Camera Culling using Active Camera Node - Blender 4.1 Geo Nodes

แชร์
ฝัง

ความคิดเห็น • 20

  • @PapitaPure
    @PapitaPure 3 วันที่ผ่านมา

    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 วันที่ผ่านมา +1

      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 หลายเดือนก่อน

    This is so helpful, Clear and sharp. thankyou

  • @victorfioravante6787
    @victorfioravante6787 หลายเดือนก่อน

    Tutorial Level of detail in camera Culling

  • @zboy303
    @zboy303 หลายเดือนก่อน

    Nice vid, thanks!

  • @BarathkishoreKanagarasu
    @BarathkishoreKanagarasu หลายเดือนก่อน

    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 หลายเดือนก่อน

    Thanks,
    I will keep looking for a solution that can solve the entire scene, I think it could be super useful

  • @itayozari6252
    @itayozari6252 2 หลายเดือนก่อน +1

    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 หลายเดือนก่อน

      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 หลายเดือนก่อน

    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 หลายเดือนก่อน

      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 หลายเดือนก่อน

      @@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 25 วันที่ผ่านมา

      @@jmh3d having the same issue, how did you solve it? my grid gets created far away from my camera.

    • @jmh3d
      @jmh3d 25 วันที่ผ่านมา

      @@AgustinCaniglia1992 cgmatter/default cube has some camera culling methods. Check out his tuts.

    • @jmh3d
      @jmh3d 25 วันที่ผ่านมา +1

      @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 วันที่ผ่านมา

    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 วันที่ผ่านมา

      Is your camera input defo set to relative?

    • @aurafireheart
      @aurafireheart 2 วันที่ผ่านมา

      @@Polycount-tw4ix Oh that was it. Yep that did it. Thankyou!!