Fun with Nodes - Holo instancing, Batman!


Almost newbier
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.


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  • FWN 2 - Holoinstancing.rar
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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.
*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..
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.
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?


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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".


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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 :(

The (free) db&w Tools include a similar node for all platforms. Have a look at my signature for a link.

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