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Lesser-known Blender optimisation: Frustum Culling #b3d

74,360 просмотров • 1 год назад •via X (Twitter)

Комментарии: 11

Фото профиля Andrew Price
Andrew Price1 год назад

Full video - 10 Easy Ways to Render Faster in Blender

Фото профиля Pwnage
Pwnage1 год назад

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

Фото профиля tomato
tomato1 год назад

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

Фото профиля Danilo Costa Viana
Danilo Costa Viana1 год назад

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

Фото профиля Rogério Perdiz
Rogério Perdiz1 год назад

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.

Фото профиля haslu.
haslu.1 год назад

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

Фото профиля Avishak | Video Editor
Avishak | Video Editor1 год назад

The Guru is back!

Фото профиля the-heath
the-heath1 год назад

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

Фото профиля dmsimon
dmsimon1 год назад

You mean every renderer ever.

Фото профиля Jeremiah
Jeremiah1 год назад

Blender!!!

Фото профиля Yonatan Bary
Yonatan Bary1 год назад

Nice hidden feature thanks!

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