YouTube transcript (hgWE5C123Ns) — Transcript
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- 0:01Let's learn how to optimize your heavy
- 0:03geometry scene inside of mash using the
- 0:06mash instancer. Let's quickly get into
- 0:08it. All right, let's start by
- 0:09understanding why this switch mash
- 0:12geometry type exist at all. So, I'm
- 0:14going to start off by taking a cube just
- 0:16so we understand how this works and
- 0:18let's create a mash network of this and
- 0:21I'm going to keep it to
- 0:23grid and let's keep it like this.
- 0:26And if I go to my mash and utilities and
- 0:29here we have switch mash type uh
- 0:32geometry type and if I go to my outliner
- 0:34here you can see we have currently a
- 0:36repro.
- 0:37And if I switch this real quickly to the
- 0:41it will ask me to select my waiter. I'm
- 0:42going to select my waiter and switch
- 0:44again and you will notice that it
- 0:45instantly switches from a repro to an
- 0:48instancer.
- 0:49So, the question is what is the
- 0:52difference between a repro and a
- 0:54instancer? Why does this exist at all?
- 0:57So, what this node basically does is
- 1:00it's an utility node and it converts
- 1:02your mash network between a instancer
- 1:04mode or a repro mode. You can switch uh
- 1:07back and forth anytime you want. Uh
- 1:09that's the best part of this utility
- 1:11node.
- 1:12But, the main question is why this exist
- 1:14at all? Mash is a procedural network
- 1:17which works [music] on points. These
- 1:19points uh can be represented either as a
- 1:22repro or instancer. The difference
- 1:24between a instancer and a repro is
- 1:26instancer treats your object main object
- 1:29>> [music]
- 1:30>> uh as a ghost. It creates more ghost of
- 1:32it which is basically you can consider
- 1:34like a shell which doesn't really have
- 1:37um original property. It just have like
- 1:39a shell property
- 1:41which can be consisted of translate,
- 1:43rotation, scale and so [music] on.
- 1:45Um the uses of instances uh is it's very
- 1:49fast. It's memory efficient, ideal for
- 1:52massive counts, thousands, millions. You
- 1:54can scatter grass, debris, crowd.
- 1:56[music]
- 1:57Uh although there are some cons, there
- 1:59are some issues that it's limited per
- 2:02object control. And you cannot like use
- 2:06>> [music]
- 2:06>> some of the features inside of mash like
- 2:08for example, if you try to use a color
- 2:10node inside of mash that will not work.
- 2:12If you use trying to use certain
- 2:14deformation, that will not work either.
- 2:16And sometimes it's a bit tricky and
- 2:18harder to convert into an editable
- 2:20geometry depending upon how complex your
- 2:23scene is.
- 2:24On the other hand, repro is basically
- 2:27your real geometry. So, when you create
- 2:29an instances of your any object, it's
- 2:32basically creating real geometry of that
- 2:34object. More copies of it. And uh
- 2:38the good and bad thing, well, first
- 2:41thing it's heavier obviously because
- 2:43it's creating an original geometry again
- 2:45and again. So, it's heavier but more
- 2:46flexible also. It allows the deformers
- 2:50per vertex uh effects, shading
- 2:52variation, better compatibility with
- 2:54rendering workflows at least I've
- 2:56noticed.
- 2:57And it's easier to bake to a real object
- 3:00in the end if you feel like it.
- 3:02Uh as I said, the best part is you we
- 3:04can always switch back and forth. So, my
- 3:07idea here whenever we are working with
- 3:09mash and since I use mash a lot to
- 3:12create multiple instances especially
- 3:15when I have a environment scene on a
- 3:17terrain I'm trying to create like small
- 3:19grass and bushes, I always start with
- 3:21the instancer because it's faster
- 3:23iteration. I can always go back and
- 3:25forth which I will show you
- 3:27in a while. And then when I'm getting
- 3:30closer to the end, I usually switch back
- 3:32to the repro and then I can finally do
- 3:35my final look dev and everything.
