Frustum Culling with Vex in Houdini

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  • เผยแพร่เมื่อ 26 ธ.ค. 2024

ความคิดเห็น • 17

  • @carlosman8521
    @carlosman8521 ปีที่แล้ว +2

    It's a nice tool. I have been using it for years and it is the first time I see it somewhere else. Happy that someone gives it some visibility.

    • @ShortSweet3D
      @ShortSweet3D  ปีที่แล้ว +2

      Nice! Indeed, most people seem to be using volumes still

    • @StephaneSOUBIRAN
      @StephaneSOUBIRAN 8 หลายเดือนก่อน

      what is the advantage of this method please?

  • @GarmanHerigstad
    @GarmanHerigstad 4 วันที่ผ่านมา

    Thank you!

  • @utubeparpankaj
    @utubeparpankaj ปีที่แล้ว +1

    You always does wonders. HattsOff

  • @TheDebrup
    @TheDebrup ปีที่แล้ว

    This is much useful, Thank you so much Mikael 🤩 You are a great mentor 💝

  • @MOTStudio
    @MOTStudio 8 หลายเดือนก่อน

    this is great man thanks , how can a create fade density distance from the camera

    • @ShortSweet3D
      @ShortSweet3D  8 หลายเดือนก่อน

      rescale the distance to 0-0.5 by using fit() and then you can have an if statement checking that value against a generated random number like if(rand(@ptnum)

  • @massimobaita7178
    @massimobaita7178 ปีที่แล้ว

    Thank You very much!

  • @zotake
    @zotake ปีที่แล้ว

    Nice! Thanks for sharing it! 🙂

  • @znbk5652
    @znbk5652 ปีที่แล้ว

    it is very great method. but it doesn't work if the camera was in the middle of the points, as it will mask the front and the back points for the camera.. i'm trying to find way to select only the front points in this case

    • @ShortSweet3D
      @ShortSweet3D  ปีที่แล้ว +1

      ah, yes you are right, but it's an easy fix. You can use the camera coordinates z value to check if it's in front or behind the camera

    • @znbk5652
      @znbk5652 ปีที่แล้ว

      @@ShortSweet3D actually i did that, but it didn't work.. logically it supposed to work. but it didn't .. like was trying to use this method to delete part of oceans mesh which i don't see through the camera but didn't work. so i came back to the old methods :).. thanks anyway

    • @ShortSweet3D
      @ShortSweet3D  ปีที่แล้ว +1

      @@znbk5652 I does work, you only need to check if it's a negative or positive. The if statement would be something like this: if((campos.x+padding.x) 1 ||(campos.y+padding.y)1 || campos.z>0)

    • @ShortSweet3D
      @ShortSweet3D  ปีที่แล้ว +1

      then you can of course add padding to that as well

    • @znbk5652
      @znbk5652 ปีที่แล้ว

      @@ShortSweet3D i'll give it another go. thanks for amazing technique you provide :) very useful

  • @InfraredVisuals
    @InfraredVisuals ปีที่แล้ว

    Neat.