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  1. 0:01Let's learn how to optimize your heavy
  2. 0:03geometry scene inside of mash using the
  3. 0:06mash instancer. Let's quickly get into
  4. 0:08it. All right, let's start by
  5. 0:09understanding why this switch mash
  6. 0:12geometry type exist at all. So, I'm
  7. 0:14going to start off by taking a cube just
  8. 0:16so we understand how this works and
  9. 0:18let's create a mash network of this and
  10. 0:21I'm going to keep it to
  11. 0:23grid and let's keep it like this.
  12. 0:26And if I go to my mash and utilities and
  13. 0:29here we have switch mash type uh
  14. 0:32geometry type and if I go to my outliner
  15. 0:34here you can see we have currently a
  16. 0:36repro.
  17. 0:37And if I switch this real quickly to the
  18. 0:41it will ask me to select my waiter. I'm
  19. 0:42going to select my waiter and switch
  20. 0:44again and you will notice that it
  21. 0:45instantly switches from a repro to an
  22. 0:48instancer.
  23. 0:49So, the question is what is the
  24. 0:52difference between a repro and a
  25. 0:54instancer? Why does this exist at all?
  26. 0:57So, what this node basically does is
  27. 1:00it's an utility node and it converts
  28. 1:02your mash network between a instancer
  29. 1:04mode or a repro mode. You can switch uh
  30. 1:07back and forth anytime you want. Uh
  31. 1:09that's the best part of this utility
  32. 1:11node.
  33. 1:12But, the main question is why this exist
  34. 1:14at all? Mash is a procedural network
  35. 1:17which works [music] on points. These
  36. 1:19points uh can be represented either as a
  37. 1:22repro or instancer. The difference
  38. 1:24between a instancer and a repro is
  39. 1:26instancer treats your object main object
  40. 1:29>> [music]
  41. 1:30>> uh as a ghost. It creates more ghost of
  42. 1:32it which is basically you can consider
  43. 1:34like a shell which doesn't really have
  44. 1:37um original property. It just have like
  45. 1:39a shell property
  46. 1:41which can be consisted of translate,
  47. 1:43rotation, scale and so [music] on.
  48. 1:45Um the uses of instances uh is it's very
  49. 1:49fast. It's memory efficient, ideal for
  50. 1:52massive counts, thousands, millions. You
  51. 1:54can scatter grass, debris, crowd.
  52. 1:56[music]
  53. 1:57Uh although there are some cons, there
  54. 1:59are some issues that it's limited per
  55. 2:02object control. And you cannot like use
  56. 2:06>> [music]
  57. 2:06>> some of the features inside of mash like
  58. 2:08for example, if you try to use a color
  59. 2:10node inside of mash that will not work.
  60. 2:12If you use trying to use certain
  61. 2:14deformation, that will not work either.
  62. 2:16And sometimes it's a bit tricky and
  63. 2:18harder to convert into an editable
  64. 2:20geometry depending upon how complex your
  65. 2:23scene is.
  66. 2:24On the other hand, repro is basically
  67. 2:27your real geometry. So, when you create
  68. 2:29an instances of your any object, it's
  69. 2:32basically creating real geometry of that
  70. 2:34object. More copies of it. And uh
  71. 2:38the good and bad thing, well, first
  72. 2:41thing it's heavier obviously because
  73. 2:43it's creating an original geometry again
  74. 2:45and again. So, it's heavier but more
  75. 2:46flexible also. It allows the deformers
  76. 2:50per vertex uh effects, shading
  77. 2:52variation, better compatibility with
  78. 2:54rendering workflows at least I've
  79. 2:56noticed.
  80. 2:57And it's easier to bake to a real object
  81. 3:00in the end if you feel like it.
  82. 3:02Uh as I said, the best part is you we
  83. 3:04can always switch back and forth. So, my
  84. 3:07idea here whenever we are working with
  85. 3:09mash and since I use mash a lot to
  86. 3:12create multiple instances especially
  87. 3:15when I have a environment scene on a
  88. 3:17terrain I'm trying to create like small
  89. 3:19grass and bushes, I always start with
  90. 3:21the instancer because it's faster
  91. 3:23iteration. I can always go back and
  92. 3:25forth which I will show you
  93. 3:27in a while. And then when I'm getting
  94. 3:30closer to the end, I usually switch back
  95. 3:32to the repro and then I can finally do
  96. 3:35my final look dev and everything.
