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To set collection offset for Asset collection you can add empty under asset collection where you want collection offset to be.
That way you don't have to duplicate any other object and you don't need to delete or remove any object.
You won't notice empty because blender will add another empty for collection instance.
HOW DO YOU GET SCREEN CAST KEY IN ADD-ONS. MY SEARCH DOESN'T SHOW IT?
Ответитьincreas font size
ОтветитьOMG I looked thousend videos to find a reason for my big project an thats the solution?! Nobody said this to me - Thanks a lot!!!
ОтветитьThank you so much.
ОтветитьJust finished a video that was a nightmare to render cause it kept crashing blender. Guess i must of shift d too much
ОтветитьSir I apply alt d for dublicate but still no of verts and faces increase when I create duplicate please sir help😢😢😢
ОтветитьYour background room is so creative. love the bouncy balls!
ОтветитьHow did you get no noise in your render. Do you have to render them for extra long @ double the size & be super patient? Do you use de-noising or an insane amount of samples? or both?
Ответить💕
ОтветитьMuch thank you! 😍
ОтветитьGreat video
ОтветитьI can't find the Quick instances add on in Blender 3.5, how can I find it?
ОтветитьGreat tutorial! And to answer the question at last, for me, I use the "set object origin" method to control the instance offset. In detail, you can set up your collection of colelction ready, and then deside your offset point(/instance origin point) by moving the 3D cursor to it. When adding the collection instance, with the instance selected, just go to object - set origin to 3D cursor. You'll find all the newly added instances will follow the point you want! :)
ОтветитьFirst ... that is amazing work you are doing there!
Ответитьthe addon is craaaazy can i rig a grouped object ? (ctrl g(ed) object)
ОтветитьThis video is Over Powered!
ОтветитьHow about the particle system or geo nodes??? 🥲🥲🥲
Ответитьthanks for sharing! Excellent backyard scene!!
ОтветитьI've become addicted to using linked Dupes, and especially Instances. I'm working on creating HUGE standing sets for use in sci-fi animations. This sci-fi spacecraft carrier has six 500ft diameter [152.4m] pressure hulls strung along a 50ft x 1400ft [15.24m x 426.72m] torus like pearls on a necklace. This whole arrangement spins to provide a substitute for gravity. The "Transfer Torus" connecting the six spheres allows for the movement of personal, (as well individual spacecraft and other large equipment), between the six "Launch/Recovery pressure hulls".
And here is where I ran into a vexing problem, that being, the enormous difference in shear scale between the people walking around in these sets, and the size of the curves visible in nearby walls and the like.
Because the size of the radii of these curves are so large, these curves are subtle. Without using very dense meshes they always look like a bunch of straight sections glued together. (which of course is what they actually are, i.e. faces & edges).
Even restricting the extent of the geometry of the dense meshes making these curves to only what can be seen by a camera in any one shot this problem still leads to some very large file sizes.
Then, when you start to add people, chairs and tables, all the stuff on tables, controls, lights, cables, pipes, vents, fire extinguishers, and the occasional rat...
Well, I suppose I can't be blamed for thinking a lot more than twice about adding any new geometry to a scene when a linked Dupe or Instance will do.
As much as I've been using both linked Dupes and Instances I still learned a few things I didn't know before watching this video.
Thanks for posting this iMeshh
Thanks mate for your video... I learned the trick about location of instances .
Thanks a lot.
I have a question for you: in terms of ram and vram impact during rendering, is it more convenient to use instances or linked copies?
Thanks
Yuri
Btw, I'm trying to use asset collections in asset browser, but when the collection is placed on a Newport it does not drop on the mouse position but offsets to source coordinate. Tried to use your instance offset by cursor but still no joy. Any advice?
ОтветитьGreat video. Very clear, like a pro. Thanks!
ОтветитьVery useful.. great video. Thank you!
ОтветитьWhat if I already duplicated so many objects and would like to turn all of the objects into instances? How would I go about doing that?
ОтветитьThank you.
ОтветитьThis is so helpful dude thank you really 💜☕️🎬
ОтветитьOne thing that bothers me is that it doesn't seem to work in the lastest version of blender without you adding in a new instance every time.
If you duplicate an existing instance it treats it like a normal object that affects memory, so you have to sit there and shift + A every instance, I'm not sure if I've broken something or something like that 🥱
Also I really liked the little eastereggs with the renders going on in the background, bouncy balls down the steps and stuff lol
ОтветитьHoly crap, that is the most realistic outdoors environment I've ever seen rendered.
Ответитьhax. nice magic.
Ответитьalways used alt instead of shift. really helpful
ОтветитьThank you so much 😁 can’t believe I never knew about alt D 🎉
ОтветитьThis answers so many of my questions. Thank you.
ОтветитьIt won't use any more vram to scale and rotate because than when you just translate because the GPU is just storing an array of transform vectors (4x4 matrices) in both cases.
ОтветитьVery cool stuff. But that lighting! Can we talk about that lighting?
ОтветитьGreat tutorial, you just got a new sub 🥇Is the Alt D option available in a Geometry nodes too? If so what would it be called
ОтветитьI love that kind of tutorial where you think "I already know that..." and suddenly you learn that you can offset the collection center. Thank U sir!
ОтветитьThe Flamingo in the dark :D :D
ОтветитьToo bad this doesn't save actual RAM and still requires proxies.
ОтветитьExcellent
ОтветитьThanks!
Ответитьoh my gosh thank you
ОтветитьBecause you have 2 obj woch has different pivot point and they are both seperated in different collection.
ОтветитьWhat are those cool lamps you have in the background! Great tutorial as well, have my sub.
ОтветитьThis is so helpful I missed groups in blender and used it all the time in Max…this is a bit more tedious to set up but still a great work around…the add on looks much better👍 thanks 🙏
ОтветитьIf you set the main collection objects like you needed, then you don't need to do that duplication
ОтветитьI didn't even consider that you can have unique modifiers on instanced duplicates. Adding a displacement (or geo nodes) modifier using a random seed will give a whole range of variation!
ОтветитьLots of great information here well beyond what the title suggests. I have been struggling with a physics project of an imploding building due to the number of objects in the scene. Can't wait to try out some of your tips to see if I can speed things up. Thank you for sharing.
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