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MappedDuplicate3D

A small 3D grid, timing and copy control

MappedDuplicate3D builds an X/Y/Z grid of a 3D object’s copies. Time, Probability, Offset, Rotation and Scale control instances, and images can distribute those influences across the array.

Full Krokodove node list

MappedDuplicate3D

Overview

What MappedDuplicate3D does

BMD describes Mapped Duplicate 3D as a Krokodove tool creating an X/Y/Z grid of copies, with images controlling offset, rotation, scale and timing. Source geometry enters through the main 3D path; camera and light are normally added after duplication so they are not copied with the object.

First separate three tasks: Duplicates defines density, Size defines the distribution region, and Scale defines instance size. A 4×3×1 grid and a small cube are sufficient initially. Increase quantity or object complexity after checking the composition.

Time changes the sampling of an animated source scene; Probability changes copy presence. Probability Random Seed and Range Random Seed are independent fields. A stationary sphere is a poor timing diagnostic, so the practice uses a rotating cube.

The captures show separate Map Time/Probability/Offset/Rotate assignments for XY, YZ and ZX. These fields do not establish a universal Map Flow socket. The diagrams provide the verifiable main SceneInput → 3D-scene path; they do not claim to inventory every dynamic connection. Verify map assignment against the actual target-version Inspector.

Offset and Rotation have separate Channel Lock switches within XY, YZ and ZX planar sets; these are not one global link across all projections. Scale is collapsed in the original capture, so its exact nested labels are not presented as visually confirmed. Range is explained from the visible fields and menus with the available documentation’s limits made clear.

Three practices cover a small grid, Probability with a fixed seed, and relative versus absolute time. All use the existing Text+ interface; this package contains no Resolve execution, native .comp export or verified render.

When to use it

  • A regular grid of simple 3D objects.

  • A sparse field with reproducible random distribution.

  • Comparing temporal states of animated geometry.

  • Mapped position, rotation and scale after verifying the map-assignment mechanism.

  • A procedural array for downstream framing, lighting and rendering.