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.
>
>
>


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