Especially in the case of things like trees you could use linked duplicates.
You can create those with Alt+D.
But if you have already created the normal duplicates in your scene you can still link them by selecting all objects that you want to convert to a linked duplicate, then select-click the object that you want to link them to and press Ctrl+L in ...
Placing Objects Randomly on the Ground with a Hair Particle System
Using a Hair Particle system is a very easy way to have objects scattered randomly on your ground plane. This can be very useful for creating litter in cities, rocks & sticks in woods, trees in forests, weeds in abandoned lots, etc:
Step #1: Create your Objects
Add to your scene one ...
This is because hair particles use the global +X axis as "up" for orienting the particle.
If you rotate your objects 90° on the Y axis so that the direction you want to be facing up is instead facing global +X, you get the following result:
It isn't necessary to apply the rotation, since you have Rotation enabled in Particle Settings > Render.
You can turn all the duplivert objects into real objects by selecting the object with dupliverts and choosing Object> Apply> Make Duplicates Real from the menu in the 3D view, or Ctrl+Shift+A .
Then select all the individual objects and press Ctrl+J to make them a single object.
Both the Object and Mesh classes actually have place to store materials. For object it is Object.material_slots and Mesh.materials. This means that Mesh always has their own "default" materials but they could be overridden on Object level. I don't know the origin of this but it comes in handy.
Normally the settings are paired but to override material per ...
You can use an Attribute Math (or Attribute Vector Math if you want non homogeneous scale) node to control the point scale with your vertex group weights.
Input weights :
The node tree :
Distribute points, scale relative to the VG weights, instance your objects, join geometry, output geometry.
If you want to control the scaling factor,...
I have managed a way to help you with this issue. Yesterday I was trying the same thing and I realized a way to not render the original collection and only the models created with a collection instance tool.
What you need to do is put all of your original “Assets” inside another collection. Then turn off the eye icon in all of them (including the bigger ...
Make a group of your object(s) with Ctrl + G and name it (in the tool panel)
In the add menu, go to "Group Instance" and pick the group you want to instantiate.
If you append/link such an object, select "instance groups" on the links before appending/linking.
This allows you to render billions of polygons on a 4Gb computer with precise positioning and also ...
I think that you shouldn't use an array.
Use a particle system instead. Create a mesh were the containers would be:
Then add a particle system, star on 1 and end on 1, choose volume as emit form and grid.
Now you will have this:
If your containers aren't square (probably) change the scale in object mode of the emmiter to be similar to the container ratio....
Parent your object to an object made up of faces (you can create it using a single plane and an -- applied -- array modifier, or you can just build it creatively):
Orange: your "single object" (to be duplicated). Yellow: your "duplicator". It works better if their origins are in the same location, and the origin of the &...
You almost got it. You can do it by using an array + curve modifier, you just need to use the plane as an instancer.
Select the plane, add an array modifier and set the length to "fit curve", and set your curve.
Add a curve modifier, set it to your curve again.
Make sure to parent the lamp post to your plane, then go to the plane's object ...
Create edges using the Create Edges Node from a list filled with the location of the source object and the locations of the instanced objects, then use the Splines From Edges node to create splines from the edges, output the splines and you will have the relationship lines.
Instances Modifier Values
To understand why your values don't ...
Globally dupli works on the convention that normals (vertex normals) correspond to the Y axis of the dupli.
To orient the protein:
First apply rotation and scale CtrlA so that we start with something we can work with
Then rotate it to the Y axis
And apply rotation again
If you want to do that (I had a look at some images on google):
Enter edit ...
Let's see how to illustrate this. We will use this setup :
A cube parented to a plane, then the plane is set to "Instance" its children on each of its vertices. As you noticed you can't directly access the instantiated cubes unless you make the instances "real", but then you can't go back.
Let's circle the "Object info" output ...
An quick way to do so would be DupliVerts.
Parent the cube to your hexagon
In object settings of the hexagon set duplication to verts
Now you have your corner stones:
Copy your cube and hexagon and rotate them to get the stones in between
The original cube in the middle will not show up in a render.
But you can get rid of it by making ...
Why not just place the cubes on one of the sides, then use an array modifier to duplicate them around?
To set this up you will need an empty, and a cube in the exact same spot. (just add both without moving the 3D cursor).
Select the empty you just added, and rotate it along the Z 60° (because there are six sides in a hexagon and 360÷6=60).
Now select the ...
This probably has already been solved by the OP, but I came across this problem myself and searching for an answer I stumbled upon this post.
And for the sake of those eventually looking to solve the same problem, I'd like to add an important detail:
The answer given by Duarte Farrajota Ramos is correct, yet the OP said he was still having trouble, and in ...
First select the cube and create a group Ctrl + G
Then select all your empties and go to the Properties Panel > Object > Duplication click Group and then choose the newly created group from the dropdown.
If you have selected more than one empty, hit Ctrl + L with all of them selected and click on DupliGroup to have the Group property copied to all of them.
Not sure if this is going to help you but:
1 Create a light and a curve.
2 Convert the curve to Mesh.
3 Select the Light go to >> object >> Relations >> Parent (here, put the curve).
4 GO to the Curve >>Object >> Instancing >>Verts.
It's because all objects use the same Object Data.
You need to make it unique before joining.
Select "realed instances" go to Properties Editor > Data Properties and click on a number on the first row. The "active" one (bright orange) become unique, now join them Ctrl+J.
(The number means how many objects in a scene use this data block.)
Instead of arraying a plane along the curve, try arraying a simple vertex. Tweak the constant offset in the array modifier to get the desired offset.
Then create the object you want to instance. Set its parent to the "Arrayed vertices" object. Go to the parent object and in the object properties. Set the instancing to "Verts".
Don't forget to add a high ...
No. You can't.
You can, however, use common input for your shading nodes and geometry nodes: the empty's position:
Of course as you can see it creates gradients:
So you want to change each coordinate of an inner cube to one single coordinate of that cube - most logically to the center (which is also the vertex that spawned the inner cube).
First an ...
First you don't need to separate your mountains into different objects to assign different materials to different parts, you can have multiple materials on the same object using several material slots per object for that.
Just go to the Properties Window > Materials and In the List press the + button to create a new slot and assign a new material to it. In ...
The Dupligroups or Collection Instance workflow in Blender are indeed a bit unorthodox, and somewhat different from other applications (like so many other things in Blender), but not any less capable.
The gist of it is that in Blender group definition and group usage are two separate and distinct procedures all together. This means you can't directly ...
Thanks to some help from Jaque Luke (see this post here Animation Nodes: How to unzip a list) I found a slightly different solution: I'm using the Object Instancer, which you can now feed in any Object you like, and first compose a list of target positioning vectors. Then I loop over the list length of those vectors and apply the locations to each Object ...
1) add driver (ctrl d) to first value
2) copy driver (sorry im wrong do this at the end !!!!!)
3) paste driver to other value (sorry do this at the end !!!!!))
4) open a driver panel editor type, select the correct object otherwise the driver will not apear, also select the last step in the T panel on the left
5) go to n tab then driver tab
6) set a to ...