Func occluder: Difference between revisions

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==Entity description==
==Entity description==
It hides [[model]]s that are entirely covered by it in the player's view, according to how it has been textured. They are used to control visibility in places where [[func_areaportal]]s or [[world brush]]es are unsuitable. Calculations of model visibility ingame is done in real time and is not in the final compile process. Use func_occluders wisely because they do calculations in real time and can cost alot of CPU if there are too many in a map.
It hides [[model]]s that are entirely covered by it in the player's view, according to how it has been textured. They are used to control visibility in places where [[func_areaportal]]s or [[world brush]]es are unsuitable. Calculations of model visibility ingame is done in real time and is not in the final compile process. Use func_occluders wisely because they do calculations in real time and can cost a lot of CPU if there are too many in a map.


{{optim_brush}}
{{optim_brush}}

Revision as of 02:34, 4 January 2017

Green boxes represent occluded props, red boxes unoccluded ones.

Template:Base brush

Entity description

It hides models that are entirely covered by it in the player's view, according to how it has been textured. They are used to control visibility in places where func_areaportals or world brushes are unsuitable. Calculations of model visibility ingame is done in real time and is not in the final compile process. Use func_occluders wisely because they do calculations in real time and can cost a lot of CPU if there are too many in a map.

Usage

Texturing

This entity works according to how materials has been applied to it:

  • All sides covered with the occluder or trigger materials will occlude.
  • All sides covered with the skip or nodraw materials, will not occlude.
Note.pngNote:The skip material works from all angles, not just the face it is applied to.

Occluders and Areaportals

There are several important differences between occluders and areaportals:

  • An occluder only hides props, not world geometery or static brushes.
  • An occluder does not split visleaves.
  • An occluder can be free standing and does not need to separate two areas.

Debugging commands

r_occlusion
Activate/deactivate the occlusion system.
r_visocclusion
Activate/deactivate wireframe rendering of what the occlusion system is doing.
r_drawpixelvisibility
Show the occlusion proxies
r_occludeemaxarea
Prevents occlusion testing for entities that take up more than X% of the screen. 0 means use whatever the level said to use.
r_occluderminarea
Prevents this occluder from being used if it takes up less than X% of the screen. 0 means use whatever the level said to use.
r_occlusionspew
Activate/deactivates spew about what the occlusion system is doing.
r_occludermincount
At least this many occluders will be used, no matter how big they are.

Keyvalues

Start Active <bool>
If the entity starts inactive, use the Activate or Toggle inputs to turn it on.
Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Inputs

Activate
Deactivate
Toggle
Control the state of the occluder.


Outputs

External Links