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Timeline for Hide occluded vertices

Current License: CC BY-SA 4.0

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Jun 16 at 18:27 vote accept Dave Jarvis
Jun 16 at 11:11 comment added quellenform This might be helpful: blender.stackexchange.com/questions/268525
Jun 16 at 9:47 answer added Markus von Broady timeline score: 3
Jun 16 at 8:45 comment added Dave Jarvis I appreciate the help Markus, but I couldn't get it to work. I used the manual steps I listed, instead. With the torus example I posted, vertices inside the torus weren't removed. I know what I want to do in theory, but putting it into practice escapes me.
Jun 16 at 8:26 comment added Markus von Broady @DaveJarvis hiding occluding vertices is often not enough... Basically it depends on the "resolution", precision of the effect you're going for. And that's the solution suggested by Chris, raycast from each vertex towards the camera (so just subtract from camera position the vertex position and that's the ray direction). As the raycast geometry use the occluder object/collection. As the ray distance use the distance from vertex to camera (Vector Math: Distance node). If you get a hit, you (the vertex) are occluded.
Jun 16 at 4:44 history edited Dave Jarvis CC BY-SA 4.0
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Jun 16 at 3:01 history edited Dave Jarvis CC BY-SA 4.0
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Jun 16 at 1:23 history edited Dave Jarvis CC BY-SA 4.0
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Jun 16 at 1:22 comment added Dave Jarvis 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.)
Jun 16 at 0:33 comment added Markus von Broady 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?
Jun 16 at 0:19 history edited Dave Jarvis CC BY-SA 4.0
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Jun 15 at 19:07 comment added Dave Jarvis 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?
Jun 15 at 19:02 history edited Dave Jarvis CC BY-SA 4.0
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Jun 15 at 10:24 comment added Chris 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?
Jun 15 at 9:42 history asked Dave Jarvis CC BY-SA 4.0