  97. 3:37So, this is basically pros and cons of
  98. 3:40using instancer and repro. Uh as I said,
  99. 3:43this is the best tip. Start with the
  100. 3:45instancer and with the repro. All right,
  101. 3:47so let's try to create something out of
  102. 3:49it. Uh I have some basic models here
  103. 3:51which are meant to look more like a hard
  104. 3:53surface
  105. 3:55uh which we are going to use for this
  106. 3:56purpose and I have another scene geo
  107. 3:58which is basically one floor
  108. 4:01and one cube to look something like
  109. 4:03this.
  110. 4:04And that's pretty much it. So, the first
  111. 4:06thing I'm going to do is I'm going to
  112. 4:08create some clones of this. Let me add a
  113. 4:10color node just so we can see
  114. 4:12better.
  115. 4:14And what I'm going to do is switch to
  116. 4:16grid and maybe like 150 150.
  117. 4:24Something like this. Maybe add four.
  118. 4:29And there we have it. So, I'm going to
  119. 4:31keep it to something like this.
  120. 4:33And let's turn this off. I can call this
  121. 4:36just grid.
  122. 4:38And the first thing is so we have around
  123. 4:41eight polygons here our hard surface
  124. 4:44models which you want to use.
  125. 4:46And there are a couple of ways of doing
  126. 4:47this. Uh I'm going to show you all the
  127. 4:49way.
  128. 4:50Um but the first thing is obviously the
  129. 4:52most easiest one. You can just click on
  130. 4:54your network and you can create uh your
  131. 4:56mash network and with your group
  132. 4:58selected but usually it's better to do
  133. 5:01with your polygon selected and you can
  134. 5:02click on mash.
  135. 5:04And after clicking on your mash, you
  136. 5:05will have just one object registered in
  137. 5:08uh but in your repro if you look, you
  138. 5:10have like eight different objects here.
  139. 5:12Now, let's talk about repro first. Uh
  140. 5:14so, here you will notice it creates a
  141. 5:16repro mesh which is as I mentioned
  142. 5:18before that it's creating an actual mesh
  143. 5:20of your geometry. It's not creating like
  144. 5:22a shell or a instancer. That's why it's
  145. 5:25more heavier.
  146. 5:26Now, there is a lot of different ways of
  147. 5:28optimizing your um repro as well. You
  148. 5:31can change the level of details to
  149. 5:33bounding box which will treat it as a
  150. 5:35bounding box which will be easier to
  151. 5:36maintain and you can also use your GPU.
  152. 5:39In the renderer, you will still see your
  153. 5:41final mesh but just for the view port uh
  154. 5:43stability, you can switch to bounding
  155. 5:45box. I'm going to keep it to geometry
  156. 5:46for now.
  157. 5:47And um
  158. 5:49right now it's treating one object. So,
  159. 5:51what we want to do is we want to create
  160. 5:53a ID node.
  161. 5:54And inside of our ID it uh automatically
  162. 5:57recognizes it. You can change to random,
  163. 5:59linear, whatever you like.
  164. 6:01Uh but what I want to show you is so in
  165. 6:04the distribute, what I'm going to do is
  166. 6:05switch to mesh.
  167. 6:07And since
  168. 6:08if you look at the face, we have a lot
  169. 6:10of faces on this object and I'm going to
  170. 6:14switch the scattering mode to face
  171. 6:16center and see how much time it takes
  172. 6:18just to register all of this mesh. So,
  173. 6:20let's quickly go here and I'm going to
  174. 6:22take the grid and I'm going to use the
  175. 6:25face center. All right, so we have the
  176. 6:28face center here.
  177. 6:29Uh the orientation is all messed up. So,
  178. 6:32I'm going to turn this off. But, the
  179. 6:34main thing that I'm going to do now is
  180. 6:36basically I'm going to click on flood
  181. 6:37mesh and it's going to flood all of the
  182. 6:40mesh like all the face center of the
  183. 6:41mesh we have.
  184. 6:43So, let's click here.
  185. 6:45And uh it actually handled quite great.
  186. 6:49I'm not that disappointed but sooner
  187. 6:51with time uh it's going to slow down
  188. 6:53anyways.
  189. 6:54So, what I can do from this point is I
  190. 6:57can start working around with it, you
  191. 6:59know. And as I said, you can also have a
  192. 7:02bounding box just if you want to use.
  193. 7:05Um but first, I want to
  194. 7:09do something. I'm going to remove the
  195. 7:12randomization of this but I think I'm
  196. 7:15going to
  197. 7:20just
  198. 7:21the scale volume.
