It would be great if every modifier had the option to propagate the modifier to instanced objects.
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L
Loukas
3 Apr 2026
7 Comments
3
3dfigaro
use Geometry Input modifier on instances, this way you reference objects with modifiers directly, without messing with collections
1
L
LoukasAuthor
that's a very good tip!
A
AcideRominé
Cool idea but this doesn't fit Blender architecture. Modifier stack data is part of the object data not the mesh data. Currently you can either use copy modifiers from this addon
extensions.blender.org/add-ons/copy-attributes-menu/
but changes don't propagate. Or use collection instancing which do propagate the changes, but the downside being that you have to deal with the instanced collection origin and only the original object is editable.
Two near solutions don't match one good so if you really need it, the best is probably to ask an LLM AI to make you an add-on which syncs modifiers, because there is little chances such change could happen anytime soon. This is not impossible though, since the modifier stack could somehow be defined as a single node group someday...
L
LoukasAuthor
To be honest i have already done it, but in a group addon. But this is not a trivial function. I understand your point that the modifiers are part of the object data, but that doestn mean you couldn't have an extra option in case you want to propagate these changes. It is obvious that blender focuses more in into the animation and sculpting workflows and less to architecture which this function plays a key role. You can have a look here. In that way you avoid the collection instances and their origin point "ïssue" which is a huge downside for me.
blender.community/c/rightclickselect/OqmR/
A
AcideRominé
I'm not sure you understand the implications of accepting such hacks. The strict hierarchy is really at the heart of what make a project such as Blender possible. The deep reason is that complexity doesn't add up, it multiplies. Once you open the gate to one transversale system, you get a first wave of interfering stuff with the main one. Then each time you add another one, they multiply together so you very quickly end up in an unfixable mess.
L
LoukasAuthor
Shift+D = Copy Mesh. -
Alt+ D = Instance Mesh. -
CTRL+ D = Instance Mesh + Instance object Data. -
How about that?
A
AcideRominé
The issue is that th object position is part of the object data
7 Comments
use Geometry Input modifier on instances, this way you reference objects with modifiers directly, without messing with collections
that's a very good tip!
Cool idea but this doesn't fit Blender architecture. Modifier stack data is part of the object data not the mesh data. Currently you can either use copy modifiers from this addon extensions.blender.org/add-ons/copy-attributes-menu/ but changes don't propagate. Or use collection instancing which do propagate the changes, but the downside being that you have to deal with the instanced collection origin and only the original object is editable. Two near solutions don't match one good so if you really need it, the best is probably to ask an LLM AI to make you an add-on which syncs modifiers, because there is little chances such change could happen anytime soon. This is not impossible though, since the modifier stack could somehow be defined as a single node group someday...
To be honest i have already done it, but in a group addon. But this is not a trivial function. I understand your point that the modifiers are part of the object data, but that doestn mean you couldn't have an extra option in case you want to propagate these changes. It is obvious that blender focuses more in into the animation and sculpting workflows and less to architecture which this function plays a key role. You can have a look here. In that way you avoid the collection instances and their origin point "ïssue" which is a huge downside for me. blender.community/c/rightclickselect/OqmR/
I'm not sure you understand the implications of accepting such hacks. The strict hierarchy is really at the heart of what make a project such as Blender possible. The deep reason is that complexity doesn't add up, it multiplies. Once you open the gate to one transversale system, you get a first wave of interfering stuff with the main one. Then each time you add another one, they multiply together so you very quickly end up in an unfixable mess.
Shift+D = Copy Mesh. - Alt+ D = Instance Mesh. - CTRL+ D = Instance Mesh + Instance object Data. - How about that?
The issue is that th object position is part of the object data