Hmmm, I think I have done it once for an effect. The workflow was really
not that straight. I was emitting particles from a ground mesh. As a first
pass, I was writing a weight map on the geo based on the camera move,
setting value of 1.0 for all vertex in fov and 0 for non-visible. Then I
froze the weight map. And in the sim, I was filtering the emission by this
weight map.

But there can be other simpler ways around it depending use case scenario.
One way that I think of right off my head is to delete particles not in
view. But this can be time consuming if you have high particle density and
only a small part of it visible to fov.

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