Jump to content

Filter camera object visibility


EdArt

Recommended Posts

Hi,

I'm looking for a way to fine-tune exactly what visible OBJ nodes appear in a certain camera.

I'm working on a Wrap-like tool similar to what Pixar show here: 

In terms of having the two camera views side by side, they have two separate obj networks for the source and destination meshes. I would like to contain the process in one network.

If I have a simple OBJ network like so : 608519b94c95d_2021-04-2508_26_31-F__all_projects_desktop_houdini_superconform_v001.hipnc-HoudiniApprenticeNon.png.a866235f89180f93fbc732ef714cfc98.png

And two cameras pointing to it, is there a way for Camera_A to only show sphere1 in the viewport, and hide box1, despite the fact that both are marked visible? 

I don't believe it's an option to collect the specific obj nodes together in a Geometry node via obj merges or similar, and just point the camera to that, since the OBJ transforms need to be directly interactible from the camera.

Thanks for your help

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...