You all know there's a factory 'Test Visibility From Camera' node, right? :)
DAN On Tue, Mar 5, 2013 at 8:13 AM, <[email protected]> wrote: > 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 <[email protected]> > *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 >> personal emails. Thanks. I may not get them at this address. ~~ >> >> >> > > > -- > 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. ~~ >

