Camera data in Geometry Nodes
A Camera Data node would be extremely convenient to have available in Geometry Nodes.
Having access to View Z Depth in Geometry Nodes like it is in shader nodes would allow many effects to function in the viewport without having to use camera view and manually plug in a camera object.
Things like distance fog, LOD switches, distance culling, and other creative effects would automatically work in the viewport, and would use the current active camera without having to manually switch the camera object.
3 Comments
For frustrum culling would be nice camera FOV and render resolution. Either from camera object or from scene node with active camera output.
people are doing that already with raycast setups... like here .. rip and modify a nodegroup which does what you want and save it blendermarket.com/products/blender-live-paint-filter blendermarket.com/products/line-art-curve-modifer
Does anyone know where the boundary would be between "geometry" nodes and "scene" nodes? I think a lot of things like this might get pushed back further and further because it feels like a scene node.