In brief
- Instance on Points works with geometry that contains a point domain, such as meshes, point clouds, and curve control points.
- Selection determines which points receive instances; Rotation and Scale control their orientation and size.
- Realize Instances converts instances into real geometry data so each one can be affected individually.
- Converting many complex instances into real geometry can significantly reduce performance.
What will you learn in this guide?
In Blender Geometry Nodes, a practical way to use the same geometry at many points in a scene is to work with instances instead of creating each copy from scratch. This approach places repeated elements in the scene without duplicating their underlying geometry. The Instance on Points node adds instances to points in the input geometry; when needed, the Realize Instances node converts those instances into real geometry data.
This guide explains the purpose of both nodes and the difference between them, step by step. As a result, you can assess when to use instances and when to convert them to geometry for tasks involving repeated elements, such as facade components, furniture parts, or landscaping elements. These are examples of use cases; the result depends on the input geometry and node settings.
Requirements
You need a scene that can be used with Geometry Nodes in Blender, along with geometry to work on.
Instance on Points can use geometry that contains a point domain. The guide includes meshes, point clouds, and curve control points in this category.
Connect the geometry to be instanced to the Instance input. This can be real geometry or geometry that already contains multiple instances.
If you need to modify instances individually later, you can use the Realize Instances node. However, this conversion can have a performance cost, especially with many complex instances.
The source guide does not specify a particular Blender version or account requirements. The steps below therefore focus on the nodes’ functions and do not provide menu locations or version-specific interface details.
Step by step: Placing instances on points
Prepare geometry that contains points. Connect the geometry that will provide the instance locations to the Points input of the Instance on Points node. The points’ positions affect the transformation of the resulting instances. Points can come from a mesh, a point cloud, or curve control points.
Choose the instance geometry. Connect the object or geometry you want to use to the Instance input. The node places this input geometry on each selected point. Because the same geometry is used at many locations, there is no need to regenerate the underlying data for every instance.
Select which points to use. The Selection input determines whether an instance is created at a point. If the value is true, an instance is added at that point; if false, the point is skipped. This lets you place instances only at selected points instead of using them all.
Set rotation and scale. The Rotation input controls each instance’s Euler rotation, while the Scale input controls its size. You can use suitable values from other nodes for rotation; for example, the guide mentions outputs from Distribute Points on Faces or Curve to Points. You can also use the Align Rotation to Vector node to convert a direction vector into an Euler rotation.
Choose instances from multiple options. If the Instance input contains a list of instances, enable Pick Instances to add a selected instance to each point instead of the entire list. Instance Index determines which instance to use. According to the guide, this feature is designed especially for use with the Collection Info node. If the index is negative or exceeds the number of items in the list, the selection wraps around to the other end of the list.
Check the result and nested instances. If the input geometry already contains instances, the node can also add new instances to points inside those instances, creating nested instancing. In this case, the new instances receive their own Rotation and Scale transforms while also being affected by the transforms of their parent instances. The node’s output contains Instances. If the input has an
idattribute, that attribute is passed on to the resulting instances.
Converting instances to editable geometry
Instances reuse the same underlying geometry efficiently. When you need to edit each copy individually, the Realize Instances node converts instances into real geometry data. After conversion, you can apply separate changes to each instance; before conversion, changes applied to copies of the same instance affect the shared geometry in the same way.
Connect the output of Instance on Points to the Geometry input of Realize Instances.
Use Selection to determine which top-level instances to convert.
If there are nested instances, use Depth to choose how many levels to convert. The Realize All option converts every level inside the top-level instances and overrides the Depth value.
Use the Geometry data in the output for the next operation. Decide whether conversion is needed based on whether you need to edit instances individually in the next step.
According to the guide, converting many complex instances into real geometry can significantly hurt performance. For this reason, adding a conversion step only when the result needs to be edited individually is a more controlled approach. In another use case where you need to create objects from instances, you can also use the Make Instances Real operator on instances created with Instance on Points.
Common issues
Instances are the wrong size or orientation: Check whether the positions of the Points geometry affect the transformation, and confirm that the Rotation and Scale inputs are being applied to each instance.
Instances are missing from some points: Check whether the Selection value is skipping those points.
An unexpected instance is selected from the list: Check whether Pick Instances is enabled and verify the Instance Index value. Out-of-range indices wrap around to the other end of the list.
Performance slows after conversion: Check whether Realize Instances is converting many complex instances into geometry. Instancing is for reusing data; conversion to real geometry is for when individual editing is needed.
Objects without geometry, such as lights, are not instanced: The guide says that the Object Info node can be used for these types of objects. Metaball objects are not supported for instancing.
Next steps in architectural and visualization workflows
For placing repeated elements, Instance on Points lets you work without regenerating the underlying geometry at every point. This can be useful in architectural modeling and visualization scenes that contain many similar components. Check the placement points, instance scale, and rotation in the result; for layouts that use curve control points, note that the node also works with this type of point.
Use real geometry only when the next editing step requires it. For offices and student projects, the key decision is whether each instance truly needs to be edited separately: if not, keeping instances can help avoid unnecessarily duplicating complex geometry. The sources do not provide information about specific hardware, licensing costs, or version compatibility, so you should separately verify your Blender installation and the requirements of any add-ons or assets you use in your project.
Source and license
This tutorial has been adapted into Turkish from the Instance on Points and Realize Instances documentation in Blender’s official online manual. Both sources are licensed under CC BY-SA 4.0.
Sources
2 sourcesSource texts are not republished; short quotes are marked, everything else is our own summary and commentary.
For architecture offices and visualization teams in Turkey, the main value of these two nodes is that they clearly distinguish when to keep repeated elements as instances and when to convert them into real geometry. For repetitive work such as facades or landscaping, instancing offers a practical starting point; conversion is available when individual edits are needed.
However, it may not be a good idea to add Realize Instances by default: the source warns that performance can drop with many complex instances. The sources provide no information about hardware, Blender version compatibility, or licensing costs, so teams should check their own installations and workflows. Students can also benefit from trying out the difference between instances and real geometry in a small scene.
Frequently asked questions
What types of geometry does Instance on Points work with in Blender?
It works with geometry that contains a point domain. The guide gives meshes, point clouds, and curve control points as examples.
What does Realize Instances do?
It converts instances into real geometry data, allowing each instance to be edited individually. However, performance can drop when converting many complex instances.
Can you place instances on selected points in Blender Geometry Nodes?
Yes. The Selection input of the Instance on Points node determines which points receive instances.


