Object Instancing in Blender | Forget Array Modifier | Create Million Copies With Instances

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  • Опубликовано: 21 дек 2024

Комментарии • 82

  • @5MinutesBlender
    @5MinutesBlender  2 года назад +2

    𝐀𝐧𝐨𝐭𝐡𝐞𝐫 𝐮𝐬𝐞𝐟𝐮𝐥 𝐭𝐮𝐭𝐨𝐫𝐢𝐚𝐥 𝐨𝐧 𝐋𝐢𝐧𝐤𝐞𝐝 𝐂𝐨𝐩𝐲 👉 ruclips.net/video/ezz-byx8Pfo/видео.html

  • @travissmith7471
    @travissmith7471 Год назад +3

    I need this... I spent weeks trying to learn Geometry Nodes... But free RUclips videos did not explain how one would know what action to use... This video which I will view again... Has given me an ah-ha moment... Thanks for sharing...

    • @5MinutesBlender
      @5MinutesBlender  Год назад +1

      Glad I could help! Cheers! 😊

    • @figaro-dg5c5
      @figaro-dg5c5 Год назад

      Everything you can do with nodes, you can do in blenders traditional interface ui.
      Nodes are for people who don't seem to get that.
      It's just the same features re-packaged.
      There is some benefit from nodes but depends what you are doing.
      If you want to learn to use nodes at some point, you should learn to do it the traditional way if it's possible using the interface in order to understand the logic behind it, like you are doing it now. You're doing it the right way. 👍 If there is no easy way to do it on the interface, use nodes.

  • @StevenDiLeo
    @StevenDiLeo Год назад +3

    great tutorial, straight to the point. clear and concise, and exactly what I needed. Thanks for making this!

    • @5MinutesBlender
      @5MinutesBlender  Год назад

      Glad it helped! And thank you so much for the appreciation 😊

  • @Awakenbeing
    @Awakenbeing 2 года назад +3

    I am so wowed 😍knowing Instancing , array and sintancing are now two arsenanals to distribute objects on surfaces.

  • @Enthralpy
    @Enthralpy 2 года назад +2

    You can also use ALT + D to create an instance from a mesh, just like SHIFT + D for duplicating an object!

    • @5MinutesBlender
      @5MinutesBlender  2 года назад

      Very correct 👍 If we just need a few linked copies, and we're not worried where & how they are placed, we can simply use Alt+D. We have also covered the use of Alt+D here 👉 ruclips.net/video/ezz-byx8Pfo/видео.html

  • @s.patterson5698
    @s.patterson5698 7 месяцев назад +1

    I have seen other tutorials reference instances but I was completely lost to the point I blocked that feature out of my head and shelved it. Then I saw this video pop up....in 5 minutes the light bulb came on as to why and how this feature is important and can be used. Thank you for turning the lights on!!!

    • @5MinutesBlender
      @5MinutesBlender  7 месяцев назад

      Glad it helped! 😊 Thank you so much for the nice words 💝💝

  • @fullyleaded
    @fullyleaded 9 месяцев назад +1

    is it possible to have a different material for each instance? Or rather, I used this method to make some tiles but each tile is exactly the same, is it possible to keep the instancing but each instance has a slightly different uv mapping so that each tile has a different grain or pattern?

    • @5MinutesBlender
      @5MinutesBlender  9 месяцев назад +1

      Yes, you can create a slightly different pattern by following the method discussed in another tutorial 👉 ruclips.net/video/9oVjD0E4wD4/видео.html

  • @MarkArandjus
    @MarkArandjus 10 месяцев назад +1

    5:46 EXACTLY what I needed, thanks!

    • @5MinutesBlender
      @5MinutesBlender  10 месяцев назад

      I'd glad to know that it helped 😊💝💝

  • @Totorus
    @Totorus 2 года назад +3

    Great tutorial, thanks for sharing, can you tell me which overlay are you using for the keystrokes and mouse buttons?... Greetings.

    • @5MinutesBlender
      @5MinutesBlender  2 года назад +2

      Hi there! Thanks a lot. I am using Screencast Keys addon.

    • @Totorus
      @Totorus 2 года назад +1

      @@5MinutesBlender Thanks for the quick answer, i assume that is a blender addon. Greetings. Yes, i have it now and works perfect!!!... Thanks again!!!

