Duplicate objects

Started by tycho911, January 28, 2010, 03:38:43 PM

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tycho911

Is there some way to duplicate objects (like trees), without using a population? I mean basically i just want to copy and paste the same object and place them in various places. It seems you have to create a new object for each one separately and assign the model, shader, etc.. this is a pain if you want a bunch of independently placed objects.

dandelO

On Windows, the duplicate node keyboard command is ctrl+D. Just highlight the node you want to copy. :)
I don't know about Mac commands, never used one before.

ctrl+C, ctrl+V also works. You can check all your keyboard shortcuts in the preferences dialogue.

tycho911

this doesn't work for me....cant figure out what I'm doing wrong

dandelO

If you can't get the keyboard shortcuts to work there's also the 'edit' menu(top-left of TG window). There are cut/copy/paste/duplicate/group/ungroup selections there.

Do you have 'customize bindings' set in your edit>>preferences>>input settings? If so, set them to 'universal' in the drop down box and click 'reset custom bindings' to set them back to defaults.

Other than that, I've no idea why your keyboard shortcuts wouldn't be working, sorry.

Thelby

dandelO that doesn't work for TG2.1, are you using the next level beta version. I mean I see the cut/copy/paste and the Duplicate/group/ungroup, but they are not highlighted in TG 2.1.
Now I can cut/copy/paste functions with no problem, but not objects or tgo's!!!

mhaze


jo

Hi,

Copy and paste etc. don't work in the 3D Preview. To copy/paste an object you could need to do it in the network view. The network view also needs to be focused (just click on it), it gets a dashed ring around it when it is.

Regards,

Jo

DutchDimension

Sorry for the resurrection of this thread.

How does Terragen handle duplicates of OBJ's internally? Is the memory allocated to the assigned OBJ shared or duplicated as well? I hope it is the former, would save a ton of resources.

Cheers!

Tangled-Universe

As far as I know that's duplicated as well.
If you need lots of copies it's better to use a population, but you'll end up with less absolute control then.
I suppose that's what you're after?

DutchDimension

Thanks Martin. I figured as much, judging by the excessive load times and memory consumption. I had hoped TG would be able to re-use the geometry.

And yes, you are correct. I am trying to have absolute control over the duplicates' transform coordinates.
I suppose I'll have to resort to using a population with a painted shader for placement control (sacrificing rotation and scale placement in the process) unless there are other tricks out there that I am unaware of?

As a suggestion for Matt & Jo, maybe in a future iteration the 'Filename/Load' part of the 'Reader' nodes could be split off from the 'Transform', 'Angular Position', Surface Shaders' and '* Options' part. Have them as two separate nodes that could be recombined in the 'Node Graph'? That way a single 'Reader' node could feed into a multitude of "Transform/Placement" nodes.

Cheers! :)
Danny

Tangled-Universe

Quote from: DutchDimension on June 11, 2011, 04:00:59 PM
Thanks Martin. I figured as much, judging by the excessive load times and memory consumption. I had hoped TG would be able to re-use the geometry.

And yes, you are correct. I am trying to have absolute control over the duplicates' transform coordinates.
I suppose I'll have to resort to using a population with a painted shader for placement control (sacrificing rotation and scale placement in the process) unless there are other tricks out there that I am unaware of?

As a suggestion for Matt & Jo, maybe in a future iteration the 'Filename/Load' part of the 'Reader' nodes could be split off from the 'Transform', 'Angular Position', Surface Shaders' and '* Options' part. Have them as two separate nodes that could be recombined in the 'Node Graph'? That way a single 'Reader' node could feed into a multitude of "Transform/Placement" nodes.

Cheers! :)
Danny


You can use a painted shader to "place" instances, but in fact you're only increasing the probability an instance will be created there, since it's only a mask and not a 'guide' for the algorithm where to put instances.
Also you won't be able to control per instance rotation and such. If you add scale variation then this will be randomnly distributed among all the instances so you need 'luck' to get a tree in your painted area and to have it the required size as well.
(You can add rotation in the object node to rotate every instance. I always do this for trees because that looks more natural than perfectly straight up standing trees).

The feature you tolk about is a kind of master-node which controls the population-area and other parameters for multiple populations in one single node.
This has been requested many times before and as far as I know is also a real feature request on the alpha forum, so at least Planetside is already aware this wish.
It's definitely one of mine too.