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Lesser-known Blender optimisation: Frustum Culling #b3d

74,360 次观看 • 1 年前 •via X (Twitter)

11 条评论

Andrew Price 的头像
Andrew Price1 年前

Full video - 10 Easy Ways to Render Faster in Blender

Pwnage 的头像
Pwnage1 年前

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

tomato 的头像
tomato1 年前

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 的头像
Danilo Costa Viana1 年前

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 的头像
Rogério Perdiz1 年前

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. 的头像
haslu.1 年前

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 的头像
Avishak | Video Editor1 年前

The Guru is back!

the-heath 的头像
the-heath1 年前

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

dmsimon 的头像
dmsimon1 年前

You mean every renderer ever.

Jeremiah 的头像
Jeremiah1 年前

Blender!!!

Yonatan Bary 的头像
Yonatan Bary1 年前

Nice hidden feature thanks!

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