our MASH network.

But before we do that, let’s just really quick scale down our original heart geometry divided by two in our scene. You can select your original geometry from the Outliner, open up the Channel box, and set for all three scale paraments the value of 0.5. In that way, our hearts will not be so dense.

scale down our original heart geometry
scale down our original heart geometry

Random node:

Select the MASH1 node from the Outlines and open up the Attribute Editor, and go to MASH1 tab. Left-click on the Random node and press add Random node.

Go to the new MASH1_Random tab from Attribute Editor and make some changes. Since we want only to give a variation to the scale paraments, zero out the position value. We also want a uniform scale, so check the uniform scale parament. Lastly set a value of 0.8 for the Scale X parament.

add mash random node
add mash random node
mash network with random node applied
mash network with random node applied

This is the final result for our MASH network in Maya.

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Vladi Dan

Hey there. I am an experienced 3D Artist - Graphic Designer for over 7 years. Of course, the learning process doesn't really end. I am more than happy to share my personal knowledge with you guys. Let's create and learn some cool stuff together. I hope you join me on this creative trip.

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