This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Materials and Shaders
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Occluder

Occluder is an object that is used to cull objects' surfaces, bounds of which are not visible behind it.

Notice
  • Mesh Clutter cannot be culled by an Occluder.
  • Occluder culls objects conservatively (it hides only the objects that are definitely hidden by the occluder).
  • Precision of occluders depends on their resolution. If the Occluder's resolution is insufficient, the culled object may become visible.
  • Objects are culled based on their bounds.

Occluder can be highly effective in case of complex environments where there are many objects that occlude each other and are costly to render (they have a lot of polygons and/or heavy shaders).

However, effective culling is possible only if objects are not too large. If objects are big and have several surfaces, it is likely that an additional performance load of an Occluder will not pay off.

Notice
If a scene is filled with flat objects or the camera looks down on the scene from above (for example, in flight simulators), it is better not to use Occluder nodes at all or disable them.

Occluder is rendered by the CPU and stored in a separate buffer. Only the Occluder nodes that are displayed in the viewport are saved to the buffer.

To display the buffer, you should pass 1 to the render_show_occluder console command:

Shell commands
render_show_occluder 1

The buffer will open in the upper left corner:

Simplified Occluder that is stored in the buffer
Notice
The buffer is rendered in a low resolution.

Types of Occluder#

There are two types of Occluder:

  •   Occluder — a simple cuboid shaped Occluder
  •   Occluder MeshOccluder based on an arbitrary .mesh file
Last update: 2022-10-10
Build: ()