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Getting Instances Created Outside of Verge3D

Home Forums Programming Getting Instances Created Outside of Verge3D

Viewing 4 posts - 1 through 4 (of 4 total)
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  • #70971
    masj
    Participant

    Hi!

    I have a scene set up in Blender with several sets of instanced objects that share the same geometry.

    In Verge3D, just curious if there is a built-in method somewhere that can help get all instances on demand for given a single instance, without necessary having to do something like traverse the scene and compare each object’s geometry’s UUID (i.e. in Blender, you can go the other way and get all transforms using a given shape).

    I also noticed that the geometry type of my instanced objects in Verge3D seem to be “BufferGeometry” and not “InstancedBufferGeomtery” – just want to confirm that this still means that all the objects are instances and not duplicates.

    Thank you!

    #70972
    xeon
    Customer

    I am sure there is but you could just create some Collections in Blender and store your instances in those collections and then just reference the collection by puzzle or code.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    #70973
    kdv
    Participant

    just want to confirm that this still means that all the objects are instances and not duplicates.

    your objects are clones sharing one geometry but they are rendered individually (several render calls). they are not instanced meshes (one render call for all).

    and not “InstancedBufferGeomtery”

    it’s not used any more. InstancedMesh is used instead.

    just curious if there is a built-in method somewhere that can help get all instances on demand

    just put them all into one collection. easy. :unsure:

    Puzzles and JS. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of meaning at all.

    #70988
    masj
    Participant

    Thanks. If that’s the case, that’s clearly one option, yes (noting that this will still require traversing the scene, as far as I can tell, so same difference :unsure: ).

    Thanks for bringing my attn to ‘Instanced Mesh’ – good to know.

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