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Lesser-known Blender optimisation: Frustum Culling #b3d

74,360 views • 1 year ago •via X (Twitter)

11 Comments

Andrew Price's profile picture
Andrew Price1 year ago

Full video - 10 Easy Ways to Render Faster in Blender

Pwnage's profile picture
Pwnage1 year ago

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

tomato's profile picture
tomato1 year ago

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

Danilo Costa Viana's profile picture
Danilo Costa Viana1 year ago

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

Rogério Perdiz's profile picture
Rogério Perdiz1 year ago

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.

haslu.'s profile picture
haslu.1 year ago

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

Avishak | Video Editor's profile picture
Avishak | Video Editor1 year ago

The Guru is back!

the-heath's profile picture
the-heath1 year ago

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

dmsimon's profile picture
dmsimon1 year ago

You mean every renderer ever.

Jeremiah's profile picture
Jeremiah1 year ago

Blender!!!

Yonatan Bary's profile picture
Yonatan Bary1 year ago

Nice hidden feature thanks!

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