mook Posted February 19, 2018 Share Posted February 19, 2018 Perhaps a bit of a beginner question here. I set up a scene with a ton of visibility nodes keyframed throughout to hide and expose certain polygons as the animation progresses. Stupidly didn't consider that this only affects the viewport visibility and does not make the polygons invisible at render time. Now that I am ready to render the scene I am desperately trying to find a way to get all the correct polygons to be hidden in the render. Any possible solutions for getting only the viewport polygons to render? Many many thanks in advance Quote Link to comment Share on other sites More sharing options...
toadstorm Posted February 19, 2018 Share Posted February 19, 2018 (edited) You can create a scalar volume based on a camera frustrum using a Volume SOP, then use a Group SOP to group points using that volume. Then either blast those points, or promote the point group to a primitive group and blast those. camera_frustrum_volume.hip Edited February 19, 2018 by toadstorm Quote Link to comment Share on other sites More sharing options...
Noobini Posted February 19, 2018 Share Posted February 19, 2018 I think the OP meant everything is in full cam view...just that some portion of the geo is hidden by Vis...ie. half the torus is hidden but the whole geo is inside the frustum. Quote Link to comment Share on other sites More sharing options...
Noobini Posted February 19, 2018 Share Posted February 19, 2018 here's a workaround, the Switch uses: if(10<$F && $F<20,1,0) meaning, if frame is between 10 and 20, use the delete (hide)...else use orig geo (I did try the Delete by expression but couldn't quite get it to work...ie. it deletes the whole thing instead of my group...anyway, the switch works) DeleteSwitch.hipnc Quote Link to comment Share on other sites More sharing options...
Noobini Posted February 19, 2018 Share Posted February 19, 2018 here's a smarter solution, it takes your existing keyframes on the Vis and uses that directly just: 01) copy param (the Action on the vis) 02) paste Relative Ref into the Switch DeleteSwitch2.hipnc Quote Link to comment Share on other sites More sharing options...
Noobini Posted February 20, 2018 Share Posted February 20, 2018 (edited) got it, this is the easiest and least effort by far... add a Delete (prims I assume) after the Vis, in the group simply enter: _3d_hidden_primitives No effort with existing Vis keys whatsoever...just ALT+drag out a new Delete and add it after each Vis... Edited February 20, 2018 by Noobini Quote Link to comment Share on other sites More sharing options...
mook Posted February 20, 2018 Author Share Posted February 20, 2018 All great solutions, seems like the last one takes care of it just fine. Group by camera is an awesome tip as well! Thank you both! Quote Link to comment Share on other sites More sharing options...
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