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Lesser-known Blender optimisation: Frustum Culling #b3d

74,360 Aufrufe • vor 1 Jahr •via X (Twitter)

11 Kommentare

Profilbild von Andrew Price
Andrew Pricevor 1 Jahr

Full video - 10 Easy Ways to Render Faster in Blender

Profilbild von Pwnage
Pwnagevor 1 Jahr

Stormbreaker Max CF design to production Get the next generation of high end performance gaming mice. Shop now:

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tomatovor 1 Jahr

Wouldn't this result in instantaneous changes in lighting as surrounding objects pop in and out of existence while the camera moves?

Profilbild von Danilo Costa Viana
Danilo Costa Vianavor 1 Jahr

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

Profilbild von Rogério Perdiz
Rogério Perdizvor 1 Jahr

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.

Profilbild von haslu.
haslu.vor 1 Jahr

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

Profilbild von Avishak | Video Editor
Avishak | Video Editorvor 1 Jahr

The Guru is back!

Profilbild von the-heath
the-heathvor 1 Jahr

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

Profilbild von dmsimon
dmsimonvor 1 Jahr

You mean every renderer ever.

Profilbild von Jeremiah
Jeremiahvor 1 Jahr

Blender!!!

Profilbild von Yonatan Bary
Yonatan Baryvor 1 Jahr

Nice hidden feature thanks!

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