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...
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.
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
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!!!
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?
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.
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 😕😕
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!
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.
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.
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)
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.
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.❤👌👌👌
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.
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
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
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).
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.
𝐀𝐧𝐨𝐭𝐡𝐞𝐫 𝐮𝐬𝐞𝐟𝐮𝐥 𝐭𝐮𝐭𝐨𝐫𝐢𝐚𝐥 𝐨𝐧 𝐋𝐢𝐧𝐤𝐞𝐝 𝐂𝐨𝐩𝐲 👉 ruclips.net/video/ezz-byx8Pfo/видео.html
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...
Glad I could help! Cheers! 😊
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.
great tutorial, straight to the point. clear and concise, and exactly what I needed. Thanks for making this!
Glad it helped! And thank you so much for the appreciation 😊
I am so wowed 😍knowing Instancing , array and sintancing are now two arsenanals to distribute objects on surfaces.
Glad you found this useful!
You can also use ALT + D to create an instance from a mesh, just like SHIFT + D for duplicating an object!
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
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!!!
Glad it helped! 😊 Thank you so much for the nice words 💝💝
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?
Yes, you can create a slightly different pattern by following the method discussed in another tutorial 👉 ruclips.net/video/9oVjD0E4wD4/видео.html
5:46 EXACTLY what I needed, thanks!
I'd glad to know that it helped 😊💝💝
Great tutorial, thanks for sharing, can you tell me which overlay are you using for the keystrokes and mouse buttons?... Greetings.
Hi there! Thanks a lot. I am using Screencast Keys addon.
@@5MinutesBlender Thanks for the quick answer, i assume that is a blender addon. Greetings. Yes, i have it now and works perfect!!!... Thanks again!!!
@@Totorus Great 👍
Great tutorial, very clear and instructive, thanks
Glad it was helpful for you!
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.
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 😕😕
Super Super Useful tutorial. Thanks so much,
Glad it helped! 😊
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.
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!
@@5MinutesBlender Thanks. It does.
Thank you...very clear and direct
is there any way to add more than 1 to each face? like to completely cover the model?
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.
Outstanding. 🤔☕️✊✊✊🎩
Thank you bro!
After hitting "make instances real", If i edit the mesh of one of the instances, will the others be edited too?
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.
can i move the instances independently one by one? without making them real
No, you need to first convert them into Real in order to transform them individually.
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)
Thank you for the tips! 💝💝
Neat! Did not know you could do that, thanks.
Glad it helped! 😊
Thank you very much!
Is it work with rigid bodies?
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.
Some really cool stuff to know
Glad to know that you found it useful 😊
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.❤👌👌👌
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.
অনেক অনেক ভিউ পাক ❤️😬🤗
❤️❤️❤️
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
Great suggestion! We'll plan for this 👍
Thank you so much for the help! ❤
You are welcome 💝
how to create multiple copy without increase system hang problem
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.
Brilliant.
Thank you! 💝
Nice 👍
Sir.
Please make a tutorial on updating any addons for blender 3.0.
please.🥺
Love from Bangladesh.🥰
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
thanks a lot
Happy to help bro 💝
i think using m for collection it will move all into that collection. saving you of selecting all that 64 coins.
Oh great! I did not know that. Thanks a lot for sharing 👍💝💝
tuto simpa, ça marche bien pour realiser une animation avec des dominos
Heureux de savoir que vous l'avez trouvé utile!
Now these instances are way more comfortable and flexible with Geometry Nodes
Yes, very true 👍
nice
Thank you so much 😊💝💝
YES
It's unfortunate that Blender can't hierarchically un join levels of object like Maya can.
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).
@@5MinutesBlender I'm not sure, but Maya does this very smoothly and keeps the hierarchy in place.
A Array modifier is using instancing, btw ..
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.
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