Product Chat / GameGuru occlusion workaround?

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Amelia I
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Posted: 24th Dec 2015 17:00
Hi everyone, I'm Amie.

So, when occlusion is on, it seems to work reasonably well with non-animated objects, but things that sway and rustle will render outside of your fov, then disappear seconds after you turn to look at them. They also pop in and out of existence as you walk forward!

Why does this apply only to animated geometry? Is there a workaround? I'm pretty much at an impasse, my map is supposed to be analogous to an actual tropical island, it's going to very difficult to pull off without a solution. Have perused these forums endlessly.

Thanks in advance!
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Pirate Myke
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Posted: 24th Dec 2015 18:22
Could be a few things, and they are probably out of your control.
But you can try lowering the occlusion slider down to 10 or below to see if that will stop that for you.
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Amelia I
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Posted: 16th Jan 2016 16:40
The occlusion seems to be problematic with the animated models, but the static models seem to occlude as expected. Animated models pop in and out as I get closer and also take up to several seconds to occlude, at any range, after turning to display them on my screen. As it stands, regardless of the culprit and without a viable workaround, it seems that this either limits outdoor areas to non-animated geometry with occlusion or, running without it, which imposes a substantial limit on how many objects can be used without unbearably poor performance.

Until the occlusion does what it's supposed to, I really can't pick my project up again. None of the upcoming features are of any value to me if I can't produce a realistic outdoor area, which, ironically, seems to be a focus of GameGuru given the quantity of included vegetation and terrain sculpting tools. Maybe I should have opted for a desert or a tundra setting!
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Pirate Myke
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Posted: 16th Jan 2016 17:12
a lot of the stock media needs to be updated to include LOD models. Using LOD seems to tame down the occlusion popping.

Now for animated objects like trees, I will look at the models for LOD and see what can be done with them.
Do you have any non stock items that are having this issue also, that are animated?
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Belidos
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Posted: 16th Jan 2016 17:48
How do you add LOD to a model? I use Blender and GIMP
Wolf
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Posted: 16th Jan 2016 18:15 Edited at: 16th Jan 2016 18:16
@Belidos:
Quote: "How do you add LOD to a model? I use Blender and GIMP"


Via subsequent groups to your model that have fewer polygons. Make sure the groups are retained when exporting your .x file.
The most detailed group being named "mesh_group_0" for LOD level 0 and you will then increase the number while decreasing the polycount of your mesh. (To clarify...everything is in the same model)

Alright, english is my 4th language and I notice that I struggle explaining this clearly so I attached an image as a visual aid.

@Amie: I'd recommend deactivating it (slider to 0) for the time being.



-Wolf
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"absurdity has become necessity"

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Belidos
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Posted: 16th Jan 2016 18:19
I didn't understand a word of that, and the image doesn't look like anything I can find in blender lol.

Thanks for the answer anyway though.


i'll have to see if there's a video tutorial somewhere.
Wolf
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Posted: 16th Jan 2016 18:27
I see I believe this is a good topic to write a tutorial about where I elaborate what it means.

As far as blender is concerned, I think this link should point you in the right direction. good luck!



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DVader
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Posted: 16th Jan 2016 20:04
Occlusion is definitely a wip. I sometimes find I get faster speeds just disabling it! As far as workarounds go, this one I wrote should still work if you turn off the built in occlusion.

https://forum.game-guru.com/thread/213347

I got good results with it and you can tweak it to your level. It is however, harder than just using the built in occlusion and takes a bit of setting up ;/ Worth a look though and will stop the pop up issue.

This code will disable animated trees and such without having to alter the fpe. You can of course do that if you prefer. This may stop the clipping while using the standard occlusion.



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Belidos
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Posted: 16th Jan 2016 20:50
Spent the last two hours trying to find anything on how to create lod models and export them via UV's etc using blender to use here, but the only videos I can find describe how to do it for source engine using the blender internal materials which is no good for here, really confused now.
Pirate Myke
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Posted: 16th Jan 2016 21:01 Edited at: 16th Jan 2016 21:03
You make your fist object call it something_LOD0
Duplicate that object and reduce the polys about 50%, Name that object something_LOD1
Duplicate that object and reduce to something that looks like the object from far away, getting rid of small hidden meshes or anything inside it. Name that object something_LOD2

The naming is important only for the _LOD part.

Now in Blender, have all 3 object on and select them. Export them as one object being the name you want the whole mesh to have.

Set up an FPE file like this, replacing your info of course.


See if this will get you thru it.
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HarryWever
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Posted: 16th Jan 2016 21:02
Hi Belidos,
did you see this video:
https://www.youtube.com/watch?v=WtEIxcTKwjA


Harry


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Belidos
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Posted: 16th Jan 2016 21:11 Edited at: 16th Jan 2016 21:14
Yes I saw that, doesn't help at all though, as assimp is persona non grata now, you can only get the source code which I have no idea how to install or use.

It's the videos only for adding lod to existing models, I need to know how to create lod while making the models.
synchromesh
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Posted: 16th Jan 2016 21:15 Edited at: 16th Jan 2016 21:15
Does this help ?

The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Belidos
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Posted: 16th Jan 2016 21:27
That's the same video wolf mentioned. No it's no help at all. I can't get ASSIMP anymore their web sites gone, plus it's for adding lod to existing models, i'm trying to find oout how to create LOD while making the model in Blender.
Belidos
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Posted: 16th Jan 2016 21:34
OK scrub that, I think I've actually worked it out by accident messing about in Blender. I created a sphere in layer one and a cube in layer two, then renamed the cube to cube_LOD1, then when I exported to .x I unticked the "export only selected objects" tick box and it seems to have worked.



The LOD adjustment seems to be a bit close though, is there a way to change that?
Pirate Myke
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Posted: 16th Jan 2016 21:52
In the fpe file change the distances here:

;LOD System
disablebatch = 1
lod1distance = 1000
lod2distance = 1500

Here is the asimp download page for windows.
http://sourceforge.net/projects/assimp/files/assimp-3.1/
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Belidos
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Posted: 16th Jan 2016 21:56 Edited at: 16th Jan 2016 22:02
Awesome thanks for the LOD info.

As to ASSIMP, I found that download, but when I downloaded it I couldn't work out how to install/run it, it looks like it's just the source code and needs to be run by something else, there's no exe or anything to run it from.

It seems to be really simple to create LOD in Blender, but it's not obvious, now that I've worked it out I might try to do a quick tutorial video to show how it's done when I get time.
Pirate Myke
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Posted: 16th Jan 2016 22:15
try this link:

https://www.dropbox.com/s/259g52k1x8aik9g/assimp-view-3.0-setup.exe?dl=0
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Belidos
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Posted: 16th Jan 2016 22:38 Edited at: 16th Jan 2016 22:42
Thanks Myke, much appreciated, although to be honest I won't really need it now I've worked out how to do it in blender

Sorry to take the thread slightly off track.
devlin
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Posted: 17th Jan 2016 10:20 Edited at: 17th Jan 2016 10:20
thanks for the link pirate myke was looking for this had it and deleted it so made my day thanks again
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Pirate Myke
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Posted: 17th Jan 2016 12:24
Your welcome. I use it also to test x files as it shows me everything about them.
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DVader
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Posted: 17th Jan 2016 12:27
Quote: "As to ASSIMP, I found that download, but when I downloaded it I couldn't work out how to install/run it, it looks like it's just the source code and needs to be run by something else, there's no exe or anything to run it from."


The exe is in the lib64 folder. If you don't have one you must have downloaded the wrong version Easily done, I did as well when I first went there


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