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Friday, July 11, 2025

Three.js Cases: Rendering A number of Objects Concurrently


When constructing the basement studio web site, we needed so as to add 3D characters with out compromising efficiency. We used instancing to render all of the characters concurrently. This put up introduces cases and easy methods to use them with React Three Fiber.

Introduction

Instancing is a efficiency optimization that permits you to render many objects that share the identical geometry and materials concurrently. If you must render a forest, you’d want tons of timber, rocks, and grass. In the event that they share the identical base mesh and materials, you may render all of them in a single draw name.

A draw name is a command from the CPU to the GPU to attract one thing, like a mesh. Every distinctive geometry or materials often wants its personal name. Too many draw calls damage efficiency. Instancing reduces that by batching many copies into one.

Fundamental instancing

For example, let’s begin by rendering a thousand containers in a standard approach, and let’s loop over an array and generate some random containers:

const boxCount = 1000

perform Scene() {
  return (
    <>
      {Array.from({ size: boxCount }).map((_, index) => (
        <mesh
          key={index}
          place={getRandomPosition()}
          scale={getRandomScale()}
        >
          <boxGeometry />
          <meshBasicMaterial colour={getRandomColor()} />
        </mesh>
      ))}
    </>
  )
}
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If we add a efficiency monitor to it, we’ll discover that the variety of “calls” matches our boxCount.

A fast solution to implement cases in our undertaking is to make use of drei/cases.

The Cases element acts as a supplier; it wants a geometry and supplies as youngsters that can be used every time we add an occasion to our scene.

The Occasion element will place a kind of cases in a selected place/rotation/scale. Each Occasion can be rendered concurrently, utilizing the geometry and materials configured on the supplier.

import { Occasion, Cases } from "@react-three/drei"

const boxCount = 1000

perform Scene() {
  return (
    <Cases restrict={boxCount}>
      <boxGeometry />
      <meshBasicMaterial />
      {Array.from({ size: boxCount }).map((_, index) => (
        <Occasion
          key={index}
          place={getRandomPosition()}
          scale={getRandomScale()}
          colour={getRandomColor()}
        />
      ))}
    </Cases>
  )
}

Discover how “calls” is now decreased to 1, despite the fact that we’re displaying a thousand containers.

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What is occurring right here? We’re sending the geometry of our field and the fabric simply as soon as to the GPU, and ordering that it ought to reuse the identical information a thousand instances, so all containers are drawn concurrently.

Discover that we are able to have a number of colours despite the fact that they use the identical materials as a result of Three.js helps this. Nonetheless, different properties, just like the map, needs to be the identical as a result of all cases share the very same materials.

We’ll see how we are able to hack Three.js to assist a number of maps later within the article.

Having a number of units of cases

If we’re rendering a forest, we might have completely different cases, one for timber, one other for rocks, and one for grass. Nonetheless, the instance from earlier than solely helps one occasion in its supplier. How can we deal with that?

The creteInstnace() perform from drei permits us to create a number of cases. It returns two React elements, the primary one a supplier that may arrange our occasion, the second, a element that we are able to use to place one occasion in our scene.

Let’s see how we are able to arrange a supplier first:

import { createInstances } from "@react-three/drei"

const boxCount = 1000
const sphereCount = 1000

const [CubeInstances, Cube] = createInstances()
const [SphereInstances, Sphere] = createInstances()

perform InstancesProvider({ youngsters }: { youngsters: React.ReactNode }) {
  return (
    <CubeInstances restrict={boxCount}>
      <boxGeometry />
      <meshBasicMaterial />
      <SphereInstances restrict={sphereCount}>
        <sphereGeometry />
        <meshBasicMaterial />
        {youngsters}
      </SphereInstances>
    </CubeInstances>
  )
}

As soon as we’ve our occasion supplier, we are able to add numerous Cubes and Spheres to our scene:

perform Scene() {
  return (
    <InstancesProvider>
      {Array.from({ size: boxCount }).map((_, index) => (
        <Dice
          key={index}
          place={getRandomPosition()}
          colour={getRandomColor()}
          scale={getRandomScale()}
        />
      ))}

      {Array.from({ size: sphereCount }).map((_, index) => (
        <Sphere
          key={index}
          place={getRandomPosition()}
          colour={getRandomColor()}
          scale={getRandomScale()}
        />
      ))}
    </InstancesProvider>
  )
}

Discover how despite the fact that we’re rendering two thousand objects, we’re simply operating two draw calls on our GPU.

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Cases with customized shaders

Till now, all of the examples have used Three.js’ built-in supplies so as to add our meshes to the scene, however typically we have to create our personal supplies. How can we add assist for cases to our shaders?

