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Tree Instances

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  • #76132
    jerenz
    Participant

    My scene has thousands of trees instances in blender, when I export as verge 3d gltf, the .bin is small ,which is good.
    Then in verge 3d , I use the batch geometry puzzle for the tree collection, thus reducing thousands of render calls , but rendered geometry stays the same .
    However , when using the batch geometry puzzle, I lost the (object info ,random node) functionality to give each tree slightly different tint.

    Is this the most optimize way to do it? Or anyway I can do it better?

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    #76191

    Hi,
    Batching puzzle makes it a single object, so the Object Info node won’t work. You might use the Position output of the Geometry node to calculate the tint.

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