Help Occlusion Culling

Hello people
I am trying to use Occlusion Culling in my scene.
I have started by setting the occlusion culling bake settings, then I made all objects Occluder Static and Occludee Static.
After this I have set the Occlusion Area, and Occlusion Portal, which I don’t know what is and what it does. Then I have baked everything, but still result only Frustum Culling, no Occlusion Culling.
In my scene I have a lot of planes with Shader: Particles/Alpha Blend. All these together occlude a lot, the camera cannot see what is on the other side, so these are Occluder Static, and also Occlude Static, but it renders anyway what is at the other side.
Anyway the result stills as Frustum Culling, but I need Occlusion Culling, as I am working with large scene, that I cannot divide into others.
How can I do this? Thanks have a nice day!

Nothing guys? Is there any complete guide which explain this, as is impossible to learn from the Unity3d Manual, thanks

There are some video tutorial on how to set occlusion culling.You can find it on burgzergarcade and 3d buzz. Just google it.

But did you read the problem? How can I fix it? please help!

What have you set as occlusion portal?
Can we see a screenshot of your scene with the occlusion bake visible?

Having occluders that use alpha blended materials is usually a bad idea. Also, Umbra accounts for back face culling… the material you are using turns back face culling off.

You will need to provide more information about your particular scene in order for us to help you.

At the moment, I am not at computer, I will send you when I will on it.
I want to ask you why it is a bad idea using Shader Particles/Alpha Blend?
I have the first side object which is a fence. This is only a plane with Shader Particles/Alpha Blend, I think is even bad to use mesh for the fence.
After this fence I have a lot of trees, which are a collection of planes, with Shader Particles/Alpha Blend. All these trees together hides perfectly what is behind of them, but Occlusion Culling won’t do it, it renders anyway.
It works only at someplace, at others I got only Frustum Culling?
Why? I have baked the scene, it took 3 or 4 hours, and the size is about 5.3 MB.
I will send you the pic as soon possible,
Thanks

Thanks guys, It was resolved by using a plane with a diffuse white color, behind of this alpha blended planes. This plane is not visible, and is Occluder Static and Occludee Static, and these alpha blended planes are only Occludee Static. Tested on Tegra, working perfectly! Thanks community, I am feeling nice here!

Hello guys.
I am re-troubleshooting with the same exact problem. I have imported a new scene, and I had difficults while setting the Occlusion Culling, then I tried to open my last scene and I saw that It never worked! (The point is that Tegra3 is so powerfull that didn’t lagged). There was not any Occlusion Culling, but only Frustum Culling.
Screenshots
Scene

Occlusion Culling

Details
View Cell Size: 1
Near Clip Plane: 0.1
Far Clip Plane: 10
Comment
I know 10 as Far clip plane is too low, but I am using this because the camera will force to render it how it need, I mean that the occlusion culling will use Camera Far Clip Plane Values.
Explanation
Little red segments are the tripple mesh trees. These are planes with Mobile/Particle/Alpha Blend. These are marked as Occludee Static and Lightmap Static.
Long red segments are the planes which I am using for occlusion culling. These are diffuse and marked as Occluder Static and Lightmap Static. Also the mesh renderer has disabled the booleans of Receive and Cast Shadow.

Hope you can help me thanks. good bye!