Do check the recent “ICE test vector inside cone” thread here – that should 
provide the basis for solving camera frustrum, which you can use for anything, 
such as filter on emission.

Also: simply model a frustrum box, constrained to camera, and use delete by 
volume.
Wether or not deleting points plays nice with your pointcloud is a bit 
unpredictable. (see: all particles disappearing on random frames, bounding box 
of the cloud disappearing on random frames rendering the cloud unrenderable – 
shudders... ) 
Other than that – I find delete by volume quite handy in optimising pointclouds 
– getting rid of stuff that’s not needed, not visible or just stray particles.


From: Gene Crucean 
Sent: Monday, March 04, 2013 10:58 PM
To: [email protected] 
Subject: Re: Emit particles from camera FOV

Sheesh. Didn't even get a chance to try myself yet lol. This list can be pretty 
fast at times. 

Thanks Vincent I'll play with it in a bit.



On Mon, Mar 4, 2013 at 10:36 AM, Vincent Ullmann 
<[email protected]> wrote:

  maybe this could help:

  a compound that creates a Grid of "Pixels" in front of your connected cam, 
and orients them properly...

  now you just have to press "Strg+A" and "Strg+G" to create a Group of your 
scene.
  then: do a raycast from each point along its orientation (rotate vector + 
particle ori). (do this on emit)
  if you have all this on a simulated ice-tree it should add new particles each 
frame... so you clould "paint"

  Am 04.03.2013 19:22, schrieb Gene Crucean:

    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 
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-- 

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. ~~

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