# \#clones

**URL:** https://forum.babylonjs.com/tag/clones/267.md

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## [Thin Instances : cloning without clone.makeGeometryUnique() will render transparent](https://forum.babylonjs.com/t/thin-instances-cloning-without-clone-makegeometryunique-will-render-transparent/62266)

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**Author:** [@Tricotou](https://forum.babylonjs.com/u/Tricotou)\
**Replies:** 4\
**Last updated:** [January 30, 2026, 10:51am UTC](https://forum.babylonjs.com/t/thin-instances-cloning-without-clone-makegeometryunique-will-render-transparent/62266 "2026-01-30T10:51:14Z")

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Hey, After a quick search here on the forum, I found some previously fixed ThinInstance+clone issues, but not this one Here is a repro : Take a mesh (box) and clone it (for example changing material) Set ThinInstanc…

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## [Large scale terrain details generation](https://forum.babylonjs.com/t/large-scale-terrain-details-generation/61389)

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**Author:** [@pietrko](https://forum.babylonjs.com/u/pietrko)\
**Replies:** 1\
**Last updated:** [November 11, 2025, 9:48pm UTC](https://forum.babylonjs.com/t/large-scale-terrain-details-generation/61389 "2025-11-11T21:48:53Z")

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I have following problem. I need to render thousands of small strategic map cities. Each city is very similar to each and is composed of up to 100 different meshes Cities are placed in different areas of the world i w…

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## [Clone vs instances of Gaussian Splattings](https://forum.babylonjs.com/t/clone-vs-instances-of-gaussian-splattings/58870)

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**Author:** [@DavidP](https://forum.babylonjs.com/u/DavidP)\
**Replies:** 3\
**Last updated:** [June 9, 2025, 7:40am UTC](https://forum.babylonjs.com/t/clone-vs-instances-of-gaussian-splattings/58870 "2025-06-09T07:40:25Z")

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Hi, Can someone confirm that cloning and creating instances of Gaussian Splatting objects would have the same performance (in terms of memory and computation)? I would think so because the difference between these two …

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## [IBL Shadows Pipeline and instancing](https://forum.babylonjs.com/t/ibl-shadows-pipeline-and-instancing/57458)

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**Author:** [@kzhsw](https://forum.babylonjs.com/u/kzhsw)\
**Replies:** 5\
**Last updated:** [April 1, 2025, 10:46am UTC](https://forum.babylonjs.com/t/ibl-shadows-pipeline-and-instancing/57458 "2025-04-01T10:46:16Z")

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Version: 8.0.1 Engine: WebGL2 Playground: Clones: Instances: Thin instances: Expected: All these 3 playground shows the same result Actual: Clones: Instances: Thin instances: Other note: Not sure…

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## [How to clone a mesh to another scene? Trying to cache meshes in memory and share them between scenes](https://forum.babylonjs.com/t/how-to-clone-a-mesh-to-another-scene-trying-to-cache-meshes-in-memory-and-share-them-between-scenes/55923)

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**Author:** [@Khanon](https://forum.babylonjs.com/u/Khanon)\
**Replies:** 15\
**Last updated:** [January 16, 2025, 7:20pm UTC](https://forum.babylonjs.com/t/how-to-clone-a-mesh-to-another-scene-trying-to-cache-meshes-in-memory-and-share-them-between-scenes/55923 "2025-01-16T19:20:11Z")

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Hello, I had a long forced break to continue with my engine :frowning: , but I’m back now 100% with it :slight\_smile: With the purpose of cache meshes in memory, and clone them to be used in N scenes which can be loaded…

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## [Cloning GLB Meshes results in error](https://forum.babylonjs.com/t/cloning-glb-meshes-results-in-error/47303)

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**Author:** [@evidanary](https://forum.babylonjs.com/u/evidanary)\
**Replies:** 2\
**Last updated:** [January 17, 2024, 10:07pm UTC](https://forum.babylonjs.com/t/cloning-glb-meshes-results-in-error/47303 "2024-01-17T22:07:46Z")

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I have a GLB file which has the following node hierarchy: “root” |------mesh1 |------mesh2 |------mesh3 Now I’d like to create a clone BABYLON.SceneLoader.ImportMesh("", "https://raw.githubusercontent.com/KhronosGr…

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## [Error after cloning mesh with instanced buffer](https://forum.babylonjs.com/t/error-after-cloning-mesh-with-instanced-buffer/45154)

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**Author:** [@Dorak](https://forum.babylonjs.com/u/Dorak)\
**Replies:** 1\
**Last updated:** [October 24, 2023, 12:05pm UTC](https://forum.babylonjs.com/t/error-after-cloning-mesh-with-instanced-buffer/45154 "2023-10-24T12:05:54Z")

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Hi everyone, I encountered an error when I tried to register an instanced buffer for a cloned mesh. Example: https://playground.babylonjs.com/#MHXX89#2 Reproduce: It reproduces on 6.25.0. It works correctly on 5.71.1…

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## [Can't create instance of Mesh with NodeMaterial](https://forum.babylonjs.com/t/cant-create-instance-of-mesh-with-nodematerial/39197)

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**Author:** [@Philippe](https://forum.babylonjs.com/u/Philippe)\
**Replies:** 2\
**Last updated:** [March 21, 2023, 7:17am UTC](https://forum.babylonjs.com/t/cant-create-instance-of-mesh-with-nodematerial/39197 "2023-03-21T07:17:48Z")

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Hello :wave:! I am trying to create an instance of a given mesh with a NodeMaterial applied. This doesn’t seem to work since I can’t see the instanced mesh. If I don’t apply the NodeMaterial or clone the original mesh t…

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## [Model Clone Fixes deranged bone, animation, morphTarget reference relationships](https://forum.babylonjs.com/t/model-clone-fixes-deranged-bone-animation-morphtarget-reference-relationships/38979)

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**Author:** [@xiehangyun](https://forum.babylonjs.com/u/xiehangyun)\
**Replies:** 5\
**Last updated:** [March 17, 2023, 6:12pm UTC](https://forum.babylonjs.com/t/model-clone-fixes-deranged-bone-animation-morphtarget-reference-relationships/38979 "2023-03-17T18:12:02Z")

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modelClone | Babylon.js Playground (babylonjs.com) This is a case of fixing mesh clone after skeleton, animation, morphTarget, citation relationship confusion problem. After a simple test of some models provided by baby…

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## [Optimizing cloned/instanced meshes playing separate animations](https://forum.babylonjs.com/t/optimizing-cloned-instanced-meshes-playing-separate-animations/37101)

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**Author:** [@arcman7](https://forum.babylonjs.com/u/arcman7)\
**Replies:** 17\
**Last updated:** [February 3, 2023, 7:14am UTC](https://forum.babylonjs.com/t/optimizing-cloned-instanced-meshes-playing-separate-animations/37101 "2023-02-03T07:14:51Z")

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Hi all :slight\_smile: I was playing around with getting a group cloned/instanced meshes to play their animations separately, and in general trying to see if one approach works better than another in terms of performance…
