Copies from an input scene onto the vertices of a target object, making one copy per vertex. Additional primitive variables on the target object can be used to choose between multiple instances, and to specify their orientation and scale.
Container for user-defined plugs. Nodes should never make their own plugs here, so users are free to do as they wish.
The processed output scene.
The on/off state of the node. When it is off, the node outputs the input scene unchanged.
The input scene
The filter used to control which parts of the scene are processed. A Filter node should be connected here.
The object on which to make the instances. The position, orientation and scale of the instances are taken from per-vertex primitive variables on this object. This is ignored when a filter is connected, in which case the filter specifies multiple objects to make the instances from.
The name of the location the instances will be generated below. This will be parented directly under the parent location.
The scene containing the instances to be applied to each vertex. Specify multiple instances by parenting them at the root of the scene :
Note that the instances are not limited to being a single object : they can each have arbitrary child hierarchies.
The name of a per-vertex integer primitive variable used to determine which instance is applied to the vertex. An index of 0 applies the first location from the instances scene, an index of 1 applies the second and so on.
The name of a per-vertex integer primitive variable used to give each instance a unique identity. This is useful when points are added and removed over time, as is often the case in a particle simulation. The id is used to name the instance in the output scene.
The name of the per-vertex primitive variable used to specify the position of each instance.
The name of the per-vertex primitive variable used to specify the orientation of each instance. This must be provided as a quaternion : use an upstream Orientation node to convert from other representations before instancing.
The name of the per-vertex primitive variable used to specify the scale of each instance. Scale can be provided as a float for uniform scaling, or as a vector to define different scaling in each axis.
The names of per-vertex primitive variables to be turned into per-instance attributes. Names should be separated by spaces and can use Gaffer’s standard wildcards.