Archived post by pixel_bender

Does anyone have a good approach to (in USD) – 1) Culling by object volume or 2) using %bound %closerthan over a shot range?

In SOPs I’d always trail and timeshift a camera frustum to the end frame – generating a shotlength frustum volume and cull objects based on it – in USD, as far as I can tell, this isn’t possible in any meaninfgul way – which is incredibly problematic

If I could cull by object volume, I could do the heavy lifting in SOPs by generating the frustum there

alternatively, if I could do a ‘cumulative closerthan / bound(cam)’, I’d get the same benefit

Oh shit.. maybe this is accounted for

well shit, this works amazingly

canera path and its prims

no time dependency introduced

`%bound(path/to/cam, bound = 20, t = ($FSTART, $FEND)) & %type:Mesh`

on a prune node seet to prune unselected

this is so great- beats even the sops workflow of frustum/trail/timeshift/group/delete

Here it is culling outside bounds, then using %closerthan in another prune to remove points getting to close to camera

seriously, beyond useful, and fast

Im just not sure if it works with instances…

Now the problem is with payloads and instances…

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