I have some large crystals, that have a transparent material applied.
If I set them as static, lightmapping is applied to them and they look ugly.
If I don’t set them as static, they’ll not be calculated in the occlusion solution.
Is it possible to solve this?
Bump.
I thought Occlusion Culling is able to calculate non-static objects if you place an Occlusion Area in the scene?
Doh didn’t find that.
So if OCCLUSION AREA is only about moving objects, again, if I calculated an OCCLUSION solution WITHOUT an OCCLUSION AREA, how do I erase the occlusion data? Where is it placed?
You can’t delete the file and you don’t need to.
Open the occlusion window, go to the 2nd or was it 3rd tab, click “Clear”, the fat button there, and its gone
Thank you Dreamora ![]()
One last thing: the view cell size is only for checking in the editor or has it any impact on rendering/calculation time?
Oh wait, that wasn’t the last thing
if I make an occlusion area, those objects inside it will be visible only if the camera enters that area, right?
Oh and another thing
while Beast is using all my 4 processors, the occlusion renderer is only using a single processor.
Is it possible to scale it up and make it good use of my i5? ![]()
Bimp!
Why not just turn cast/receive shadows off for the crystals and set their lightmap scale to zero?
Occlusion culling is not done by the CPU its done by the GPU (I suspect using the GFXOcclusionQuery capability as the old iOS only inhouse occlusion system on unity iphone 1.x too), the cpu is only there to feed the gpu with data.
So your i5 has no impact on the outcome time at all