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Camera Culling using Active Camera Node - Blender 4.1 Geo Nodes 

Polycount
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Using the new active camera mode and menu operator to make a camera culling node group in geo nodes.

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30 мар 2024

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Комментарии : 20   
@PapitaPure
@PapitaPure 3 дня назад
Instead of capturing an attribute for the dot product, you can also just use the "difference" and "hit normal" vectors. It simplifies things a bit. Also, you can apply a minimum distance threshold to avoid the pop-in near the camera that you see in 10:08 (this can be done with a switch node and the distance from the camera obviously). Hope it helps, that worked for me!
@Polycount-tw4ix
@Polycount-tw4ix 2 дня назад
Ah great! Thanks, i also realosed more recently that you can instead compare the output normal to check if its equal to -1 on z and that also works! Too bad i figured it out too late for the vid ha
@vekuhudesign7382
@vekuhudesign7382 2 месяца назад
This is so helpful, Clear and sharp. thankyou
@Polycount-tw4ix
@Polycount-tw4ix 2 месяца назад
Thanks
@victorfioravante6787
@victorfioravante6787 Месяц назад
Tutorial Level of detail in camera Culling
@zboy303
@zboy303 Месяц назад
Nice vid, thanks!
@BarathkishoreKanagarasu
@BarathkishoreKanagarasu Месяц назад
I have instances scatter on a plane using geo nodes. I followed you, but it is not working ( I figured out. Thank You) 🔥🔥🔥🔥🥰🥰
@itayozari6252
@itayozari6252 2 месяца назад
Thanks, I will keep looking for a solution that can solve the entire scene, I think it could be super useful
@Polycount-tw4ix
@Polycount-tw4ix 2 месяца назад
Im glad!
@itayozari6252
@itayozari6252 2 месяца назад
Thank you 🙏 Can you think on a way to make camera culling with geonode that take care of every object in the scene automatically?
@Polycount-tw4ix
@Polycount-tw4ix 2 месяца назад
Im not sure thats possible sadly as geo nodes is object based, so youd just have to add the setup to all your scatter groups
@jmh3d
@jmh3d 2 месяца назад
I just have a plane and the jumping point to make these extra nodes. I guess similar to what you have. When I create the grid node, it doesn't move to the camera position. It just stays on the ground and my initial nodes look just like yours except I don't know what's happening on the left side of your node tree.
@Polycount-tw4ix
@Polycount-tw4ix 2 месяца назад
Have you definetely added the "transform geometry" node after the grid and plugged in the location/rotation from the camera info node into the translation/rotation?
@jmh3d
@jmh3d 2 месяца назад
@@Polycount-tw4ix I have it figured out now. I used this method and some from another method. All is working great! Thanks for the tut!
@AgustinCaniglia1992
@AgustinCaniglia1992 26 дней назад
@@jmh3d having the same issue, how did you solve it? my grid gets created far away from my camera.
@jmh3d
@jmh3d 25 дней назад
@@AgustinCaniglia1992 cgmatter/default cube has some camera culling methods. Check out his tuts.
@jmh3d
@jmh3d 25 дней назад
@AgustinCaniglia1992 Also, the camera cull seems to be locked to the object origin in the above tut. It's a weird dynamic of what the camera sees and how far you are from the object origin. And I don't think it can be changed. cgmatter's tut relies less on that I think.
@aurafireheart
@aurafireheart 3 дня назад
Can't get the grid to work with the camera. I've put in transform geometry node but it isn't copying the location of the camera even though I thought I'd followed your steps exactly.
@Polycount-tw4ix
@Polycount-tw4ix 2 дня назад
Is your camera input defo set to relative?
@aurafireheart
@aurafireheart 2 дня назад
@@Polycount-tw4ix Oh that was it. Yep that did it. Thankyou!!
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