Occlusion Culling
describes the process of removing geometry from an object that is not visible. InstaLOD features two modes that allow for either interior polygon detection or a camera-based mode where cameras are used to determine if the geometry is within or outside of the setup camera's view.
https://www.youtube.com/watch?v=UQ4qFsHqlKc
The following is an overview of the mesh operation's settings:
Data Usage
the user can specify what happens with the selected geometry. Either Remove Geometry
, Write Into Vertex Colors
or Write As Optimizer Weights
.Translucent Mesh Suffix
can be used.Translucent Mesh Suffix
will be marked translucent for the ray tracer. Translucent surfaces can also be set up when using textures with an alpha channel.InstaLOD provides two modes to control the Occlusion Culling process.
The Automatic Interior Mode
provides a one-click solution to remove occluded interior faces. Depending on the polygon density it can be necessary to increase Precision
, Resolution
and the Adjacency Depth
to prevent the creation of holes.
The Precision
determines how precise the object is examined. The higher the precision the more tests are performed to determine the visibility of the individual polygons.
The Camera Based Mode
maintains polygons or objects within the camera view and removes anything outside of the view.
Using the Render Output Path
, a snapshot can be saved of what is visible by the raytracing camera.
When dealing with high-poly objects and a low Resolution
number, holes can occur due to the resolution not being high enough to pick up all of the tiny polygons in the mesh. Increasing the Resolution
will increase performance cost, however utilizing an Adjacency Depth
provides an added "saftey blanket" of connected polygons to prevent possible holes as a result of the operation.
Here is a table of examples when using the Adjacency Depth
setting in conjunction with a lower Resolution
number.
Adjacency Depth | Result |
---|---|
0 | All faces that are not visible during rasterization will be culled. |
1 | Direct neighbor of faces that are marked visible will also be marked visible. |
2+ | Neighbors of neighbors will also be marked visible. |
When not using a
Custom Texture Page Configuration
texture names that contain the stringalphamask
will be used as an alpha mask. When using aCustom Texture Page Configuration
textures that act as alpha masks must be set up manually.