So after some fighting, I figured out how to make foliage in Blender with it’s particle hair system. I have an exemplary tree:
All it’s leaves are the same triangle, with varying rotation and scale. Currently I got them merged for export, and they are only 300 tris so it’s not too bad. However it might be troublesome if I had hundreds or even thousands of those trees with 300 leaves each. That’s why I’d like to optimize it further and make them (the leaves) an
InstancedBufferGeometrymesh. As far as I know, its not possible to export that to GLTF (with blender at least), so they would probably need to be constructed during the loading phase in the app.
Most primitive way of acchieving that would probably be to export them as single objects, loop through each of them and copy each of their
scaleto a new
InstancedBufferGeometry, making a new better mesh. All that sounds extremely sketchy to me though and I suspect there should be a better way.
Is there some recommended workflow for this?
Thanks in advance