Apply modifier Geometry Nodes object instances
Work in Blender, I use Geometry Nodes, I create primitives and insert it on points, objects become instances. What I propose, when apply a modifier, so that it creates several objects in the Outliner panel if the name of the objects "Geometry" will turn out so "Geemetry.001", "Geometry.002", etc.
The Blender 4.0 version issues the error "Report Error: Evaluated Geometry from Modifier Doges Not Contain a Mesh".
I will supplement, I just did not convey the idea to the end.
And if a very complex mesh (a large amount of Instance), then apply "Realize Instance" and apply the modifier will take up a lot of memory, including if we save to a file, although it may not be very important this is especially when there are a lot of vertices. If the idea was implemented, it is possible to use the modifier (non "Realize Instance") there were several meshes (data-block) and a bunch of objects (which several times link in the data-block), it is convenient to cut or delete an extra object (especially when it was created by type "Instance" with node "Random", For example, random position or color or "repeat zone"), when there is a need to remove the intersecting objects of each other. For transfer to the game engine, it can be useful (non "Realize Instance") this idea (I don't mean a lot of vertices). It is simply painful to separate individual objects in the edit mode.
However, I understand that it is possible to make a separate objects in the Geometry Node to make and apply “Realize Instance”, and to build node “Object Info” (Collected from several elements of objects in parts) in the Geometry Node and to the parts, and the problem will be so that when transferring to the game engine (Apply "Realize Instance"), the object will be one with multiple parts, in the game engine nothing to do as a static object. If manually separate objects on a blender in editing mode.
Can be used in another way, for example, through "Store Named Attribute" which marks attributes and transfer to the game engine, and in the game engine try to insert objects (Instance), I do not know if it is possible to do it in Godot Engine. But how artists want to see how the objects that they did (I do not speak for everyone) and not marked node "Store Named Attribute" and transfer to the game engine. Separate objects (which without "Realize Instance" can be useful in the game engine to mark the Collision or Rigidbody area can be Fraction (I do not mean that manually mark objects, it can be automatically mark objects).
2 Comments
You need to add a Realize Instances node right before the output.
I don't think applying a modifier should create multiple objects.