    • @5MinutesBlender
      @5MinutesBlender  2 года назад +1

      @@Totorus Great 👍

  • @merindrw5076
    @merindrw5076 2 года назад +3

    Great tutorial, very clear and instructive, thanks

  • @TheEmilmolnar3
    @TheEmilmolnar3 2 года назад +2

    from the 1:10 mark Go into object mode, select the 5 objects and go back to Edit mode. Toggle the view from the Y axis and toggle X-ray. Select each coin with the square selection meanwhile in X-ray mode so you select all the parts and F3 separate by selection. You just went the hard way to give an advantage to you the addon.

    • @5MinutesBlender
      @5MinutesBlender  2 года назад +1

      Hi bro, thanks for your comment! I did not understand what you meant by addon 🤔🤔 We're not using any addon. Also, I verified the steps that you suggested here. It works only if the coin is a contiguous mesh without any disjoint part. So effectively, I could not get it work. Maybe I am missing something 😕😕

  • @miguelangelromero77
    @miguelangelromero77 Год назад +1

    Super Super Useful tutorial. Thanks so much,

  • @michaelpenco546
    @michaelpenco546 Год назад +1

    I'm pretty new. In frame 3.17/8.50 you mentioned attaching a child object to parent but it was omitted. Can you advise? Thanks.

    • @5MinutesBlender
      @5MinutesBlender  Год назад

      We did it at 3.44 (we first applied the scale factors for the plane, then selected the coin which is going to be our child). We selected the plane as the parent of this coin, so the coin automatically becomes a child of the plane. Please let me know if that clarifies your doubt. Thanks!

    • @michaelpenco546
      @michaelpenco546 Год назад +1

      @@5MinutesBlender Thanks. It does.

  • @habibo.akande4275
    @habibo.akande4275 2 года назад +2

    Thank you...very clear and direct

  • @Magicalcelery
    @Magicalcelery 2 года назад +1

    is there any way to add more than 1 to each face? like to completely cover the model?

    • @5MinutesBlender
      @5MinutesBlender  2 года назад +1

      Yes, you can use instances of instances, or 2-level instances. First create some instances of your source object on a smaller plane. Then make instances of this plane on each face of your target object. So each face will get a set of small objects (you need to hide the intermediate objects in this case). Also you can subdivide the surface of the target object, it will increase the number of instances on each surface. However, if you really need a lot of instances on each face like a packed group, particle physics can be a better way.

  • @johndeggendorf7826
    @johndeggendorf7826 2 года назад +2

    Outstanding. 🤔☕️✊✊✊🎩

  • @Raidoven
    @Raidoven 2 года назад +1

    After hitting "make instances real", If i edit the mesh of one of the instances, will the others be edited too?

    • @5MinutesBlender
      @5MinutesBlender  2 года назад

      Yes. The instances share the same mesh data, so if you edit one of them, all will get the same change. And in case you don't want that to happen, select them together and unlink them through Object menu > Relations > Make Single User.

  • @kalamarion
    @kalamarion Месяц назад +1

    can i move the instances independently one by one? without making them real

    • @5MinutesBlender
      @5MinutesBlender  Месяц назад

      No, you need to first convert them into Real in order to transform them individually.

  • @SumNumber
    @SumNumber Год назад +1

    Your solution on the converted array can be solved by wireframe mode in the edit area and then circle select all the verts in the object you want and press P to separate it . Instances are a great way to do that . :O)

  • @coindrop
    @coindrop Год назад +1

    Neat! Did not know you could do that, thanks.

  • @golemtabak1183
    @golemtabak1183 2 года назад +2

    Thank you very much!

  • @СергейЗ-з3щ
    @СергейЗ-з3щ 2 года назад +1

    Is it work with rigid bodies?

    • @5MinutesBlender
      @5MinutesBlender  2 года назад +1

      Yes, surely. Once you create a group of objects this way, you can enable rigid body physics for all of them with your desired settings in one minute. Check this tutorial 👉 ruclips.net/video/KGIga-pruGQ/видео.html (here we have created the objects in another way, but the Rigid Body chapter will be the same, you'll get the idea). Please let me know if any queries.

