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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