- This topic has 11 replies, 3 voices, and was last updated 1 year, 1 month ago by visualizer.
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2023-09-21 at 6:38 am #66993visualizerCustomer
Hi
Since I am working on industrial subjects I found that some times geometries are repeated in large quantity in scene. example – a screws or nuts/bolts. Duplicating technique saves on file size & also loading time.
There is a typical way to duplicate them by using the “Duplicate puzzle” However it has its own limitations & is also challenging.
Can we have a facility to duplicate the object at several places at once by choosing the empty or a dummy place holder in the scene instead of duplicating by giving X,Y & Z positioning?
for instance, the way “parent to” or “snap to” object works.
Ref image – how can I duplicate the screw at all those empties at once or quickly without playing much with longer combination of puzzles.
- This topic was modified 1 year, 3 months ago by visualizer.
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You must be logged in to view attached files.2023-09-21 at 6:59 am #66997kdvParticipantI’ve just described how InstancedMesh works )))
Can we have a facility to duplicate the object at several places at once by choosing the empty or a dummy place holder in the scene
You have it. But you don’t use it.
You could easily do the job this way
Duplicating technique saves on file size & also loading time.
You are free to use linked copies (Alt+D instead of Shift+D) in Blender with the same result.
Puzzles and JS coding. 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 the meaning at all.
2023-09-21 at 12:18 pm #67012kdvParticipantAlso with the help of
batch geometry
you can reduce draw calls count to 1 after cloning
https://v3d.net/e6pPuzzles and JS coding. 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 the meaning at all.
2023-09-22 at 5:11 pm #67058visualizerCustomerHey
Thanks for sharing this. I tried and it worked !Also as you said creating duplicated in blender by Shit+D or Alt+D will ultimately increase the published file size in both cases. My idea is to keep the actual geometries as less as possible in blender and produce them in large quantity by puzzles when published file is loaded.
Example a one screw conveyor unit has about 200-250 screws & nuts. not really advisable to make in blender. So make one set use place holders at different locations & reproduce them upon loading published file.2023-09-22 at 5:16 pm #67059visualizerCustomerAlso one more thing here,
the duplicating by creating a variable & puzzles keeps them in single constant orientation. i.e. static state. ( I guess ).This would bring completeness if future version of verge provides some feature for
1. Ability to change each clone’s orientation as per place holder’s orientation. Tilted or angular ( static ) &
2. Ability to keep dynamic synch with place holder’s position & orientation ( animated / dynamic )- This reply was modified 1 year, 2 months ago by visualizer.
2023-09-22 at 5:22 pm #67062kdvParticipantcreating duplicated in blender by Alt+D will ultimately increase the published file size
Wrong opinion. Shift+D and Alt+D are two big differences.
One cube -> 0.92 mb
https://drive.google.com/file/d/1XL3EBiIsZzcE4FVbZ8Lvs1cSXlMZVWko/view?usp=sharing
296 linked copies (Alt+D) -> just 0.99 mb
https://drive.google.com/file/d/1lWTZfQCadazOIpXjJyHSow95Z0Fa7rkv/view?usp=sharing
296 non-linked copies (Shift+D) -> 184 mb
One cube with 296 empties -> the same 0.99 mbthe duplicating by creating a variable & puzzles keeps them in single constant orientation. i.e. static state.
No. Clones can be moved/rotated/scaled as any other object in the scene. If you didn’t apply
batch geometry
to them after cloning.Ability to change each clone’s orientation as per place holder’s orientation
It’s already working this way https://v3d.net/e6p
Position/rotation/scale of each clone will be defined by the transforms of its place holder (applied in Blender or in Verge3D) when snapped.Ability to keep dynamic synch with place holder’s position & orientation
Just parent clones to their place holders after snapping.
Puzzles and JS coding. 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 the meaning at all.
2023-10-16 at 11:53 am #67647visualizerCustomeryes ! Indeed
Alt+D really helps well & keeps file size very limited. I had a wrong assumption.
And once its Alt+D them animated clones also work well.
2023-10-21 at 3:13 pm #67775visualizerCustomerHi
Guys
In addition to above thread I found one more thing along with Alt+D that Blender’s Geometry nodes is also producing very light duplication however. it is not reflected in V3D published file.
Is there any chance that V3D supports it by any tricky ways or some adjustments?2023-10-21 at 5:54 pm #67780kdvParticipantV3D supports exporting instances created with Geometry Nodes.
Ctrl+A -> Make Instances Real
It works since Blender 2.92Puzzles and JS coding. 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 the meaning at all.
2023-10-22 at 3:13 am #67793CrunchCustomerKDV – say I use the ‘create text object’ puzzle that iterates through a big text list with the result being a bunch (~20-40) newly added text objects (10-30 characters each) to my scene.
Seems pricey too me, particularly because they don’t need to remain dynamic (no plans to have to change text in any of them after scene initialization) … how would one go about properly ‘baking’ / ‘batching’ them together after created via the ‘create text puzzle’?
2023-10-22 at 3:53 am #67797kdvParticipantAdd them to a list (array) and try to apply “batch geometry” to that list (like here). But there is one little problem: “create text object” is an async function and you need to wait for the last object to be created before geometry batching.
Puzzles and JS coding. 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 the meaning at all.
2023-10-23 at 6:04 pm #67854visualizerCustomerV3D supports exporting instances created with Geometry Nodes.
Ctrl+A -> Make Instances Real
Yes real instances does work perfectly.
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