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Daz 3D Forums > 3rd Party Software > Blender Discussion

Camera culling not working? [solved]

DrGonzo62DrGonzo62 Posts: 390
April 23 edited April 24 in Blender Discussion

Hi,
I'm working on a scene and I'd like to reduce Cycles render times by hiding objects that are not visible in the frame.
I enabled camera and distance culling for all objects in the scene (ALT-Click), and also enabled Simplify / Camera and Distance culling in render prefs.

However, it doesn't look like Blender is culling anything.
When I manually hide those objects instead, my render times drop significantly, as expected.
And btw, all those objects are individual meshes and not just part of a single large object that would remain visible because parts of it are still in the frame.

So, does this feature simply not work at all? Or am I doing something wrong?

Thanks!

Image left: current camera fulcrum
Middle: enabled culling for ALL objects
Right: enabled culling in render prefs
Blender 5.0
 

Post edited by DrGonzo62 on April 24

Comments

  • PadonePadone Posts: 4,104
    April 24 edited April 24

    The steps you did seem fine. Tried with some daz scenes and works fine here, unless there's a issue with the specific scene you're using. However it is easy to see how it works as it is interactive in the viewport. Just set the viewport to active camera and rendering to cycles, then activate the culling. Cycles will only render the objects inside the camera.

    p.s. Be aware that this way shadows and reflections and light contributions from objects outside the camera will not appear in render, so this may not be what you want. I mean in general it is always better to create collections to hide for more control.

    culling.jpg
    1156 x 309 - 171K
    Post edited by Padone on April 24
  • DrGonzo62DrGonzo62 Posts: 390
    April 24

    Thanks for your feedback, Padone. Always appreciated!

    I didn't realize that Distance Culling will make objects within its radius reappear - even if they would be culled by Camera Culling.
    So it's not additive culling, as in culling even more objects based on their distance from the camera. It'll negate Camera culling of objects within the radius.
    Not sure that functionality makes a whole lot of sense to me, but I'll just leave Distance Culling off from now on.

    Thanks again for your help! yes

  • PadonePadone Posts: 4,104
    April 25 edited April 25

    If used together it's a union rather than an intersection. The intention is to expand on camera culling to also include nearby objects for shadows and reflections, that would not contribute otherwise as noted above.

    https://docs.blender.org/manual/en/5.1/render/cycles/object_settings/object_data.html

    Post edited by Padone on April 25
  • DrGonzo62DrGonzo62 Posts: 390
    April 25 edited April 25

    I see. Not the behavior I would have expected the way the function is named, but definitely useful.
    Thanks for the explanation, Padone.
     

    Post edited by DrGonzo62 on April 25
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