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Plancton Particle: Intelligent Solution for Huge Scene Movement?
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  • Total Posts: 2
  • Joined: 05 February 2010 03:37 PM

Hi! I actually work on some underwater shots, and have created
a simple sphere volume emitter with instances pointing to the camera.

the camera has a fulldome lens attached and is placed in the center of
the emitter. a volume field kills particles near the camera (do not
get extreme huge planctons on screen)

that works fine for stills, where the camera isnt moving. but i have
some shots, where the camera is following a submarine,… and the movement
is very long. instead of creating a field of millions of planction it
would be great to find a solution, where just the plancton surrounding
the center camera is visible.

do you have ideas, how to solve this problem?!?

thanks alot for your time & Help!



Replies: 0
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  • n8skow
  • Posted: 19 March 2011 01:04 PM

Just thinking out loud here, but maybe use a distance node to drive the visibility attribute of your objects?

Could also set up a LOD system to swap out your objects with low poly stand-ins.



n8skow [FA]

Replies: 1
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Thanks. But that dont solve my problem of having emitted millions of particles.

I use instances and so the scene will get very heavy. i want a fast working solution,
because i have many frames to render ;)

i dont wanna just make them invisible, i just want to make them appear, if they are near the camera, you know?!

thanks for any help here,

Richie

Author: stingray2010

Replied: 26 March 2011 06:37 AM