Func occluder
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Template:Wrongtitle Template:Base brush
Entity Description
A brush entity that hides all types of prop that are entirely covered by it in the player's view, according to how it has been textured. They are used to control visbility in places where func_areaportals or brushes are unsuitable.
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.

Occuders 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_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.
r_occlusion
- Activate/deactivate the occlusion system.
r_visocclusion
- Activate/deactivate wireframe rendering of what the occlusion system is doing.
Keyvalues
- Template:Kv targetname
- StartActive
- <choices> Initial State
Literal Value Description 0 Inactive 1 Active
Inputs
- Template:I targetname
- Activate
- Deactivate
- Toggle