- 3:37So, this is basically pros and cons of
- 3:40using instancer and repro. Uh as I said,
- 3:43this is the best tip. Start with the
- 3:45instancer and with the repro. All right,
- 3:47so let's try to create something out of
- 3:49it. Uh I have some basic models here
- 3:51which are meant to look more like a hard
- 3:53surface
- 3:55uh which we are going to use for this
- 3:56purpose and I have another scene geo
- 3:58which is basically one floor
- 4:01and one cube to look something like
- 4:03this.
- 4:04And that's pretty much it. So, the first
- 4:06thing I'm going to do is I'm going to
- 4:08create some clones of this. Let me add a
- 4:10color node just so we can see
- 4:12better.
- 4:14And what I'm going to do is switch to
- 4:16grid and maybe like 150 150.
- 4:24Something like this. Maybe add four.
- 4:29And there we have it. So, I'm going to
- 4:31keep it to something like this.
- 4:33And let's turn this off. I can call this
- 4:36just grid.
- 4:38And the first thing is so we have around
- 4:41eight polygons here our hard surface
- 4:44models which you want to use.
- 4:46And there are a couple of ways of doing
- 4:47this. Uh I'm going to show you all the
- 4:49way.
- 4:50Um but the first thing is obviously the
- 4:52most easiest one. You can just click on
- 4:54your network and you can create uh your
- 4:56mash network and with your group
- 4:58selected but usually it's better to do
- 5:01with your polygon selected and you can
- 5:02click on mash.
- 5:04And after clicking on your mash, you
- 5:05will have just one object registered in
- 5:08uh but in your repro if you look, you
- 5:10have like eight different objects here.
- 5:12Now, let's talk about repro first. Uh
- 5:14so, here you will notice it creates a
- 5:16repro mesh which is as I mentioned
- 5:18before that it's creating an actual mesh
- 5:20of your geometry. It's not creating like
- 5:22a shell or a instancer. That's why it's
- 5:25more heavier.
- 5:26Now, there is a lot of different ways of
- 5:28optimizing your um repro as well. You
- 5:31can change the level of details to
- 5:33bounding box which will treat it as a
- 5:35bounding box which will be easier to
- 5:36maintain and you can also use your GPU.
- 5:39In the renderer, you will still see your
- 5:41final mesh but just for the view port uh
- 5:43stability, you can switch to bounding
- 5:45box. I'm going to keep it to geometry
- 5:46for now.
- 5:47And um
- 5:49right now it's treating one object. So,
- 5:51what we want to do is we want to create
- 5:53a ID node.
- 5:54And inside of our ID it uh automatically
- 5:57recognizes it. You can change to random,
- 5:59linear, whatever you like.
- 6:01Uh but what I want to show you is so in
- 6:04the distribute, what I'm going to do is
- 6:05switch to mesh.
- 6:07And since
- 6:08if you look at the face, we have a lot
- 6:10of faces on this object and I'm going to
- 6:14switch the scattering mode to face
- 6:16center and see how much time it takes
- 6:18just to register all of this mesh. So,
- 6:20let's quickly go here and I'm going to
- 6:22take the grid and I'm going to use the
- 6:25face center. All right, so we have the
- 6:28face center here.
- 6:29Uh the orientation is all messed up. So,
- 6:32I'm going to turn this off. But, the
- 6:34main thing that I'm going to do now is
- 6:36basically I'm going to click on flood
- 6:37mesh and it's going to flood all of the
- 6:40mesh like all the face center of the
- 6:41mesh we have.
- 6:43So, let's click here.
- 6:45And uh it actually handled quite great.
- 6:49I'm not that disappointed but sooner
- 6:51with time uh it's going to slow down
- 6:53anyways.
- 6:54So, what I can do from this point is I
- 6:57can start working around with it, you
- 6:59know. And as I said, you can also have a
- 7:02bounding box just if you want to use.