  199. 7:23And let me just take a offset node
  200. 7:26first.
  201. 7:27I'm going to use the scale volume to
  202. 7:290.5.
  203. 7:32And uh yeah, this uh looks decent
  204. 7:36enough. Let me just
  205. 7:39click on random.
  206. 7:41And in the distribute
  207. 7:45I don't think I want to change anything
  208. 7:47here
  209. 7:49apart from
  210. 7:51I think we are good to go.
  211. 7:55I think I would do want to change the
  212. 7:57scale a bit.
  213. 8:000.5 maybe something like this.
  214. 8:05And maybe what I can also do is
  215. 8:08uh in the offset, I can just create a
  216. 8:11negative one
  217. 8:14completely and let's go for a
  218. 8:180.5.
  219. 8:20And uh
  220. 8:23yeah, I think this will do the job for
  221. 8:25now.
  222. 8:26Um anyway, so we have a scene like this
  223. 8:29and let's say I want to increase a bit
  224. 8:30more. So, I want to I'm going to try to
  225. 8:33make this scene more heavier.
  226. 8:35So, I will go to my mash uh one and here
  227. 8:38in distribute, what I'm going to do is
  228. 8:40I'm going to add maybe like five.
  229. 8:43So, we have uh more clones here. I will
  230. 8:47make it six and I will increase the
  231. 8:50distance to let's say 300 and we have
  232. 8:53something like this.
  233. 8:55Um now, what I'm going to do is you can
  234. 8:58go back to mash two and you will no
  235. 9:01notice that we have um eight different
  236. 9:03objects. What I want to do is I want to
  237. 9:05switch this repro. So, I can just go to
  238. 9:07my repro mesh here
  239. 9:09and switch to effects mash utility and
  240. 9:12you can uh click on switch mash geometry
  241. 9:15type.
  242. 9:16And it will ask me to select the waiter.
  243. 9:19So, selecting the waiter and here you
  244. 9:21will notice that we have all the
  245. 9:23instances uh
  246. 9:24created
  247. 9:26which is
  248. 9:27uh quite good.
  249. 9:29And from here, I can just start playing
  250. 9:31around with my object uh whatever I want
  251. 9:33to do and everything. But, what I also
  252. 9:37want to create is
  253. 9:39um I want to add some more objects here.
  254. 9:42Let's say we have this many objects
  255. 9:44which I don't want or no longer need. I
  256. 9:46can just click on remove um items and I
  257. 9:49can get rid of them. And let's say I
  258. 9:52want to add like a sphere. I want to add
  259. 9:55like a cube.
  260. 9:57And let's give this and I can select
  261. 10:00both of them and I can click on my
  262. 10:02instancer and I can click on add
  263. 10:04selection. And here you will notice that
  264. 10:07we have both the object present. Now you
  265. 10:09won't see them here in the mesh network
  266. 10:12obviously.
  267. 10:13The main reason being
  268. 10:15I'm going to hide this. I'm going to
  269. 10:17hide this. I'm going to go back to my
  270. 10:20mash.
  271. 10:22And in the ID I'm going to increase the
  272. 10:25two ID which
  273. 10:27and the two ID we added.
  274. 10:30And here we have it. So we can see, let
  275. 10:33me just take this.
  276. 10:36Reduce this.
  277. 10:39And so on.
  278. 10:40And you will see some sort of
  279. 10:43artifact
  280. 10:45which I'm seeing right now.
  281. 10:48But that is just because of this. Let me
  282. 10:50hide this and there you have it.
  283. 10:53So we have something like this. If you
  284. 10:55want to add more objects, you can always
  285. 10:57take more primitives. And when you feel
  286. 10:59like you don't want any object, you can
  287. 11:01just remove the item. Or you can also
  288. 11:03change how the objects are being
  289. 11:06instanced. You can change their order.
  290. 11:09And it will reflect on your geometry
  291. 11:12just like that.
  292. 11:13And on top of that, you can also click
  293. 11:17on display percentage. So let's say you
  294. 11:20want to you're doing a look dev or
  295. 11:21lighting and you want to only use half
  296. 11:23of it, you can click on display
  297. 11:25percentage and you can
  298. 11:27sort of use this to create your geometry
  299. 11:32like a sort of like animation.
  300. 11:34You can use a bounding boxes here as
  301. 11:37well.
