By far the best way to accomplish camera culling! Kudos to you. I’ve been so annoyed with the raycasting solution because I’d need an invisible plane with set dimensions which didn’t react to changes in focal length. Thank you so much!
Dude, what a great explanation! People should go more in-depth, like you did, instead of just making follow along videos. I wish you'd do more of this!
Returned to it after a while and noticed an issue. The boolean is true for the space in front of the camera, but also behind. This is noticeable, when the camera is on the same global Z as the culled geometry. The solution is to add another "AND" into the boolean logic and take the dot product of the Pos - Loc Vector with "Rotate Vector" rotating v[0,0,-1] by the camera rotation. This result can be plugged into the AND directly and gives information on what is considered in front of the camera.
great way of explaining, thanks! I needed to project 3d points in camera space and back, and this tutorial helped me a lot. I may study vector math ahah
To adjust the aspect ratio, use not the sensor height, but the sensor length divided by the frame size ratio. Something like this 36 mm / (1280px / 900px). The aspect ratio of the frame can be calculated using the Copy as New driver.
PS. your link to google drive is incomplete. I was having issues with changing the focal length, and having low angles of view until I changed the Object Info for the camera to Relative instead of Original.
Hello. Did I understand correct that solution don't work at 4.x ver? I put it inside my own project and it do nothing, put in brand new project and nothing happened. Even try to rebuild the whole tree by my own and still nothing
By far the best way to accomplish camera culling! Kudos to you. I’ve been so annoyed with the raycasting solution because I’d need an invisible plane with set dimensions which didn’t react to changes in focal length. Thank you so much!
finally a proper explanation on how to get the accurate image plane. Thanks alot
Dude, what a great explanation! People should go more in-depth, like you did, instead of just making follow along videos. I wish you'd do more of this!
Thank you!
Best camera culling I've seen. Thank you very much!
best camera culling tutorial i saw until now on yt! Great work!
Thank you so much Claudio! Worked flawlessly a year after :)
such a good tutorial!
it would be perfect if you can provide the scene file to download.
thank you! I added the link in the description
@@picciafoobar Awesome tutorial, but I just wanted to let you know that the link in the description doesn't work :)
@@girltrashstuffthanks, should be fixed now
This is a really useful tutorial, I finally understood it. Really well explained. Thank you very much!
thank you very much for your thorough explanation! it was very awesome. please make more stuff!
Returned to it after a while and noticed an issue. The boolean is true for the space in front of the camera, but also behind. This is noticeable, when the camera is on the same global Z as the culled geometry. The solution is to add another "AND" into the boolean logic and take the dot product of the Pos - Loc Vector with "Rotate Vector" rotating v[0,0,-1] by the camera rotation. This result can be plugged into the AND directly and gives information on what is considered in front of the camera.
great way of explaining, thanks! I needed to project 3d points in camera space and back, and this tutorial helped me a lot. I may study vector math ahah
Super well done. Thanks so much for a great explanation !
To adjust the aspect ratio, use not the sensor height, but the sensor length divided by the frame size ratio. Something like this 36 mm / (1280px / 900px). The aspect ratio of the frame can be calculated using the Copy as New driver.
ありがとう!おかげでPCが燃えずに済んだよ!
Thanks a lot, your tuto saved me a lot of time and computer ressources!!
PS. your link to google drive is incomplete.
I was having issues with changing the focal length, and having low angles of view until I changed the Object Info for the camera to Relative instead of Original.
How do I stop it from creating instances behind the camera?
that's something I didn't address in the video. However, you can just check that the transformed coordinates (after the vector rotate) have z
Hey, is there any way to mix this with weight paint to tell blender where to scatter all points?
Amazing Tutorial!!!
Thanks!!!
Hello. Did I understand correct that solution don't work at 4.x ver? I put it inside my own project and it do nothing, put in brand new project and nothing happened. Even try to rebuild the whole tree by my own and still nothing
Great Video - Bad Audio... ( but it was worth it - to learn from you. )
comment
hey how can I make it so that the back edges are cut off not on flat geometry?