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Showing results for tags 'cull'.
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I have a scene with a lot of particles that I am trying to optimize. I've already culled the particles outside of the camera, but I want to get rid of the ones that aren't seen by the camera's rays (the shape is blobby, so I can't just use the z position). What I'm trying to do is take into account the pscale and delete the particles that are hidden behind others. I have a basic working solution in sops via a for each, but it's painfully slow. I want to try and do this with vex. The end result would need to work on millions of particles. The basic steps I thought of are: 1- find direction to cam 2- ray particles to cam (rayline) 3- find neighbors along the rayline 4- use pscale to determine if this intersects with neighbors' pscale 5- if it intersects multiple times, remove the original point I've attached a file for what I used in sops. If anyone has any ideas on how to make it faster or a way to get it working with vex it would mean the world to me. I assume it would be with the intersect() function, but I'm not very familiar with it. Thanks particle_intersect.hip
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Hey guys I'm currently playing around with Houdini so please excuse any silly questions. At the moment I'm trying to figure out if I can cull/delete any particles that aren't bound by constraints in my sand solver test. The setup is pretty basic but those pesky particles that fall off like debris aren't what I was trying to achieve; I kinda just wanted it to split into two separate pieces. Not sure how to approach it, but will try to read around it and figure it out. Any help would be amazing though! Thanks in advance
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Hey everybody, I'm sure there must be a pretty straight forward solution to this problem, but I just can't seem to wrap my head around it. I have found ways to do camera culling in SOPs but I still can't find a way to do it in DOPs. I've looked all over forums but I couldn't find anything. Specifically I'm trying to do a camera cull on a smoke sim in DOPs. Any help would be greatly appreciated. Thanks in advance. Diego