Let’s first arrange a really primary shader materials:

import * as THREE from "three"

const baseMaterial = new THREE.RawShaderMaterial({
  vertexShader: /*glsl*/ `
    attribute vec3 place;
    attribute vec3 instanceColor;
    attribute vec3 regular;
    attribute vec2 uv;
    uniform mat4 modelMatrix;
    uniform mat4 viewMatrix;
    uniform mat4 projectionMatrix;

    void foremost() {
      vec4 modelPosition = modelMatrix * vec4(place, 1.0);
      vec4 viewPosition = viewMatrix * modelPosition;
      vec4 projectionPosition = projectionMatrix * viewPosition;
      gl_Position = projectionPosition;
    }
  `,
  fragmentShader: /*glsl*/ `
    void foremost() {
      gl_FragColor = vec4(1, 0, 0, 1);
    }
  `
})

export perform Scene() {
  return (
    <mesh materials={baseMaterial}>
      <sphereGeometry />
    </mesh>
  )
}

Now that we’ve our testing object in place, let’s add some motion to the vertices:

We’ll add some motion on the X axis utilizing a time and amplitude uniform and use it to create a blob form:

const baseMaterial = new THREE.RawShaderMaterial({
  // some unifroms
  uniforms: {
    uTime: { worth: 0 },
    uAmplitude: { worth: 1 },
  },
  vertexShader: /*glsl*/ `
    attribute vec3 place;
    attribute vec3 instanceColor;
    attribute vec3 regular;
    attribute vec2 uv;
    uniform mat4 modelMatrix;
    uniform mat4 viewMatrix;
    uniform mat4 projectionMatrix;

    // Added this code to shift the vertices
    uniform float uTime;
    uniform float uAmplitude;
    vec3 motion(vec3 place) {
      vec3 pos = place;
      pos.x += sin(place.y + uTime) * uAmplitude;
      return pos;
    }

    void foremost() {
      vec3 blobShift = motion(place);
      vec4 modelPosition = modelMatrix * vec4(blobShift, 1.0);
      vec4 viewPosition = viewMatrix * modelPosition;
      vec4 projectionPosition = projectionMatrix * viewPosition;
      gl_Position = projectionPosition;
    }
  `,
  fragmentShader: /*glsl*/ `
    void foremost() {
      gl_FragColor = vec4(1, 0, 0, 1);
    }
  `,
});

export perform Scene() {
  useFrame((state) => {
    // replace the time uniform
    baseMaterial.uniforms.uTime.worth = state.clock.elapsedTime;
  });

  return (
    <mesh materials={baseMaterial}>
      <sphereGeometry args={[1, 32, 32]} />
    </mesh>
  );
}

Now, we are able to see the sphere transferring round like a blob:

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Now, let’s render a thousand blobs utilizing instancing. First, we have to add the occasion supplier to our scene:

import { createInstances } from '@react-three/drei';

const [BlobInstances, Blob] = createInstances();

perform Scene() {
  useFrame((state) => {
    baseMaterial.uniforms.uTime.worth = state.clock.elapsedTime;
  });

  return (
    <BlobInstances materials={baseMaterial} restrict={sphereCount}>
      <sphereGeometry args={[1, 32, 32]} />
      {Array.from({ size: sphereCount }).map((_, index) => (
        <Blob key={index} place={getRandomPosition()} />
      ))}
    </BlobInstances>
  );
}

The code runs efficiently, however all spheres are in the identical place, despite the fact that we added completely different positions.

That is occurring as a result of once we calculated the place of every vertex within the vertexShader, we returned the identical place for all vertices, all these attributes are the identical for all spheres, in order that they find yourself in the identical spot:

vec3 blobShift = motion(place);
vec4 modelPosition = modelMatrix * vec4(deformedPosition, 1.0);
vec4 viewPosition = viewMatrix * modelPosition;
vec4 projectionPosition = projectionMatrix * viewPosition;
gl_Position = projectionPosition;

To resolve this situation, we have to use a brand new attribute referred to as instanceMatrix. This attribute can be completely different for every occasion that we’re rendering.

  attribute vec3 place;
  attribute vec3 instanceColor;
  attribute vec3 regular;
  attribute vec2 uv;
  uniform mat4 modelMatrix;
  uniform mat4 viewMatrix;
  uniform mat4 projectionMatrix;
  // this attribute will change for every occasion
  attribute mat4 instanceMatrix;

  uniform float uTime;
  uniform float uAmplitude;

  vec3 motion(vec3 place) {
    vec3 pos = place;
    pos.x += sin(place.y + uTime) * uAmplitude;
    return pos;
  }

  void foremost() {
    vec3 blobShift = motion(place);
    // we are able to use it to remodel the place of the mannequin
    vec4 modelPosition = instanceMatrix * modelMatrix * vec4(blobShift, 1.0);
    vec4 viewPosition = viewMatrix * modelPosition;
    vec4 projectionPosition = projectionMatrix * viewPosition;
    gl_Position = projectionPosition;
  }

Now that we’ve used the instanceMatrix attribute, every blob is in its corresponding place, rotation, and scale.

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Altering attributes per occasion

We managed to render all of the blobs in numerous positions, however because the uniforms are shared throughout all cases, all of them find yourself having the identical animation.

