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Instancer3D

GPU Gpu

Attach an InstanceArray3D bundle to a scene fragment for instanced draws.

Takes a scene input (VividSceneFragment carrying mesh + material) plus an instances input (InstanceArray3D carrying per-instance transforms + colours) and emits a scene fragment whose instance_buffer / instance_count are populated. MeshDraw / Render3D issue a single instanced draw from that buffer.

Layout generation is no longer done inside this operator — use InstanceGrid for Grid / Circle / Line / Grid3D, InstanceNoise for jitter, and InstancesFromLanes to migrate per-attribute lane-array signal sources into the bundle. See docs/plans/2d-pipeline-redesign.md for the canonical recipe and Phase B history.