I have a plane and am distributing clones on it. With a falloff I fade out certain clones by scaling them to 0.
Now they may be gone in the rendering but they still are recognized by the Distance Shader and cause an effect.
Does anybody know how to prevent this AND keep the setup parametric? I don't want to use any correction deformer tricks either, the actual mesh is really high poly and it would take tons of RAM and time with this deformer.
In case there is no recent solution: Could the Distance shader, for a later version, have an option to not evaluate objects that have a scale of 0?
Thx,
Michael