To resolve this situation, we want a approach to offer customized data for every occasion. We really did this earlier than, once we used the instanceMatrix to maneuver every occasion to its corresponding location. Let’s debug the magic behind instanceMatrix, so we are able to learn the way we are able to create personal instanced attributes.

Looking on the implementation of instancedMatrix we are able to see that it’s utilizing one thing referred to as InstancedAttribute:

https://github.com/mrdoob/three.js/blob/grasp/src/objects/InstancedMesh.js#L57

InstancedBufferAttribute permits us to create variables that may change for every occasion. Let’s use it to fluctuate the animation of our blobs.

Drei has a element to simplify this referred to as InstancedAttribute that enables us to outline customized attributes simply.

// Inform typescript about our customized attribute
const [BlobInstances, Blob] = createInstances<{ timeShift: quantity }>()

perform Scene() {
  useFrame((state) => {
    baseMaterial.uniforms.uTime.worth = state.clock.elapsedTime
  })

  return (
    <BlobInstances materials={baseMaterial} restrict={sphereCount}>
      {/* Declare an instanced attribute with a default worth */}
      <InstancedAttribute identify="timeShift" defaultValue={0} />
      
      <sphereGeometry args={[1, 32, 32]} />
      {Array.from({ size: sphereCount }).map((_, index) => (
        <Blob
          key={index}
          place={getRandomPosition()}
          
          // Set the instanced attribute worth for this occasion
          timeShift={Math.random() * 10}
          
        />
      ))}
    </BlobInstances>
  )
}

We’ll use this time shift attribute in our shader materials to vary the blob animation:

uniform float uTime;
uniform float uAmplitude;
// customized instanced attribute
attribute float timeShift;

vec3 motion(vec3 place) {
  vec3 pos = place;
  pos.x += sin(place.y + uTime + timeShift) * uAmplitude;
  return pos;
}

Now, every blob has its personal animation:

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Making a forest

Let’s create a forest utilizing instanced meshes. I’m going to make use of a 3D mannequin from SketchFab: Stylized Pine Tree Tree by Batuhan13.

import { useGLTF } from "@react-three/drei"
import * as THREE from "three"
import { GLTF } from "three/examples/jsm/Addons.js"

// I at all times wish to sort the fashions in order that they're safer to work with
interface TreeGltf extends GLTF {
  nodes: {
    tree_low001_StylizedTree_0: THREE.Mesh<
      THREE.BufferGeometry,
      THREE.MeshStandardMaterial
    >
  }
}

perform Scene() {

  // Load the mannequin
  const { nodes } = useGLTF(
    "/stylized_pine_tree_tree.glb"
  ) as unknown as TreeGltf

  return (
    <group>
      {/* add one tree to our scene */ }
      <mesh
        scale={0.02}
        geometry={nodes.tree_low001_StylizedTree_0.geometry}
        materials={nodes.tree_low001_StylizedTree_0.materials}
      />
    </group>
  )
}

(I added lights and a floor in a separate file.)

Now that we’ve one tree, let’s apply instancing.

const getRandomPosition = () => {
  return [
    (Math.random() - 0.5) * 10000,
    0,
    (Math.random() - 0.5) * 10000
  ] as const
}

const [TreeInstances, Tree] = createInstances()
const treeCount = 1000

perform Scene() {
  const { scene, nodes } = useGLTF(
    "/stylized_pine_tree_tree.glb"
  ) as unknown as TreeGltf

  return (
    <group>
      <TreeInstances
        restrict={treeCount}
        scale={0.02}
        geometry={nodes.tree_low001_StylizedTree_0.geometry}
        materials={nodes.tree_low001_StylizedTree_0.materials}
      >
        {Array.from({ size: treeCount }).map((_, index) => (
          <Tree key={index} place={getRandomPosition()} />
        ))}
      </TreeInstances>
    </group>
  )
}

Our total forest is being rendered in solely three draw calls: one for the skybox, one other one for the bottom aircraft, and a 3rd one with all of the timber.

To make issues extra attention-grabbing, we are able to fluctuate the peak and rotation of every tree:

const getRandomPosition = () => {
  return [
    (Math.random() - 0.5) * 10000,
    0,
    (Math.random() - 0.5) * 10000
  ] as const
}

perform getRandomScale() {
  return Math.random() * 0.7 + 0.5
}

// ...
<Tree
  key={index}
  place={getRandomPosition()}
  scale={getRandomScale()}
  rotation-y={Math.random() * Math.PI * 2}
/>
// ...
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Additional studying

There are some matters that I didn’t cowl on this article, however I feel they’re value mentioning:

  • Batched Meshes: Now, we are able to render one geometry a number of instances, however utilizing a batched mesh will mean you can render completely different geometries on the similar time, sharing the identical materials. This fashion, you aren’t restricted to rendering one tree geometry; you may fluctuate the form of every one.
  • Skeletons: They aren’t presently supported with instancing, to create the most recent basement.studio web site we managed to hack our personal implementation, I invite you to learn our implementation there.
  • Morphing with batched mesh: Morphing is supported with cases however not with batched meshes. If you wish to implement it your self, I’d counsel you learn these notes.



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