From the course: Maya: Natural Environments

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Binding XGen to a camera-based polygon selection

Binding XGen to a camera-based polygon selection - Maya Tutorial

From the course: Maya: Natural Environments

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Binding XGen to a camera-based polygon selection

- [Aaron] Once we're happy with the description, and we have the look that we want for our XGen primitives, we want to apply it to the rest of the terrain here. As I mentioned previously, we don't want to apply primitives to the entire surface. That would bog down the system. It would take up a lot of memory, slow down the rendering, and even use up more disc space. We want to do is apply the primitives only to the area that camera can see. There are a couple of ways of doing this. There's an automated method and the manual method. I'm going to show you the manual method because I've actually had issues with the automated method. If you go into the primitives tab of the XGen Editor and scroll down to the very bottom, you'll see a section labeled culling. And there is an option here to cull the primitives outside the view. In other words, any primitive that's outside of the camera frustum will not be generated. And as I…

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