You have a very powerful tool for instancing or cloning: Octane Scatter. With this tool you can produce instance and clone up to millions of numbers. And it's pretty fast.
To access the Octane Scatter simply select Objects/Octane Scatter from the Live Viewer menu. Later, when you select Scatter object from the Object Manager, you will see 5 tabs. Only three of them concern us: Display, Distribution and Effectors.
* Octane Scatter is not designed to work with animated surfaces. Scatter adjusts the number and position of copies by looking at the ratio of a single polygon face to the overall area. So if any polygon area changes, the distribution is also seriously affected. Objects do not stick on the surface like Cinema 4D's Cloner. If the Polygon area does not change dramatically, you can try scattering on animated surfaces. There is no working guarantee.
* This tool does not replace Cinema 4D's Cloner and does not have extensive and advanced features like Cloner. You can produce grass, trees or simple geometries more quickly.
In most scenarios you will child any object to the Octane Scatter. In the Surface section you will determine where your object will be cloned. In Octane Scatter you can scatter any object, it does not matter whether it is Parametric or Geometry. However, we advise you to be careful because if there are too many polygons in the object to be cloned, Scatter may slow down. In this case, always optimize the object to be cloned. You can also include multiple objects into the scatter.
From here you can control how the objects clone/instance will be distributed. There are 3 options: Vertex, Surface and "Use Csv File". Let's look briefly:
It is distributed according to the vertices of the object to be cloned. For example, you have a Plane object, and you will clone the cube object onto it. If you select the vertex, the cube objects are cloned according to the vertex number and distribution of the plane object. Just like Cinema 4D's Cloner.
It is distributed over the entire surface of the object to be cloned. In this case, you can set the number of clones (Count parameter) as you want without depending on the number of vertices.
USE CSV FILE
You can distribute your clones using matrix data from a software that generates Csv (eg Houdini, Maya). Csv is actually a matrix list. In this list, there are Position/Rotation/Scale data, and clones are distribute according to this data. Scatter's PSR values do not work while in Csv mode.
From here you can determine which objects to clone will be cloned to. Like the native C4D's Cloner.
You can determine the number of clones here. Since Octane Scatter is a fairly fast tool you can enter large numbers. Of course, if you keep the polygon numbers of the objects you clone as small as possible, you can work much more efficiently.
From here you can change the distribution variations of the clones.
From here you can increase the distance between clones. What you need to be aware of is that the objects you clone should not have complex topologies. If you are going to scatter such complex objects, increase this value in small steps. Otherwise you can crash the plugin.
Clone objects are positioned by default regarding to the surface normals. From here you can change their angle between 0 and 1.
It is an option that you can set the direction of clones. Each of the 3 columns indicates x, y, z directions from left to right. Works with Normal Align.
From here you can define clone objects according to the vertex map. Once you have vertex paint on the object to be cloned, and you drag and drop the vertex tag into this area, your objects will be cloned according to the vertex map. You can learn how to create Vertex Map by looking at Cinema 4D's help file. The "Limit" parameter next to this option specifies the expansion area of the vertex map. You can narrow the vertex map to a value between zero and one.
You can also go to this link for the mini tutorial about the vertex map usage.
Unlike vertex map, you can clone your objects according to greyscale values by defining procedural or image texture here. You can think of Cinema 4D's shader effector. Now let's look at how the "shader" feature works over 2 samples.
Important note: Do not use Octane textures (eg Octane noise, turbulence) when defining procedural texture because all texture types are "Gpu Shader" in Octane. Octane Scatter only work in "Cpu Shaders" at the moment. So you can use some of the Cinema 4D textures (eg Noise, gradient).
USING PROCEDURAL TEXTURE
You can define Cinema 4D procedural textures to the Shader Slot. In the picture below, Noise and Gradient are used in C4D Layer Shader.
For procedural or Image texture, you should change the min. and max values. With these, you can determine which range of values to use clone distribution. For example, "min: 0.21" and "max: 0.93" are used in the following picture; that is, where the pixel intensity values of the shader are in the range of 0,21 and 0,93. It varies according to the pixel intensities of the shader.
USING greyscale Image
When you load any greyscale image into the shader slot, your clones will distribute according to the values of black and white and gray of this image.
You can distribute the clones according to the normals of the cloned surface. It is a value between 0 and 180 degrees. When it is zero, the clones distribute parallel to the object's "y" axis.
It's to adjust the position of your clones. You can also distribute the positions of the clones using greyscale shader/texture. As you can see in the picture below, the "y" position of the clones has been changed using Cinema 4D's "Dents" noise type. The white areas in the texture are the areas that influence the position.
Info: For now, only "y" axis works. Other axes are reserved for future updates.
Used to set the scales of your clones. You can also add variations to the clone's scale using the greyscale shader/texture. The "Cranal" noise is used for the scale variation you see in the picture below and the scale values has been changed to "x: 2 / y: 6 / z: 2".
Used to set the rotations of your clones. You can also add variations to clone rotations using greyscale shader/texture. In the following picture, "VL Noise" is used for the rotation variation of the clones and the "x" value is changed to 258.
Info: For now, only "x" axis works. Other axes are reserved for future updates.