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!
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
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.
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?
@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.
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.
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!
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
This is so helpful, Clear and sharp. thankyou
Thanks
Tutorial Level of detail in camera Culling
Nice vid, thanks!
I have instances scatter on a plane using geo nodes. I followed you, but it is not working ( I figured out. Thank You) 🔥🔥🔥🔥🥰🥰
Thanks,
I will keep looking for a solution that can solve the entire scene, I think it could be super useful
Im glad!
Thank you 🙏
Can you think on a way to make camera culling with geonode that take care of every object in the scene automatically?
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
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.
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?
@@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!
@@jmh3d having the same issue, how did you solve it? my grid gets created far away from my camera.
@@AgustinCaniglia1992 cgmatter/default cube has some camera culling methods. Check out his tuts.
@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.
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.
Is your camera input defo set to relative?
@@Polycount-tw4ix Oh that was it. Yep that did it. Thankyou!!