Func occluder

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Revision as of 13:49, 26 April 2022 by MrFunreal (talk | contribs) (→‎Entity description: added additional suggested use of occluder inside brush entity walls.)
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Green boxes represent occluded props, red boxes unoccluded ones.
Toolsoccluder.gif

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.

Occluders are very useful in cases where you have reasonably large func_detail or func_brush walls
These walls do not cut visleaves and therefore will not stop props from rendering behind these walls. Adding an Occluder inside the same wall will at the very least hide all props behind the brush entity walls.

Usually, all faces of a func_occluder are nodraw or skip (as seen in csgo maps), with the occluding faces using the Occluder or Trigger texture.
The Occlusion will only work if the player is looking at the side that has the occluder texture "visible". If the backside is nodraw, the occlusion will not take place if looked at from the other side.

Usage

Texture on a func_occluder Effect of that face
Toolsoccluder.gif Toolstrigger.gif Occlude
Toolsnodraw.gif Don't Occlude

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 nodraw material will not occlude.

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 occlusion testing for entities that take 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

Initial State (StartActive) <choices>
If the entity starts inactive, use the Activate or Toggle inputs to turn it on. Default value is 1
  • 0: Inactive
  • 1: Active
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