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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 This version of documentation is OUTDATED, as it describes an older SDK version!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: 2024-04-19
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