Geometry Nodes

Just adding some mesh culling tools to my pack and I think these would open up some cool options but I’ve run into trouble. If I add instance objects and join to my surface that creates the Mesh Mask, the vertex group is voided and the Mask modifier won’t work.
If I mask my mesh and then afterwards add another GN tree with the point instancing, the distribution changes wildly with the different mesh.

I found that using hair particles instead of GN to instance the objects was able to maintain a fixed location for all instances, but the child particles were moving all over.

Is there any way around this at present?

@MarkStead I did a little test over here between your and my camera culling nodes. Yours was 29% faster which is pretty massive! I’d be interested to see again how mine stacks up once we get the Attribute Processor and / or Attribute Vector Rotate node as mine is completely reliant on Attribute Math / Vector math at the moment.

My test was pretty basic, just a plane instancing a UV Sphere. I adjusted the `Object Size Factor’ on yours and the padding on mine until we had similar numbers of instances on the first frame (5001 and 5000 respectively). The camera had a simple #sin(frame/50) driver to handle the panning for consistency and I ran each one for 500 frames.

Yours took 104.47 seconds to hit 500 frames (4.79 fps) and mine was 134.35 seconds (3.72fps).

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