My scene has a lot of trees instances in blender, when I export as verge 3d gltf, the .bin is small.
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 my each trees slightly different tint.
Is this the best way to do it? Or anyway I can do it better?
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