- 7:05Um but first, I want to
- 7:09do something. I'm going to remove the
- 7:12randomization of this but I think I'm
- 7:15going to
- 7:20just
- 7:21the scale volume.
- 7:23And let me just take a offset node
- 7:26first.
- 7:27I'm going to use the scale volume to
- 7:290.5.
- 7:32And uh yeah, this uh looks decent
- 7:36enough. Let me just
- 7:39click on random.
- 7:41And in the distribute
- 7:45I don't think I want to change anything
- 7:47here
- 7:49apart from
- 7:51I think we are good to go.
- 7:55I think I would do want to change the
- 7:57scale a bit.
- 8:000.5 maybe something like this.
- 8:05And maybe what I can also do is
- 8:08uh in the offset, I can just create a
- 8:11negative one
- 8:14completely and let's go for a
- 8:180.5.
- 8:20And uh
- 8:23yeah, I think this will do the job for
- 8:25now.
- 8:26Um anyway, so we have a scene like this
- 8:29and let's say I want to increase a bit
- 8:30more. So, I want to I'm going to try to
- 8:33make this scene more heavier.
- 8:35So, I will go to my mash uh one and here
- 8:38in distribute, what I'm going to do is
- 8:40I'm going to add maybe like five.
- 8:43So, we have uh more clones here. I will
- 8:47make it six and I will increase the
- 8:50distance to let's say 300 and we have
- 8:53something like this.
- 8:55Um now, what I'm going to do is you can
- 8:58go back to mash two and you will no
- 9:01notice that we have um eight different
- 9:03objects. What I want to do is I want to
- 9:05switch this repro. So, I can just go to
- 9:07my repro mesh here
- 9:09and switch to effects mash utility and
- 9:12you can uh click on switch mash geometry
- 9:15type.
- 9:16And it will ask me to select the waiter.
- 9:19So, selecting the waiter and here you
- 9:21will notice that we have all the
- 9:23instances uh
- 9:24created
- 9:26which is
- 9:27uh quite good.
- 9:29And from here, I can just start playing
- 9:31around with my object uh whatever I want
- 9:33to do and everything. But, what I also
- 9:37want to create is
- 9:39um I want to add some more objects here.
- 9:42Let's say we have this many objects
- 9:44which I don't want or no longer need. I
- 9:46can just click on remove um items and I
- 9:49can get rid of them. And let's say I
- 9:52want to add like a sphere. I want to add
- 9:55like a cube.
- 9:57And let's give this and I can select
- 10:00both of them and I can click on my
- 10:02instancer and I can click on add
- 10:04selection. And here you will notice that
- 10:07we have both the object present. Now you
- 10:09won't see them here in the mesh network
- 10:12obviously.
- 10:13The main reason being
- 10:15I'm going to hide this. I'm going to
- 10:17hide this. I'm going to go back to my
- 10:20mash.
- 10:22And in the ID I'm going to increase the
- 10:25two ID which
- 10:27and the two ID we added.
- 10:30And here we have it. So we can see, let
- 10:33me just take this.
- 10:36Reduce this.
- 10:39And so on.
- 10:40And you will see some sort of
- 10:43artifact
- 10:45which I'm seeing right now.
- 10:48But that is just because of this. Let me
- 10:50hide this and there you have it.
- 10:53So we have something like this. If you
- 10:55want to add more objects, you can always
- 10:57take more primitives. And when you feel
- 10:59like you don't want any object, you can
- 11:01just remove the item. Or you can also
- 11:03change how the objects are being
- 11:06instanced. You can change their order.
- 11:09And it will reflect on your geometry
- 11:12just like that.
- 11:13And on top of that, you can also click
- 11:17on display percentage. So let's say you
- 11:20want to you're doing a look dev or
- 11:21lighting and you want to only use half
- 11:23of it, you can click on display
- 11:25percentage and you can
- 11:27sort of use this to create your geometry
- 11:32like a sort of like animation.
- 11:34You can use a bounding boxes here as
- 11:37well.
