Func detail: Difference between revisions

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== Entity description ==
== Entity description ==
A [[Entity#Brush_entities|brush entity]] that does not retain any actual entity data after a compile, making it similar to a [[brush|world brush]]. It is solid (unless materials specify otherwise) and blocks light just like a normal world brush.  
A [[Entity#Brush_entities|brush entity]] that does not retain any actual entity data after a compile, making it similar to a [[brush|world brush]]. It is solid (unless materials specify otherwise) and blocks light just like a normal world brush.  
{{brushmodel}}
 
{{optim_brush}}


* Unlike a world brush, a func_detail does not divide [[visleaf]]s. Therefore it does not contribute to [[vvis|VVIS]] calculations (reducing VVIS compile time) and does not divide the BSP tree. Thus, they are ideal for optimizing "visual detail" brushes that do not significantly block the player's line-of-sight (like debris, fences, or even small buildings) and complicated brushwork (like stairs, columns and angled brushes), since func_detail brushes will not cause other brushes to be divided into additional faces on contact. It does generate new vertices where it intersects world brushes and is the only entity to do so. The new vertices are only generated for lighting reasons and do not create any registerable slow down.
* Unlike a world brush, a func_detail does not divide [[visleaf]]s. Therefore it does not contribute to [[vvis|VVIS]] calculations (reducing VVIS compile time) and does not divide the BSP tree. Thus, they are ideal for optimizing "visual detail" brushes that do not significantly block the player's line-of-sight (like debris, fences, or even small buildings) and complicated brushwork (like stairs, columns and angled brushes), since func_detail brushes will not cause other brushes to be divided into additional faces on contact. It does generate new vertices where it intersects world brushes and is the only entity to do so. The new vertices are only generated for lighting reasons and do not create any registerable slow down.

Revision as of 19:37, 10 May 2008

Template:Wrongtitle Template:Base brush

Entity description

A brush entity that does not retain any actual entity data after a compile, making it similar to a world brush. It is solid (unless materials specify otherwise) and blocks light just like a normal world brush.

  • Unlike a world brush, a func_detail does not divide visleafs. Therefore it does not contribute to VVIS calculations (reducing VVIS compile time) and does not divide the BSP tree. Thus, they are ideal for optimizing "visual detail" brushes that do not significantly block the player's line-of-sight (like debris, fences, or even small buildings) and complicated brushwork (like stairs, columns and angled brushes), since func_detail brushes will not cause other brushes to be divided into additional faces on contact. It does generate new vertices where it intersects world brushes and is the only entity to do so. The new vertices are only generated for lighting reasons and do not create any registerable slow down.
  • For an example of how func_detail geometry can be used to reduce face splits, see the example file Steam\SteamApps\username\sourcesdk_content\hl2\mapsrc\sdk_func_detail.vmf.
Note.pngNote:In some cases, surfaces on very thin (about 2 units thick) func_details has been known to disappear at certain distances. A workaround for this is to make the entity a func_brush instead. It is advised to instead use a larger brush or world brush rather than a func_brush, which is networked

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