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WAIT! I can now export geonode instances from Blender? UHHHH YES PLEASE!!!??? 😱
93,860 görüntüleme • 2 yıl önce •via X (Twitter)
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This drastically simplifies exporting gltf instances from geometry nodes. You can think of it as a point cloud that references the same mesh. Which means smaller download size If you want them instanced on gpu and drawn in a single draw call in a godot game it's a different story. I might look into making an import plugin that adds an "-instance" import hint for that

scratch that, I did 2 minutes of googling, @HugoLocurcio says identical mesh instances are batched regardless of whether you use MultiMeshInstance in Forward+ 😗

support for godot's .blend importer, pog

so I did some basic testing and confirmed everything that I suspected about batching: 1. The swaying trees in the example above are all drawn in a single draw call, even though they aren't MultiMeshInstance3Ds 2. Only objects with the same mesh and same material are batched, as expected 3. Objects are batched by their location. Moving an object away from its copies puts it in a separate batch, increasing the number of draw calls by 1. Although it's hard to say what the algorithm is, sometimes it's 70 meters, sometimes it's 300, but I'm too lazy to research this, I'm just glad the magic is happening

WOAH, I wanted this feature SO MUCH, it will probably reduce my level from ~500 MB to only 20MB !! I will try it NOW.

Oh, nice! Are they actually instances or all unique meshes?

single mesh in gltf, single mesh on import 😌

You've been posting so much about godot im starting to think i need to learn it. unreal engine looking real sus

this post is about blender tho, that option will help with exporting instances to any engine, including unreal learning godot certainly can't hurt though 🙂

I'd love to know more about your WorldEnvironment its so pretty 😍
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