  • @bigboss9150
    @bigboss9150 2 года назад +2

    Some really cool stuff to know

  • @curiousity271
    @curiousity271 Год назад +1

    found it very helpful - it worked with animation but didn't work when I made instances real and set origin to origin to geometry and played. The result was not expected it should have been. The body of my bee (Object/Armature) expanded. Any help, please. Thanks for your great tutorial.❤👌👌👌

    • @5MinutesBlender
      @5MinutesBlender  Год назад

      Please check if something is parented which is influencing the size. Once you create instances and make them real, they are like new objects. Their size is determined by the same standard factor, like their scale and their parent's scale among others.

  • @jagoriguhathakurta273
    @jagoriguhathakurta273 2 года назад +1

    অনেক অনেক ভিউ পাক ❤️😬🤗

  • @anmol6836
    @anmol6836 2 года назад +1

    detail videos on texture painting in Blender ...there are two methods 1) Is to paint texture within the blender and 2) another one is by exporting UVs and texture it in another software. So, need both to understand briefly you can pick any object like a pot or grungy wall to explain these two...Thanks #love

    • @5MinutesBlender
      @5MinutesBlender  2 года назад +1

      Great suggestion! We'll plan for this 👍

  • @gabrielpoliti3016
    @gabrielpoliti3016 2 года назад +1

    Thank you so much for the help! ❤

  • @pioneerguru2.052
    @pioneerguru2.052 2 года назад +1

    how to create multiple copy without increase system hang problem

    • @5MinutesBlender
      @5MinutesBlender  2 года назад

      How many copies are you creating? Usually it should not hang your system unless the object you are duplicating has extremely high level of geometry.

  • @StuSutcliffe60
    @StuSutcliffe60 2 года назад +1

    Brilliant.

  • @ovoandres4667
    @ovoandres4667 2 года назад +1

    Nice 👍

  • @talhassaiv
    @talhassaiv 2 года назад +1

    Sir.
    Please make a tutorial on updating any addons for blender 3.0.
    please.🥺
    Love from Bangladesh.🥰

    • @5MinutesBlender
      @5MinutesBlender  2 года назад

      There are addons available to partially automate this process. It will check for available updates for the addons installed on your system. For example: github.com/CGCookie/blender-addon-updater

  • @Aydin.Baghirov
    @Aydin.Baghirov 2 года назад +1

    thanks a lot

  • @rodolflum3444
    @rodolflum3444 Год назад +1

    i think using m for collection it will move all into that collection. saving you of selecting all that 64 coins.

    • @5MinutesBlender
      @5MinutesBlender  Год назад

      Oh great! I did not know that. Thanks a lot for sharing 👍💝💝

  • @starsky29200
    @starsky29200 2 года назад +1

    tuto simpa, ça marche bien pour realiser une animation avec des dominos

    • @5MinutesBlender
      @5MinutesBlender  2 года назад +1

      Heureux de savoir que vous l'avez trouvé utile!

  • @a.miroshin
    @a.miroshin 9 месяцев назад

    Now these instances are way more comfortable and flexible with Geometry Nodes

  • @IamVFXguy
    @IamVFXguy 6 месяцев назад +1

    nice

  • @sebastienbru6353
    @sebastienbru6353 11 месяцев назад

    YES

  • @basspig
    @basspig 2 года назад

    It's unfortunate that Blender can't hierarchically un join levels of object like Maya can.

    • @5MinutesBlender
      @5MinutesBlender  2 года назад +1

      What if we join the objects to make a single object, and then modify its geometry across the boundaries of the original object? How do you expect an un-join operation to handle this? 🤔🤔 (we are not talking about Undo I believe).

    • @basspig
      @basspig 2 года назад +1

      @@5MinutesBlender I'm not sure, but Maya does this very smoothly and keeps the hierarchy in place.

  • @preacher3d801
    @preacher3d801 2 года назад

    A Array modifier is using instancing, btw ..

    • @5MinutesBlender
      @5MinutesBlender  2 года назад

      I think there is a fundamental difference how array modifier works and how instancing works. An array modifier essentially duplicates the entire mesh geometry, creating new copies of the geometry, which is performance-wise very slow. On the other hand, instancing uses the same mesh data for each of the instances. So you will notice that instancing is much faster than array modifier.

  • @15x_
    @15x_ 2 года назад +2

    Epic Free Vbucks haha

  • @l3ny867
    @l3ny867 2 года назад +1

    infinite Vbucks glitch