Hi there-
I’m trying to setup a tool to help our cinematics guys quickly optimize a scene based on polygons that are actually visible from set camera angles.
Is there a method for doing raycast testing on individual faces or some other way to approach this?
What I’m currently trying is creating a light at the camera, and baking the light info to verts, then deleting any face that has all of its vertex faces bake completely black, but this is pretty obviously a very slow method to use in a large scene.
Any thoughts on where I could go with this?