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Lesser-known Blender optimisation: Frustum Culling #b3d
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Wouldn't this result in instantaneous changes in lighting as surrounding objects pop in and out of existence while the camera moves?

One thing I learned is that you need to be careful when exporting Blender to game engines. The Blender material for example doesn't use back face culling by default. I'm sure it makes sense for pre-rendered but it kills performance for games if all your back faces are processed

This for a fixed camera works pretty well for most cases... but it's something that usually can't be used for final renders because the objects tend to pop up or down in a noticeable way... we see them on the render changing state, like in old Sega Saturn video-games. And I think this has to do with the objects centers... this probably is reading the objects center positions and not something like the visible pixels.

wouldn't if affect the lighting and shadows if you have an animated camera scene? I.e. if the building suddenly disappears

The Guru is back!

I have not seen this! 🤯 I use this in gamedev because you don't need every single graphic running all the time.

You mean every renderer ever.

Blender!!!

Nice hidden feature thanks!
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