  302. 11:38If you want and you can use geometry as
  303. 11:42well. And whenever you feel like you
  304. 11:44want to switch back, you can just click
  305. 11:46on your instancer. You can go back and
  306. 11:49oh
  307. 11:52It's the waiter. Yeah. And we come back
  308. 11:55here and we have our repro back again.
  309. 12:00One more interesting thing that you
  310. 12:02should know is when you have your
  311. 12:05instancer going on, you can also bake
  312. 12:07it. Let's say you want to create object.
  313. 12:08You're happy with the scene and you want
  314. 12:10to move to look dev. You don't want to
  315. 12:12create a repro because you don't want
  316. 12:14any proceduralness anymore. You just
  317. 12:17want to get it done or you want like a
  318. 12:19certain control on certain section of
  319. 12:21your
  320. 12:22mash. So what you can do is you can just
  321. 12:24go to mash here utility and you can
  322. 12:25click on bake instancer to object.
  323. 12:29Again, the waiter. Scheiße.
  324. 12:31Let me go back.
  325. 12:35And click here.
  326. 12:40What is
  327. 12:43Yeah, there you go.
  328. 12:45After several tries.
  329. 12:47So your bake instancer tool will open
  330. 12:49up. Here you will see checking for
  331. 12:51common problems. You will see this
  332. 12:53pretty much every time you open this up.
  333. 12:56Now a couple of things to know here.
  334. 12:59If you are going to click on bake
  335. 13:00animation, let's say you have a signal
  336. 13:02node or something like that and you have
  337. 13:04trails and all of that and you want to
  338. 13:05bake it on your polygon to be a final
  339. 13:07mesh.
  340. 13:08Be very careful what you're selecting
  341. 13:10from here because as I've already
  342. 13:12mentioned in my catch mash catch video
  343. 13:16that every time you catch a mash
  344. 13:18network, it basically catches the
  345. 13:20translate first.
  346. 13:22And after catching that, it catches
  347. 13:24rotate. So it's going to catch several
  348. 13:27times and it's going to take a lot of
  349. 13:29memory and time. So if you don't have
  350. 13:31any rotation in your mash network, if
  351. 13:33you don't have any scaling or animation,
  352. 13:35just don't use it. Just don't bake it at
  353. 13:38all.
  354. 13:39But what you want to do is like for
  355. 13:42example, what I want to do is my bake to
  356. 13:44shape instances and I can just click on
  357. 13:47bake this frame.
  358. 13:48And just wait a minute. Don't do
  359. 13:50anything and it will just start baking
  360. 13:53all of these instances into an actual
  361. 13:56object. All right, so the baking is
  362. 13:58done. Let's close this down. Also, you
  363. 14:01can clear undo and close script editor
  364. 14:03if you're using. You can check this up
  365. 14:05just to save some memory.
  366. 14:06So here you will see it creates this
  367. 14:09group and you can pretty much select any
  368. 14:13object you want and you can move it up.
  369. 14:16You can change the scale of it. So
  370. 14:19um
  371. 14:20if you want to just work with one
  372. 14:22particular object, you can do that. So
  373. 14:25you have all these instances baked into
  374. 14:28a real mesh which is now ready to go.
  375. 14:31You can just start working with it.
  376. 14:34So this is another tip that you can do
  377. 14:37when you're working for your final piece
  378. 14:40that you can also bake your instances to
  379. 14:43a real object if you like.
  380. 14:45So both have their pros and cons. It's
  381. 14:48just depends on your workflow, what
  382. 14:50you're working with. As I've said,
  383. 14:52always start with the instancer and then
  384. 14:53switch to the repro when you want to
  385. 14:57do your final look dev or whatever
  386. 14:59because one thing you've noticed is if I
  387. 15:01go to the mash network, you will notice
  388. 15:03that the color node is not active. It's
  389. 15:05completely grayed out because you cannot
  390. 15:07use this with instancer. You need to
  391. 15:09have a mash network like a mash repro.
  392. 15:13An actual geometry to work with. So
  393. 15:15there are some limitations with it, but
  394. 15:17if you're not planning to use some of
  395. 15:19those limitation, then go with it. So I
  396. 15:21think that's a very good thing and the
  397. 15:24bonus point is obviously that you can
  398. 15:26always switch back and forth. So yeah.
  399. 15:29So that's was pretty much it. I hope you
  400. 15:32got something out of this.
  401. 15:34Good information
  402. 15:36or what not and yeah, start creating
  403. 15:39some interesting stuff and I'll see you
  404. 15:41in the next video.

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