Cull faces outside of camera view

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I'm trying to cull faces that live completely outside of a camera frustrum, but unsure where to start.

I'm splitting/grouping a scene using two cameras. If I use the uvtexture->attribvop->delete method by tagging points in the camera frustrum, it can often miss a face/primitive that has points in both of the cameras.

Is there a different method that could produce the desired effect?
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I have this code as one of my presets on the wrangle:

vector ndc = toNDC(ch("camNode"),@P);
float ov = chf("padding");
if(ndc[0]-ov<0||ndc[0]+ov>1||ndc[1]-ov<0||ndc[1]+ov>1||ndc[2]>0)
{
    removepoint(0,@ptnum);
}

This culls points, but can easily be restructured to be on faces.
Maybe this helps you?
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shadesoforange
This culls points, but can easily be restructured to be on faces.
Maybe this helps you?

Can this be done by simply switching the removepoint to removeprim?
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