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Dave Jarvis
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Background

Using Blender 4.1 and a wireframe modifier to project a mountain mesh as a blueprint. Subterranean structures must remain visible. I'd like to remove parts of the mountain that aren't directly observable from the camera's perspective. Consider:

Subterranean Objects

Setup

Modifiers:

Modifiers

Ignore the topmost modifier.

The Geometry Nodes:

Node Setup

The node setup, which uses the dot product of the camera and the mesh normals, removes the majority of hidden faces.

Problem

Using the normals doesn't eliminate all faces that would be invisible from the camera's perspective, as shown here:

Mesh Topology

When rendered, faces from behind the mountain are appear as a broad white band:

Render Topology

I'd like to eliminate that white band.

Idea

Here's the node setup for raycasting:

Raycasting

That setup doesn't delete any vertices, despite the lines showing an intersection of the rays and the mesh:

Raycast Lines

Manual

Here are the steps taken by hand to achieve the desired effect, using the Blender 2.9 keyboard hotkeys:

  1. Select the mesh.
  2. Press NUM 0 to change to the camera's view.
  3. Press TAB to enter edit mode.
  4. Press a to deselect all vertices.
  5. Press b to enter vertex selection mode.
  6. Click and drag to select all visible mesh vertices.
  7. Assign to a vertex group.
  8. Add a mask modifier.
  9. Assign the vertex group to the mask modifier.

While this works, an automated way would be most welcome.

Question

How would you render a mesh wireframe such that all occluded faces are not rendered (i.e., the occluded wireframe is suppressed) while objects inside the mesh may be seen?

I'm using Geometry Nodes but other solutions are welcome.

Background

Using Blender 4.1 and a wireframe modifier to project a mountain mesh as a blueprint. Subterranean structures must remain visible. I'd like to remove parts of the mountain that aren't directly observable from the camera's perspective. Consider:

Subterranean Objects

Setup

Modifiers:

Modifiers

Ignore the topmost modifier.

The Geometry Nodes:

Node Setup

The node setup, which uses the dot product of the camera and the mesh normals, removes the majority of hidden faces.

Problem

Using the normals doesn't eliminate all faces that would be invisible from the camera's perspective, as shown here:

Mesh Topology

When rendered, faces from behind the mountain are appear as a broad white band:

Render Topology

I'd like to eliminate that white band.

Idea

Here's the node setup for raycasting:

Raycasting

That setup doesn't delete any vertices, despite the lines showing an intersection of the rays and the mesh:

Raycast Lines

Question

How would you render a mesh wireframe such that all occluded faces are not rendered (i.e., the occluded wireframe is suppressed) while objects inside the mesh may be seen?

I'm using Geometry Nodes but other solutions are welcome.

Background

Using Blender 4.1 and a wireframe modifier to project a mountain mesh as a blueprint. Subterranean structures must remain visible. I'd like to remove parts of the mountain that aren't directly observable from the camera's perspective. Consider:

Subterranean Objects

Setup

Modifiers:

Modifiers

Ignore the topmost modifier.

The Geometry Nodes:

Node Setup

The node setup, which uses the dot product of the camera and the mesh normals, removes the majority of hidden faces.

Problem

Using the normals doesn't eliminate all faces that would be invisible from the camera's perspective, as shown here:

Mesh Topology

When rendered, faces from behind the mountain are appear as a broad white band:

Render Topology

I'd like to eliminate that white band.

Idea

Here's the node setup for raycasting:

Raycasting

That setup doesn't delete any vertices, despite the lines showing an intersection of the rays and the mesh:

Raycast Lines

Manual

Here are the steps taken by hand to achieve the desired effect, using the Blender 2.9 keyboard hotkeys:

  1. Select the mesh.
  2. Press NUM 0 to change to the camera's view.
  3. Press TAB to enter edit mode.
  4. Press a to deselect all vertices.
  5. Press b to enter vertex selection mode.
  6. Click and drag to select all visible mesh vertices.
  7. Assign to a vertex group.
  8. Add a mask modifier.
  9. Assign the vertex group to the mask modifier.

