roughsporty Posted June 14, 2010 Share Posted June 14, 2010 I have a huge particle simulation and therefor I render it out to bgeo and seed variations with the wedge rope. I though it would be great to kill every particles which is out of the camera view. My camera is not animated and has a resolution of 800x600. I have to group those particles with a group node and then kill that stuff but I have no idea which expression I should use to find those particles? Quote Link to comment Share on other sites More sharing options...
Netvudu Posted June 17, 2010 Share Posted June 17, 2010 I think I loosely remember a nice example from someone around here, and what they did was something clever like this: - Create a UV Texture SOP to apply the UV attribute to geometry using Camera projection (from the UVTexture SOP use the option Perspective from Camera...I know you probably knew this but it might help someone else) - Now, just delete those particles with a uv[0] or uv[1] attribute value below 0 or above 1 (i.e. particles that are outside the camera projection, so their UV attribute is not between 0 and 1) - Do the victory dance There are a lot of smart people around here. I get surprised almost every day. I´m just a replicant (damn you, Voight-Kampff) Hope this helps. Quote Link to comment Share on other sites More sharing options...
efecto Posted June 18, 2010 Share Posted June 18, 2010 I guess thsi is possible in houdini. Create a geometry that has a shape of your camera view then kill anything outside of the geometry. Quote Link to comment Share on other sites More sharing options...
pclaes Posted June 18, 2010 Share Posted June 18, 2010 I guess thsi is possible in houdini. Create a geometry that has a shape of your camera view then kill anything outside of the geometry. Very possible indeed, but it is computationally more expensive to group by object than it is to delete based on a uvw attribute (the w will allow you to clip in depth) - with very large particle counts grouping by object is slow. I generally create a camera that is parented to my view camera and offset it in z a little bit so I have a bit of overshoot when uv's are projected. You can get similar behaviour using the "w", but not quite the same. Quote Link to comment Share on other sites More sharing options...
vi_rus Posted June 19, 2010 Share Posted June 19, 2010 It's my very old solution for problems like yours. It tool may clip a geometry too by any cam. Enjoy =) camera_clip.hip Clip_Camera.otl Quote Link to comment Share on other sites More sharing options...
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