Duplicate Geometry node #93259

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opened 2021-11-21 10:54:21 +01:00 by Jacques Lucke · 17 comments
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Note: We still need some artist feedback to see if the node would be useful enough.

The node copies part of a geometry a dynamic number of times. Different parts of the geometry can be copied different amounts of time.

image.png

Besides the sockets shown in the mockup, the node also has a mode/domain (all domains except Face Corner) dropdown.
The basic behavior is:

  1. Compute the amount for every selected element in the specified domain. ​
  2. Duplicate every element the computed number of times. If the amount for an element is 0, it is not included in the output.
  3. Propagate all existing attributes.
  4. If there is an id attribute on the input, create new stable ids for the output elements.
  5. Add a new anonymous attribute "Copy Index" that is an integer between 0 and amount - 1 on the selected domain.

Modes:

  • Point: The output is always a point cloud independent of the input geometry type.
  • Edge: The output is always a mesh that only contains disconnected edges.
  • Face: The output is always a mesh that only contains disconnected faces.
  • Spline: The output is always a curve that contains splines.
  • Instances: The output only contains instances.

3D Point Grid Example (also also possible to create a 3D grid when starting with a single point when the node is used 3 times):
image.png

Possible future enhancements:

  • Keep edges/faces linked when they have the same copy index (should be possible to enable and disable that with a boolean input).
Note: We still need some artist feedback to see if the node would be useful enough. The node copies part of a geometry a dynamic number of times. Different parts of the geometry can be copied different amounts of time. ![image.png](https://archive.blender.org/developer/F11836687/image.png) Besides the sockets shown in the mockup, the node also has a mode/domain (all domains except Face Corner) dropdown. The basic behavior is: 1. Compute the amount for every selected element in the specified domain. ​ 2. Duplicate every element the computed number of times. If the `amount` for an element is 0, it is not included in the output. 3. Propagate all existing attributes. 4. If there is an id attribute on the input, create new stable ids for the output elements. 5. Add a new anonymous attribute "Copy Index" that is an integer between `0` and `amount - 1` on the selected domain. Modes: * Point: The output is always a point cloud independent of the input geometry type. * Edge: The output is always a mesh that only contains disconnected edges. * Face: The output is always a mesh that only contains disconnected faces. * Spline: The output is always a curve that contains splines. * Instances: The output only contains instances. 3D Point Grid Example (also also possible to create a 3D grid when starting with a single point when the node is used 3 times): ![image.png](https://archive.blender.org/developer/F11836723/image.png) Possible future enhancements: * Keep edges/faces linked when they have the same copy index (should be possible to enable and disable that with a boolean input).
Author
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Added subscriber: @JacquesLucke

Added subscriber: @JacquesLucke

Added subscriber: @guitargeek

Added subscriber: @guitargeek

Added subscriber: @Florian-10

Added subscriber: @Florian-10

Is it possible to have the whole offset in the node? Would be very useful like the array modifier.

Is it possible to have the whole offset in the node? Would be very useful like the array modifier.
Author
Member

I think the offset should be applied afterwards. This way it's more clear how the Copy Index would be accessed. One can build an array modifier with this node as a node group.

I think the offset should be applied afterwards. This way it's more clear how the Copy Index would be accessed. One can build an array modifier with this node as a node group.

Added subscriber: @GeorgiaPacific

Added subscriber: @GeorgiaPacific

Added subscriber: @Astronet-4

Added subscriber: @Astronet-4

Added subscriber: @mod_moder

Added subscriber: @mod_moder

Now I understand that this is the right thing. Now I use instances for duplication. However, due to their specifics, they are clearly spending more time than that.
If it will work faster than Instances on large quantities, then it will be preferable.
Automatic transfer of attributes is also a plus.

Now I understand that this is the right thing. Now I use instances for duplication. However, due to their specifics, they are clearly spending more time than that. If it will work faster than Instances on large quantities, then it will be preferable. Automatic transfer of attributes is also a plus.
Johnny Matthews self-assigned this 2022-01-05 07:34:44 +01:00

It's finally a win

It's finally a win

Added subscriber: @valera-8

Added subscriber: @valera-8

Can the copy index drive Seed value of a noise texture, which will be applied to the duplicated object? So that each duplicated object has a new variation.

Can the copy index drive Seed value of a noise texture, which will be applied to the duplicated object? So that each duplicated object has a new variation.

In #93259#1307652, @valera-8 wrote:
Can the copy index drive Seed value of a noise texture, which will be applied to the duplicated object? So that each duplicated object has a new variation.

This is the main idea

> In #93259#1307652, @valera-8 wrote: > Can the copy index drive Seed value of a noise texture, which will be applied to the duplicated object? So that each duplicated object has a new variation. This is the main idea

This issue was referenced by 120f16fa1f

This issue was referenced by 120f16fa1f1efd3cbb4da191d2912e0a6ce3ea59
Author
Member

Changed status from 'Needs Triage' to: 'Resolved'

Changed status from 'Needs Triage' to: 'Resolved'

Added subscriber: @artofdape

Added subscriber: @artofdape

Would it be possible for this to work with the new Named Attributes (custom attributes), so that they are copied over to the new duplicated data? This would open a lot of possibilities

Would it be possible for this to work with the new Named Attributes (custom attributes), so that they are copied over to the new duplicated data? This would open a lot of possibilities
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Reference: blender/blender#93259
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