View Full Version : Fun with Nodes - Holo instancing, Batman!

07-09-2008, 07:02 PM
As previously mentioned, here's a primitive instancing
made with nodes and some cubes. Nope, it's not anything
near real instancing like Happy Digitals, but a fun technique
which someone might find some use for some rainy day.

Note that these instances cannot recieve or selfshadow
and mess up real bad when intersected.

Also, this setup makes use of DP-kit and an Object ID-node
which I unfortunatly don't remember where i got it from.
The instancing will work without the latter tho,
just losing the random color part.

07-09-2008, 07:46 PM
Both those plugins are from the genius Denis Pontonnier.


oh yeah - nice work.. care to explain.
I'll be looking over the attachment tonite.

07-12-2008, 09:04 PM
Really smart configuration, Spirosa! Thanks for sharing.

Btw, the very useful Object ID node it's courtesy of James Willmott:


Thanks to him as well :thumbsup:


07-12-2008, 10:38 PM
Aloha and thanks for the correction.

My apologies to James - no slight was intended. 8/

07-13-2008, 09:57 PM
spriosa, could you explain what the transform node does? been trying to look for some explanations in the docs but i couldnt find anything satisfactory.

the setup, btw, is cool and no doubt very useful. thanks.

07-14-2008, 05:07 AM
*omitting bad Michael Bay-joke*

The transform 2 node rotates a vector with the input
of three coordinates, Right, Up and Forward, while
the simple transform node transforms between Object
and World coordinates.

In this context the ray is rotated by the instance
coordinates, and the retrieved normal from the object
is transformed to World coordinates.

There are plenty of more stuff one can do with transforms,
however, the coordinates is the tricky part. Theoretically one could
do scaling, rotation and translation with it. Maybe someone more apt
in math could fill me in on this though..

07-14-2008, 05:50 AM
Thats really cool, thanks for the tips and stuff ...


07-14-2008, 05:52 AM
spirosa: thanks. i'd like to hear the michael bay joke, though. :D

04-25-2009, 06:14 PM
I'm understanding some of this node.

The box around the object returns a -1 so the ray won't catch any other objects. Genius!
So then, when the node runs the ray trace, it returns -1 in the color, so that can be caught with the gradient filter and cause the pixel to be transparent.

World spot - ray source = direction vector (could be normalized). Then this is passed to the transform2, which basically rotates the direction vector based on the instanced item's rotation.

This gets me thinking and all.
So could this be used on hypervoxels?
Hypervoxels can use textures from a dummy object, by way of the hypervoxel surface shader "Surf Mixer".... and voila, nodes for hypervoxels.

04-25-2009, 09:33 PM
Well, I tried to do what spriosa did and apply it to particles, via hypervoxels.

This was as far as I got so far.... thoughts?

06-22-2010, 10:02 AM
I was recently experimenting with this idea of "holo instancing" and here's where I've come so far:

With this concept I am able to render 6th level Menger Sponge on 32bit lightwave.

Before that I rendered it at 5th level but 32bit LW gave up and I had to do it on 64bit version. This 5th level Menger sponge had about 9 mln polys.

What we've got here is what it would look like if we had over 165mln !! quads of pure geometry.

Here are the pics. The inside view, full view and their wireframe versions before "instancing".

06-22-2010, 11:10 AM
All I can say is wow.

06-24-2010, 10:12 AM
Very cool, pyo! :thumbsup:
Would love to see a zooming animation of the 6th level..

07-24-2010, 06:30 AM
Does James Willmotts Object ID Node work on Mac?

08-05-2010, 02:31 PM

08-05-2010, 02:56 PM
Looks like that link no longer works, anyone know a current one (to download Object ID node)?

Edit: found it.

08-09-2010, 06:59 PM
Thx for link. Too bad the Plug-In doesn't work for me :(

I Dled the x64 version, but when I want to Import in Layout I get an error that no Plug-Ins were imported :(


08-30-2010, 10:04 AM
I guess not! :(

I should contact james willmott

08-30-2010, 10:14 AM
The (free) db&w Tools include a similar node for all platforms. Have a look at my signature for a link.


08-31-2010, 03:03 AM
Thanks Lightwolf, i will download them now. :)

05-28-2014, 09:13 PM
I'm sorry to be resurrecting this since everybody else has probably moved on-- but is there any way SPIROZ could post a pic of the node setup using the DB-W node instead of Jame's ObjectID node? (James doesn't seem to work)

05-29-2014, 10:14 AM
You can connect Item ID output from the already used ItemInfo node to the Gradient input, instead of ObjectID node.
It's working in LW 11.6 at least.



05-29-2014, 08:26 PM
Thank you, Gerard. What I'm trying to do is cook-up a virtual interior ala-vroom with nodes. I have no idea what I'm doing but I think your example will help get me going.

05-29-2014, 09:58 PM
Good idea! In such case you might want to take a look at this node setup:


Thanks to Spiroz http://forums.cgsociety.org/images/smilies/smile.gif


p.d. sorry, didn't notice you already knew it.

05-30-2014, 08:19 AM
but i didn't... http://erikalstad.com/backup/misc.php_files/smile.gif

thanks for the link... http://erikalstad.com/backup/misc.php_files/047.gif

05-30-2014, 09:15 AM
Thanks to Spiroz http://erikalstad.com/backup/misc.php_files/smile.gif

Very interesting :thumbsup: