Well it's a little more complicated than that because I need to "paint" with the fov :)
So the accumulation of particles over time is required. On Mon, Mar 4, 2013 at 9:08 AM, Alok Gandhi <[email protected]>wrote: > 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. > > > -- Gene Crucean - Emmy winning - Oscar nominated CG Supervisor / iOS-OSX Developer / Filmmaker / Photographer ** *Freelance for hire* ** www.genecrucean.com ~~ Please use my website's contact form on www.genecrucean.com for any personal emails. Thanks. I may not get them at this address. ~~

