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.
Another fantastic video, Kris! This was one of the most useful Blender videos I've ever seen. I was somewhat familiar with Alt-D and a bit of instances, but this really clarified a lot. As always, iMeshh's assets are the best out there, bar none.
Ah amazing! I'm glad you like it! I want to do a few more videos like this going over some concepts which some people may kind of understand, but not fully
Lots 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.
It 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.
I 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!
i've used collection instance but didn't know how to move the reference so got frustrated and stopped LOL THANK YOU! also as a 3d max user i've been looking for a way to easily move the pivot offset easily haha solved 2 of my issues in 1
Haha no problem! It annoyed me so much trying to work it out (i don't think it's very intuitive) and when i found the solution i just knew I needed to tell everyone lol
I'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
I thought the garden video is some stupid joke, that this is your real garden, I almost clicked dislike button. I mean.... wow... just speechless... ❤ You're such a great artist!
Instead of going through the trouble of moving the 3D cursor to where I want the collection instance's origin to be, I just select the instance and "Set origin to geometry." Does the trick just fine most of the time lol. Although be warned that if you have several collection instances in your scene, you have to SELECT THEM ALL before setting origin to geometry. The origin will be set according to the geometry of each individual instance, with the convenience that items inside collections will stay exactly where they are without any unintended displacement. :)
Great 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! :)
This 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 🙏
The Quick Instance add-on will let you name the instances on creation, in the context menu that pops up in the lower left (or f9 if you clicked off of it)
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
How 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?
Yeah, well actually I got carried away and made all my plants individual collection instances (using the new quick collection plugin which was too much fun). But Alt+D would have worked fine too :)
@@imeshh it's crazy I render much less well than you (even if I manage to get results that aren't too bad) but from what I've already been able to do, I would have needed more than 20 GB, if not more , I regularly saturate the RAM (32go), even by optimizing the models and the scene, and even sometimes the VRAM (6go), and I am very far from your renderings between the complexity of the meshes, their variety, the size of the tetures... and your scene is super rich, I would have even thought that you had needed 64go
A question for this that I have is what if you have an object you want to duplicate but you want to have there be a slight difference each time like maybe there's a flower on 1 that isn't there on another and you want it to keep changing or there's this trick you can do with materials to make them change color each time it's duplicated I find that trick only works with shift d because it's creating a new instance of that object... I'm aware geometry nodes might work but in the case where you can't use geometry nodes (maybe it's interacted with or maybe you want it positioned in a specific place) what would be a good way to do this?
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?
One 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 🥱
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.
This is a good idea! It still feels like a bit of a workaround but maybe this is the best option available anyway. Thanks for the tip!
@@imeshh This feels like a great thing to post to the devs as bug or feature request.
Hey man do you think you can make a video on this? Not sure how to exactly do a collection offset thanks
Holy crap, that is the most realistic outdoors environment I've ever seen rendered.
thank you haha. I think its one of my favourites. I wish more people could see it :P
I 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!
Also I really liked the little eastereggs with the renders going on in the background, bouncy balls down the steps and stuff lol
One of the best Blender tutorial channels on UA-cam. Hope you'll reach millions of subscribers. Thank you for sharing knowledge.
Thank you for your kind words!
@@imeshh we thank you
Another fantastic video, Kris! This was one of the most useful Blender videos I've ever seen. I was somewhat familiar with Alt-D and a bit of instances, but this really clarified a lot. As always, iMeshh's assets are the best out there, bar none.
Ah amazing! I'm glad you like it! I want to do a few more videos like this going over some concepts which some people may kind of understand, but not fully
Your background room is so creative. love the bouncy balls!
Lots 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.
It 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.
OMG I looked thousend videos to find a reason for my big project an thats the solution?! Nobody said this to me - Thanks a lot!!!
I 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!
i've used collection instance but didn't know how to move the reference so got frustrated and stopped LOL THANK YOU!
also as a 3d max user i've been looking for a way to easily move the pivot offset easily haha solved 2 of my issues in 1
Haha no problem! It annoyed me so much trying to work it out (i don't think it's very intuitive) and when i found the solution i just knew I needed to tell everyone lol
I'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
I thought the garden video is some stupid joke, that this is your real garden, I almost clicked dislike button. I mean.... wow... just speechless... ❤ You're such a great artist!
This answers so many of my questions. Thank you.
Instead of going through the trouble of moving the 3D cursor to where I want the collection instance's origin to be, I just select the instance and "Set origin to geometry." Does the trick just fine most of the time lol. Although be warned that if you have several collection instances in your scene, you have to SELECT THEM ALL before setting origin to geometry. The origin will be set according to the geometry of each individual instance, with the convenience that items inside collections will stay exactly where they are without any unintended displacement. :)
Great 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! :)
Very useful.. great video. Thank you!
