factory compounds, now where is the fun in that? From: Dan Yargici Sent: Tuesday, March 05, 2013 9:53 AM To: [email protected] Subject: Re: Emit particles from camera FOV
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 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. ~~

