Instancing an instance via Cloner
Posted: Tue Jul 01, 2014 8:39 pm
Hello folks, I've stumbled upon an elegant solution to: How do I efficiently put Cloner in another Cloner?
Now the problem is - you can't have Instance in an Instance where both of them have "render instance" checked, same applies for Cloners as they use the very same instancing principle.
Now imagine you have that 100 000 Polygon mesh, and you want to clone it in a very odd manner. Usually you'd use a cloner inside a cloner to suit your needs (a hundert of 100k meshes will eat much memory space though), BUT we have the option of loading a mesh only once and spread it however we like with Instancing.
Everything works fine, put anything in a cloner, check render instances and you have a row of ten things for cost of one. Profit you might say! But how would you clone that cloner? Remember, you want to have loaded that mesh only once! If you clone an instancing cloner ten times you end up loading 10 meshes with 10 Scatters to them... it's better than loading hundert meshes, yet not the best memory saving solution. The better way is:
You just
This is a quick post, without going in-depth. A c4d scene is attached. Now go and make me proud! :D
Now the problem is - you can't have Instance in an Instance where both of them have "render instance" checked, same applies for Cloners as they use the very same instancing principle.
Now imagine you have that 100 000 Polygon mesh, and you want to clone it in a very odd manner. Usually you'd use a cloner inside a cloner to suit your needs (a hundert of 100k meshes will eat much memory space though), BUT we have the option of loading a mesh only once and spread it however we like with Instancing.
Everything works fine, put anything in a cloner, check render instances and you have a row of ten things for cost of one. Profit you might say! But how would you clone that cloner? Remember, you want to have loaded that mesh only once! If you clone an instancing cloner ten times you end up loading 10 meshes with 10 Scatters to them... it's better than loading hundert meshes, yet not the best memory saving solution. The better way is:
You just
- take a point (for Ex. make Cube -> Make editable -> Delete all vertices but one),
- put it in a Cloner of a Cloner of a Cloner of a Cloner... you get the idea.
- And it is advisable to put that Cloner tree inside of a Connect node (watch for Weld setting, it may eat some vertices ;))
- Afterwards create a regular Cloner with your object inside, and instead of [Object properties] Mode = Linear set it to Mode = Object, and feed him your Connect node.
- Check [x] Render instance also!
This is a quick post, without going in-depth. A c4d scene is attached. Now go and make me proud! :D