Camera Culling and Managing Large Scenes

Question

Hi there,

I'm making the largest project I've ever done in Blender yet, and while I'm decimating everything along the way (that sounds brutal lol) I know I'll need to figure out a way to manage the amount of verts so I can get to the finish line.

Any suggestions and tips on how to manage large scenes are very welcome!

But my first question is on camera culling: is there a performance or quality of light/shadows difference of applying the culling through the simplify render menu, or through Geo Nodes?

Or do they essentially accomplish the same thing, but one allows for the culling to actually happen in Eevee?

Here's what I'm talking about on the culling with nodes: https://youtu.be/6ELlKe8otn8?si=TWWZvLUOLSGjXbGM

Thanks for any insight!



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Reply
  • Martin Bergwerf replied

    HI Nathi,

    First of all: I don't know! I haven't done large scenes in a long time.

    But, what seems to happen when you enable Camera Cull in Blender (in Simplify), everything still gets loaded into Memory, but doesn't get included in the Rendering, think indirect lighting, reflections, shadows and so on, if it's outside the Camera View (with a Margin, that you can change). This is only available for Cycles, because EEVEE always uses Camera Culling (so, it also loads the whole Scene).

    Not sure what happens when using a GN Camera Culling.

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  • Martin Bergwerf replied

    Did some more tests, and for Distance Culling to work, you need to enable it in Simplify, but also for each Object in the Object Properties > Visibility > Culling > Use Distance Cull. I assume the same is true for Camera Culling (but that's a bit harder to test...)

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  • Nathi Tappan(nathitappan) replied

    Thanks for testing it out Martin!! I Appreciate it! Thanks for pointing out it still gets loaded into memory. Gave me another avenue for searching.

    The more I dive into it, the more it seems the Geo Nodes setup is the best alternative for overall performance.

    We can choose what gets culled (say we only want to cull the instances, so the global illumination doesn't get as affected. The main geometry stays put). And it also deletes geometry outside of the frustum of the camera, so it doesn't get loaded in the memory. 

    I guess we could also bake the lighting if it was a big deal.

    Forever balancing, of course, what can go and what should stay... my current project is very stylized, so I think I can go with unhinged culling.

    This is the best alternative I found so far, for anyone testing the 4.5 beta. Since it'll be an LTS shortly, I'm leaving this link here in case it can help anyone.

    https://www.youtube.com/watch?v=mxh00YuNb0k

    • 👀
    1 love
  • Martin Bergwerf replied

    That's a really nice video, Nathi. Thanks for that link!

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