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I am considering preparing a proposal for a MultiMeshEditor node in Godot. I truly believe that the engine needs a basic option to use multimesh nodes, with limited functionality (unlike existing plugins).

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There should absolutely be better tooling for both 2D and 3D multimeshes. I don't think working with them changed much since my 3.2 days. A built-in scatter tool is among what's missing.

I totally agree with you. Another issue I have with the existing plugins is that they often break between updates, are difficult to upgrade because of their complexity, or aren’t actively maintained. At the moment, Multimeshes are very limited to code, so the current node is very hard to work with.

I personally just want the current scatter tools gone. I use MultiMesh all over my project and not a single use case involves surface-scatter. I'd rather not have a default assumption at all. It feels oddly specific and biased.

You'd have to collect data about what use cases are most used, and how best to serve those. Instead of just asking "would anyone like this?", which is always guaranteed to get a lot of "yes". My stance though is that it's better to just make different plugins or make the tooling customizable

Just to provide more specifics, I'm currently using MultiMesh for, among other things: - digital glyph rain - fences - seagulls - star dome - paths - leaf clusters They're all manually placed, or follow a special algorithm for placement.

Just to add one last point: I think one reason why people want better tools is also just because the tool-less workflow is a bloody nightmare. - gimme a MultiMesh! - gimme a Mesh! - set me to 3D! - haha, no, you have to change the instance count to zero first, you silly goose!

That's why I'm talking about another node (that would use multimesh with the renderingserver for example) but not affect the current multimesh node. The current "issue" with multimesh is that you have to heavily interact with it through code to use it.

The main function of multimesh is to declare transforms with optional color data to display meshes. This functionality should be (imo) accessible in some way other than through code. I 100% agree with you that I should do a survey of some sort to collect different opinions :)

I wanted to make a bsky post to discuss it first and see if it was something that would be worth looking into. But yeah, I don't want to impose my view and say "things shall be like this!"

i thought i was a genius wanting to use it to lazily put "nails/screws" on a devart plank i was making but it being default to scatter placement threw me for a loop it was solvable with code but just funny

The idea would be to create a node to: - Place items - Modify scattered items (scale, color, etc.) with a falloff option. - Define scattering rules (no overlap between groups) - Split transformations into actual multimeshes (e.g., via an octree to optimize the size of multimesh instances)

Being able to set a random seed has been a consistent feature I've had to add to all my MultiMesh tools. Maybe that would be good to include in the MultiMeshEditor node as a stored property?

At that point I don't have a clear idea in mind But if you're interested I can make an online document that can be edited to write down idea. I was thinking following this process: - Create a survey to gather real use cases - Write a proposal / design document - Get feedbacks

I think the specific ideas can just wait until you do a proposal. I may have jumped the gun there, because I got excited now that I understand you're making a separate editor node. 😅🙏

This node would ONLY modify existing properties in multimesh (easily modify transformations and color data, that's all). I know there are scatter plugins, but they offer a lot of features compared to a simple node.

I don't know if many people are in the same situation as me, but would a simple tool like this be useful to you? I'm posting here because I would need some help if someone is interested (mainly on plugin structure and for the octree). I'm more of a graphic design guy that know how to code a bit 🫠

I currently use AssetPlacer & Terrain3D for MultiMesh instancing, and although I don’t really use it that much, I do think a tool with comprehensive asset/file filtering and, at the very least, scatter rules like you mentioned (maybe via brush options?) would be really useful. Also, shortcuts!

This post is also a way for me to open up the debate on this topic and gauge the interest it might generate :). So please feel free to respond if you feel concerned.

For my use cases, your solution is exactly what I've missing. It's a general purpose MultiMesh Instance manager, that allows you just easier control over what, where instantes are placed and their transform. This is a must have in my view, and I completely support it.