When you need to scatter thousands or millions of objects with high performance and precise control, drive your instancing with the Matrix Object rather than cloning geometry directly.
Why use the Matrix Object
- Lightweight distribution: matrices are just transforms, so viewport and memory overhead stay minimal.
- Modular workflow: separate “where” (Matrix) from “what” (Cloner sources), making look-dev swaps and A/B tests fast.
- Field-driven control: leverage Fields/Effectors for density, scale, rotation, color, and culling without touching the geometry.
- Renderer-friendly: pair with Multi-Instance and engine-specific proxies for enormous counts and predictable render times.
Core setup
- Create a Matrix Object and pick a Mode that matches your need:
- Grid Array for uniform layouts and crowd tests.
- Object or Spline to conform to surfaces and paths (enable Align Clone as needed).
- Volume for natural, fill-based scattering with Volume Builder or fog volumes.
- Add Effectors (Random, Plain, Shader, Step) and Fields to drive position, scale, rotation, and color. Use Field Layers to paint density masks and cull out-of-frame areas.
- Create a Cloner in Object mode and drag the Matrix Object into its Object slot. Set Instance Mode to Multi-Instance for maximum efficiency. Place your source meshes, RS Proxies, or grouped assets as children of the Cloner.
- For material variation, pass MoGraph color:
- Standard/Physical: use the MoGraph Color shader.
- Redshift: use the RS Color User Data (MoGraph Color) node.
- Octane: use Instance Color / MoGraph Color nodes to randomize albedo, roughness, or hue.
Performance tips
- Viewport: set Cloner Viewport Mode to Bounding Box or Points, and reduce Editor Display in the Matrix for heavy previews.
- Sampling: in Volume mode, adjust voxel size for a balance between coverage fidelity and count.
- LOD: swap high-res assets for lighter variants using the Take System or visibility toggles, then revert for final renders.
- Proxies: for Redshift/Octane/Arnold, use renderer-native proxies with Multi-Instances for huge memory savings.
- Cache: add a MoGraph Cache tag on the Matrix to lock results for consistent playback and network rendering.
Creative control
- Density painting: use Vertex/Weight Maps as Field Layers to paint where instances appear.
- Terrain-aware scatter: limit by slope/height with Fields driven by Surface Angle and Position gradients.
- Directional alignment: enable Align Clone and set Up/Target vectors to orient blades of grass, trees, or crowd agents.
- Blends and handoffs: Inheritance Effector can blend between two Matrix Objects for morphing distributions or shot transitions.
Troubleshooting
- Nothing renders: confirm Cloner Instance Mode is Multi-Instance/Render Instances and your renderer supports instancing.
- No color variation: verify MoGraph Color is enabled and connected in the material.
- Counts too high: cull with Fields by camera frustum or distance; split into layers and render in passes/AOVs.
Need licenses, renderers, or pipeline add-ons? Explore Cinema 4D and partner tools at NOVEDGE, compare options on NOVEDGE’s Cinema 4D catalog, and consult with their specialists for tailored setups. Power users: ask NOVEDGE about proxy workflows and Team Render best practices for massive instancing.






