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Surface Camera Mask


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Proposal

 

Addition of a camera mask to Player and Surfaces comparable to intersection, light, decal masking. For a specific Player only surfaces with at least one common camera mask bit will be rendered.

 

Use Cases

 

This feature could be used for simulation of different camera modes (e.g. normal+thermal vision) where object geometry contains different surfaces (with different materials) for both modes. Based on current camera mode only the relevant surfaces will be rendered.

 

Another use case would be to allow on-the-fly switching between low-/high-detail object representations or per-camera switchable visualisation of additional symbology etc.

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  • 3 months later...

I have added viewport and reflection masks for players. Now we can change scenes and objects on fly by switching players mask bits. Moreover, this allows use simplified dedicated geometry for reflections.

 

seems like this also handles above use cases, right ?

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