While this works, an automated way would be most welcome.

Question

How would you render a mesh wireframe such that all occluded faces are not rendered (i.e., the occluded wireframe is suppressed) while objects inside the mesh may be seen?

I'm using Geometry Nodes but other solutions are welcome.

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Dave Jarvis
  • 907
  • 3
  • 11
  • 28

Wireframe: Hide occluded vertices

added 139 characters in body
Source Link
Dave Jarvis
  • 907
  • 3
  • 11
  • 28

Background

Using Blender 4.1 and a wireframe modifier to project a mountain mesh as a blueprint. Subterranean structures must remain visible. I'd like to remove parts of the mountain that aren't directly observable from the camera's perspective. Consider:

Subterranean Objects

Setup

Modifiers:

Modifiers

Ignore the topmost modifier.

The Geometry Nodes:

Node Setup

The node setup, which uses the dot product of the camera and the mesh normals, removes the majority of hidden faces.

Problem

Using the normals doesn't eliminate all faces that would be invisible from the camera's perspective, as shown here:

Mesh Topology

When rendered, faces from behind the mountain are appear as a broad white band:

Render Topology

I'd like to eliminate that white band.

Idea

Here's the node setup for raycasting:

Raycasting

That setup doesn't delete any vertices., despite the lines showing an intersection of the rays and the mesh:

Raycast Lines

Question

How would you render a mesh wireframe such that all occluded faces are not rendered (i.e., the occluded wireframe is suppressed) while objects inside the mesh may be seen?

I'm using Geometry Nodes but other solutions are welcome.

Background

Using Blender 4.1 and a wireframe modifier to project a mountain mesh as a blueprint. Subterranean structures must remain visible. I'd like to remove parts of the mountain that aren't directly observable from the camera's perspective. Consider:

Subterranean Objects

Setup

Modifiers:

Modifiers

Ignore the topmost modifier.

The Geometry Nodes:

Node Setup

The node setup, which uses the dot product of the camera and the mesh normals, removes the majority of hidden faces.

Problem

Using the normals doesn't eliminate all faces that would be invisible from the camera's perspective, as shown here:

Mesh Topology

When rendered, faces from behind the mountain are appear as a broad white band:

Render Topology

I'd like to eliminate that white band.

Idea

Here's the node setup for raycasting:

Raycasting

That setup doesn't delete any vertices.

Question

How would you render a mesh wireframe such that all occluded faces are not rendered (i.e., the occluded wireframe is suppressed) while objects inside the mesh may be seen?

I'm using Geometry Nodes but other solutions are welcome.

Background

Using Blender 4.1 and a wireframe modifier to project a mountain mesh as a blueprint. Subterranean structures must remain visible. I'd like to remove parts of the mountain that aren't directly observable from the camera's perspective. Consider:

Subterranean Objects

Setup

Modifiers:

Modifiers

Ignore the topmost modifier.

The Geometry Nodes:

Node Setup

The node setup, which uses the dot product of the camera and the mesh normals, removes the majority of hidden faces.

Problem

Using the normals doesn't eliminate all faces that would be invisible from the camera's perspective, as shown here:

Mesh Topology

When rendered, faces from behind the mountain are appear as a broad white band:

Render Topology

I'd like to eliminate that white band.

Idea

Here's the node setup for raycasting:

Raycasting

That setup doesn't delete any vertices, despite the lines showing an intersection of the rays and the mesh:

Raycast Lines

Question

How would you render a mesh wireframe such that all occluded faces are not rendered (i.e., the occluded wireframe is suppressed) while objects inside the mesh may be seen?

I'm using Geometry Nodes but other solutions are welcome.

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Source Link
Dave Jarvis
  • 907
  • 3
  • 11
  • 28
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added 39 characters in body
Source Link
Dave Jarvis
  • 907
  • 3
  • 11
  • 28
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Source Link
Dave Jarvis
  • 907
  • 3
  • 11
  • 28
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