Thank you so much 😁 can’t believe I never knew about alt D 🎉
This 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 🙏
That is a important video! Awesome content.
Thank you! :)))
always used alt instead of shift. really helpful
The Quick Instance add-on will let you name the instances on creation, in the context menu that pops up in the lower left (or f9 if you clicked off of it)
Just ran into this issue. Great explanation. Thanks!
I'm glad we could help at a critical time
Thank you so much.
Great video. Very clear, like a pro. Thanks!
This is soooooo useful man
I'm glad you like it! :)))
Much thank you! 😍
This is so helpful dude thank you really 💜☕️🎬
What are those cool lamps you have in the background! Great tutorial as well, have my sub.
Thank you! :) and those lamps i'm not sure but they are 3D ones I made a while ago. I'd love to have something similar in real life!
Thank you so much for this lesson.
No problem! ☺️☺️
The Flamingo in the dark :D :D
This video is Over Powered!
Thank you for the video, very helpful.
I'm glad i could help! :)
Thanks a lot 🙏
Thank you.
Very cool stuff. But that lighting! Can we talk about that lighting?
Thanks!
If you set the main collection objects like you needed, then you don't need to do that duplication
Great video
Great tips, thank you!
No problem! ☺️
Because you have 2 obj woch has different pivot point and they are both seperated in different collection.
oh my gosh thank you
Great 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
Excellent
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
linked
My question is ....that's an Hdri but it looks like an environment you can work in. How ?
In our asset manager plugin, under the hdri tab there is a ground project section which makes the floor appear flat to the objects
@@imeshh no way!!
How 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?
Thank you for this video. Did you use this collection instancing technique for your flamingo horror scene?
Yeah, well actually I got carried away and made all my plants individual collection instances (using the new quick collection plugin which was too much fun). But Alt+D would have worked fine too :)
Nice man , u safe me ❤❤❤❤❤❤
Just finished a video that was a nightmare to render cause it kept crashing blender. Guess i must of shift d too much
I can't find the Quick instances add on in Blender 3.5, how can I find it?
great explanations!
your scene with the flamingo takes up how much RAM space when Blender loads it for rendering?
thank you
It rendered on my Rtx 3070, i think it used about 7.5gb ram :)
@@imeshh it's crazy
I render much less well than you (even if I manage to get results that aren't too bad) but from what I've already been able to do, I would have needed more than 20 GB, if not more , I regularly saturate the RAM (32go), even by optimizing the models and the scene, and even sometimes the VRAM (6go), and I am very far from your renderings
between the complexity of the meshes, their variety, the size of the tetures... and your scene is super rich, I would have even thought that you had needed 64go
A question for this that I have is what if you have an object you want to duplicate but you want to have there be a slight difference each time like maybe there's a flower on 1 that isn't there on another and you want it to keep changing or there's this trick you can do with materials to make them change color each time it's duplicated I find that trick only works with shift d because it's creating a new instance of that object... I'm aware geometry nodes might work but in the case where you can't use geometry nodes (maybe it's interacted with or maybe you want it positioned in a specific place) what would be a good way to do this?
HOW DO YOU GET SCREEN CAST KEY IN ADD-ONS. MY SEARCH DOESN'T SHOW IT?
What 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?
the addon is craaaazy can i rig a grouped object ? (ctrl g(ed) object)
Sir I apply alt d for dublicate but still no of verts and faces increase when I create duplicate please sir help😢😢😢
When you scatter grass with scatter5, is there a way to make it not increase too much the polygons ?
i was thinking bout this are particles copied or linked copies ?
Why haven't I found this channel sooner?🙁
Welcome! :))
Isn`t this the reason why Geo Node much prefer to use in same scenario ? Since they use instances but still possible to make random ?
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?
What was that? 3:26
Sorry my pet duck got loose
Too bad this doesn't save actual RAM and still requires proxies.
Why am i only knowing this now?
Glad i could be of assistance :)))
What gpu are you using?
8Gb Rtx 3070 :)
@@imeshh looks like I should learn memory management, thanks
Is there the same technique in 3Ds max?
Yeah when you clone an object or hold shift and move to duplicate it will ask if you want it to be a new object or an instance :)
yes
🫠
so sNice tutorialt like that
No problem! ☺️☺️
increas font size
💕
hax. nice magic.
└ good s
How about the particle system or geo nodes??? 🥲🥲🥲
One 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 🥱
You definitely gained a sub🤍
Yey! Nice to have you here :)