- 11:38If you want and you can use geometry as
- 11:42well. And whenever you feel like you
- 11:44want to switch back, you can just click
- 11:46on your instancer. You can go back and
- 11:49oh
- 11:52It's the waiter. Yeah. And we come back
- 11:55here and we have our repro back again.
- 12:00One more interesting thing that you
- 12:02should know is when you have your
- 12:05instancer going on, you can also bake
- 12:07it. Let's say you want to create object.
- 12:08You're happy with the scene and you want
- 12:10to move to look dev. You don't want to
- 12:12create a repro because you don't want
- 12:14any proceduralness anymore. You just
- 12:17want to get it done or you want like a
- 12:19certain control on certain section of
- 12:21your
- 12:22mash. So what you can do is you can just
- 12:24go to mash here utility and you can
- 12:25click on bake instancer to object.
- 12:29Again, the waiter. Scheiße.
- 12:31Let me go back.
- 12:35And click here.
- 12:40What is
- 12:43Yeah, there you go.
- 12:45After several tries.
- 12:47So your bake instancer tool will open
- 12:49up. Here you will see checking for
- 12:51common problems. You will see this
- 12:53pretty much every time you open this up.
- 12:56Now a couple of things to know here.
- 12:59If you are going to click on bake
- 13:00animation, let's say you have a signal
- 13:02node or something like that and you have
- 13:04trails and all of that and you want to
- 13:05bake it on your polygon to be a final
- 13:07mesh.
- 13:08Be very careful what you're selecting
- 13:10from here because as I've already
- 13:12mentioned in my catch mash catch video
- 13:16that every time you catch a mash
- 13:18network, it basically catches the
- 13:20translate first.
- 13:22And after catching that, it catches
- 13:24rotate. So it's going to catch several
- 13:27times and it's going to take a lot of
- 13:29memory and time. So if you don't have
- 13:31any rotation in your mash network, if
- 13:33you don't have any scaling or animation,
- 13:35just don't use it. Just don't bake it at
- 13:38all.
- 13:39But what you want to do is like for
- 13:42example, what I want to do is my bake to
- 13:44shape instances and I can just click on
- 13:47bake this frame.
- 13:48And just wait a minute. Don't do
- 13:50anything and it will just start baking
- 13:53all of these instances into an actual
- 13:56object. All right, so the baking is
- 13:58done. Let's close this down. Also, you
- 14:01can clear undo and close script editor
- 14:03if you're using. You can check this up
- 14:05just to save some memory.
- 14:06So here you will see it creates this
- 14:09group and you can pretty much select any
- 14:13object you want and you can move it up.
- 14:16You can change the scale of it. So
- 14:19um
- 14:20if you want to just work with one
- 14:22particular object, you can do that. So
- 14:25you have all these instances baked into
- 14:28a real mesh which is now ready to go.
- 14:31You can just start working with it.
- 14:34So this is another tip that you can do
- 14:37when you're working for your final piece
- 14:40that you can also bake your instances to
- 14:43a real object if you like.
- 14:45So both have their pros and cons. It's
- 14:48just depends on your workflow, what
- 14:50you're working with. As I've said,
- 14:52always start with the instancer and then
- 14:53switch to the repro when you want to
- 14:57do your final look dev or whatever
- 14:59because one thing you've noticed is if I
- 15:01go to the mash network, you will notice
- 15:03that the color node is not active. It's
- 15:05completely grayed out because you cannot
- 15:07use this with instancer. You need to
- 15:09have a mash network like a mash repro.
- 15:13An actual geometry to work with. So
- 15:15there are some limitations with it, but
- 15:17if you're not planning to use some of
- 15:19those limitation, then go with it. So I
- 15:21think that's a very good thing and the
- 15:24bonus point is obviously that you can
- 15:26always switch back and forth. So yeah.
- 15:29So that's was pretty much it. I hope you
- 15:32got something out of this.
- 15:34Good information
- 15:36or what not and yeah, start creating
- 15:39some interesting stuff and I'll see you
- 15:41in the next video.
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