Camera FOV Clipping for Blender

Опубликовано: 17 Февраль 2021
на канале: Mark Stead
3,503
97

Camera FOV Clip is a free Node Group for Blender 3.0 Geometry Nodes (or 2.92/2.93 supported in an earlier version). It is designed for Geometry Nodes when scattering many objects throughout your scene - resulting in a scene that is too demanding.

When using the Camera FOV Clip node group it will automatically clip or hide objects that are outside of the camera field-of-view. Move or rotate the camera and the visible objects are automatically updated in real time.
This can be a significant performance improvement, given there could be a 10 times reduction in the number of objects displayed in the viewport. (So now you can scatter even more objects.)

Download the Node Group from my Gumroad page.
https://gum.co/BlenderCameraFOVClip

This video covers:
00:00 - Introduction - what does this node group do
00:55 - How to use/configure the node group in your own scene
03:47 - Setting the Object Scale Factor
05:34 - Performance comparison
06:15 - Explanation of the geometry nodes math used to hide objects
10:51 - Node group implementation details
14:41 - Summary

Current version of node group is V1.2 - this resolves these limitations:
Top/bottom clipping
Support for vertical aspect ratios (e.g. 3:4 or 9:16)
Optimised for Blender 3.0 (using Geometry Nodes fields).

Limitations and technical details:
Camera attributes (such as sensor size and focal length) must be manually set in the node group. You could use a Driver for these settings, particularly if you need to change or animate the settings.
If you need to use the node group with different cameras, then you would have to switch between different Object Info nodes.
Remember to allow sufficient padding with the Object Scale Factor to cover objects just outside of the field-of-view that can influence the render - due to shadows, reflections or illumination inside the scene. Perform renders with the clipping enabled/disabled and identify any influence on the final render.
Using Object Scale Factor to handle vertical clipping of tall objects will be problematic - particularly if the object origin is at the base of the object.
If you adjust the objects scattered through the scene (size, origin point etc), then you may need to make further changes to the Object Scale Factor.

Remember you can combine this node group with other easy Geometry Nodes performance tuning techniques such as changing the level of detail (LOD) for the geometry based on the distance from the camera.

Hope you find it useful.


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