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. ~~
>

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