Is there a way to control a particle system density falloff based on distance from active camera? It’s a concept very similar to LOD.
Peter Guthrie (http://www.peterguthrie.net/) describes a similar method to create grass and save rendertimes in this article: http://www.cgrecord.net/2013/11/soa-academy-day-4-diary-part-3.html - (read paragraph “LIGHTING & MOOD”)
I think he uses 3DS Max, but I’m looking for a solution in blender.
As a workaround I’m currently using a weightpaint group to control it but when using multiple cameras its not a cleaver solution. :spin: