Consider using a mental ray shader of type "texture". Texture shaders are the miscellaneous category of mental ray shaders that can be applied in any context. If you only want visible polygons, then create a renderpass and apply your shader as an override to the partition containing all the objects you're interested in.
The advantage to this technique is the shader will only be called for polygons that have to be rendered taking care of your occlusion issue as well as objects outside the near/far clip planes. Your shader code only needs to build a data structure containing the IDs of the rendered triangles and dump the results. Matt From: [email protected] [mailto:[email protected]] On Behalf Of Jared Glass Sent: Tuesday, June 12, 2012 12:02 AM To: [email protected] Subject: Get objects visible by camera Hi I know this may be a bit ambitious but I am looking for a way to get all the objects or a count of faces visible by the camera. I don't want all the objects within the camera's near and far clip planes because some objects may not be visible due to being behind other objects and therefore will not contribute to render times. I've done a bit of research and so far the simplest solution looks like I'd need to write my own simple ray-tracer which emits rays from the camera and then returns the objects that the rays hit...though I must admit with my current programming and xsi knowledge this is a bit over my head (for now ;) Can anyone point me in the right direction, or does someone have any idea how I could acheive this please? -- Kind Regards, Jared Glass<mailto:[email protected]> | Technical Lead Triggerfish Animation Studios<http://www.triggerfish.co.za> Zambezia Movie<http://www.zambeziamovie.com/> | Khumba Movie<http://www.triggerfish.co.za/khumba/>

