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    $\begingroup$ you could use the raycast node and shoot from each face position to the camera (e.g. make a dummy plane there) and if it hits the plane, you could delete the face....but...if faces are bigger you will "see" in the render that there are missing faces at "edge conditions" where e.g. a mountain is in between. I think GN isn't a good choice to do that tbh. I would go with a shader for that. Is there a special reason why you wanna use GN? $\endgroup$
    – Chris
    Commented Jun 15 at 10:24
  • $\begingroup$ GNs aren't required. I couldn't get the plane solution (youtube.com/watch?v=KoLF99PFLFM) to work. Do you know of any wireframe shaders that can accomplish this task? $\endgroup$ Commented Jun 15 at 19:07
  • $\begingroup$ Maybe render both the wireframe and the original geometry, and use a holdout shader on the original geometry? The downside here is that you will display only half of the wireframe, but maybe that's enough - otherwise you could use something like solidify or displace to push the wireframe a little above geometry, or hide geometry a little below wireframe. In the end of the day the solution will depend on nuances like do you want to show wireframe, when the spawning geo is occluded, but barely, and so the wireframe stick out? $\endgroup$ Commented Jun 16 at 0:33
  • $\begingroup$ The simpler question is this: What node setup deletes vertices occluded from the camera? (That is, ignore the part about the wireframe, that's pretty much solved.) $\endgroup$ Commented Jun 16 at 1:22
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    $\begingroup$ This might be helpful: blender.stackexchange.com/questions/268525 $\endgroup$
    – quellenform
    Commented Jun 16 at 11:11