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MeshInstancer_v4 Op


Draw the same mesh multiple times on the GPU

For better performance you should use the "Trigger Once" op on the mesh going into the Geom input. Check the example patch to see this being applied.


exe (Trigger)

Trigger In

geom (Object)

The shape that will be instanced

Scale (Number)

Global scale for all instances, disabled if scale array is used

Limit Number of Instances

Limit Instances (boolean /Number)

Enable to set a limit on how many instances are created

Limit (integer /Number)


positions (Array)

Needs an XYZ array to determine the positions of each instance

Scale Array (Array)

Needs an XYZ array to determine the scale of each instance

Rotations (Array)

Needs an XYZ array to determine the XYZ rotation of each instance. 0 - 360 degrees.

Rotation Type index (integer /Number)
Material blend mode index (integer /Number)

Pick a material blend mode with an integer

Colors (Array)

Needs an RGBA array to determine the color of each instance.

TexCoords (Array)

Needs an array4 in standard UV range (0-1). First two numbers are for UV coordinates. Second two are for UV scale. [ U, V, U scale, V scale ]


Trigger Out (Trigger)

Trigger Out

Num (Number)

Total number of instances/shapes

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mesh instancer

This patch demonstrates how we can generate 3 arrays of random numbers between 0-1.
Using the arrayMultiply op allows us to smoothly change the range of each array going into the position, scale and rotation arrays.

Youtube Video Tutorial

Patches using MeshInstancer_v4

  • Examples
  • Public
  • My Patches


created op
2019-11-14 - cables
Ops.User.cables.MeshInstancer_v3 renamed to Ops.Gl.MeshInstancer_v3
2019-11-14 - cables
Ops.Gl.MeshInstancer_v3 renamed to Ops.Gl.MeshInstancer_v4
2020-07-23 - pandur
added core lib: cgl_shadermodifier
2020-07-23 - pandur