Love it, I was watching to integrate this into Chris P's frustum culling video and then you mentioned it and yeah, this is going to be great. Edit: Since this works off density, does that mean the same couldn't be done with a ground mesh?
Yeah I guess just map the start and end distance of the falloff to 1-0 after the length calculatiom should do the trick as well and is more intuitive to control imo ...
@@DanielPartzsch I'll try this after I get his version working (thanks to both of you for the alternative idea), with Mr. P's camera culling... but it's not really hard to follow is it? Maybe the node tree is a product of pedagogy over efficiency? That's my guess...
Ok, I missed that You must sub divide plane, then all works fine! Still, game changer for me! Is there option to make any thing to sub divide plane in experimental mode with camera distance?
Would you have any objection of using this method combined with Chris P's culling group, and put the combined group node up in the "first" (that I'm aware) Blender-Geonode-Community-Library on github? I left a comment on the relevant Chris P's video to ask if he has any objection as well.
I would not mind. Neither Chris or I came of with the original idea of culling, and (without explaining it for the tutorial) my distance culling setup would probably take just a minute to build... so I think it would be ridiculous of me to forbid anyone to use this :) If you want you can name drop me though I always appreciate promotion ;)
@@Kammerbild I will definitely attribute both you guys to the combined custom group node... I was just testing assumptions, because you never know what you don't know you don't know... at least I know Idk a lot. I no longer have to worry about this issue which is good for me... tyvm for sharing this technique, and ty for responding.
The quality of the tutorial is just WOW!! Your energy and visual explanations. Keep it up!
Love it, I was watching to integrate this into Chris P's frustum culling video and then you mentioned it and yeah, this is going to be great.
Edit: Since this works off density, does that mean the same couldn't be done with a ground mesh?
11:26 This is why you’re allowed to have multiple group input and output nodes in your node graph.
Very clear and efficient tutorial. Thanks!
Such a underated tutorial many thanks
Yeah, I knew it wouldn't attract that much attention. The topic is a bit dull :D
Appreciate it! Thanks for watching
I feel like a lot of these math nodes could have been reduced with the map range node
Yeah I guess just map the start and end distance of the falloff to 1-0 after the length calculatiom should do the trick as well and is more intuitive to control imo ...
@@DanielPartzsch I'll try this after I get his version working (thanks to both of you for the alternative idea), with Mr. P's camera culling... but it's not really hard to follow is it? Maybe the node tree is a product of pedagogy over efficiency? That's my guess...
Yeah, that's what I was thinking. Map range into float curve simplifies this so much, and gives easier, clearer fine tune control for tweaking.
1:40 The Vector Math node has a Distance option that you could have used directly.
Hey there! Thanks for that very helpfull tutorial!!! What would I do without you and your guide
Also, i think you can use the vector math dot product with another object (cube) which parented to camera focus.
what version of blender are you using? i think this tutorial might not work anymore, thanks anyway :)
Thanks a lot ^^.
Ok, I missed that You must sub divide plane, then all works fine! Still, game changer for me! Is there option to make any thing to sub divide plane in experimental mode with camera distance?
Hey, I have another question, maybe someone will help me with it. Is there any way to use weight maps to decide where scatter will work?
I'm in 3:01 min and when I add more density .... it not works same ;/
add subdiv to your mesh, it works better
Would you have any objection of using this method combined with Chris P's culling group, and put the combined group node up in the "first" (that I'm aware) Blender-Geonode-Community-Library on github? I left a comment on the relevant Chris P's video to ask if he has any objection as well.
I would not mind. Neither Chris or I came of with the original idea of culling, and (without explaining it for the tutorial) my distance culling setup would probably take just a minute to build... so I think it would be ridiculous of me to forbid anyone to use this :)
If you want you can name drop me though I always appreciate promotion ;)
@@Kammerbild I will definitely attribute both you guys to the combined custom group node... I was just testing assumptions, because you never know what you don't know you don't know... at least I know Idk a lot.
I no longer have to worry about this issue which is good for me... tyvm for sharing this technique, and ty for responding.
Nice❤
Great and quick, Thank you. But why fuck around with the sound. That was annoying. Sorry not everybody has a Dolby Surround set at his tablet ;)
if i add it to my floor it dont work anymore. masks are broken