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Overview

The VisArea is a shape object which is used to define indoor areas for culling and optimization purposes, as well as lighting.

Objects inside a VisArea won't be rendered from outside and vice versa, this can help with performance immensely.

VisAreas also can be setup to occlude certain lighting elements such as the Sun, which gives flexibility in setting up lighting for your indoor areas. Note that since CRYENGINE 3.6, AmbientColor is no longer supported and Environment Probes should be used.

Vis Areas can have any number of corners; just double-click when you want to add your last one.

Vis Area Properties

Property

Description

Height

Specifies how high the visarea is.

Display Filled

Just for visibility in the editor this option defines if the area should be rendered as filled or not.

Affected By Sun

Specifies if shadows from the world outside the visarea can travel inside.

IgnoreSkyColor

If this option is turned off the ambient color (sky color in time of day window) is not used indoors.

IgnoreGI

If true, Global Illumination won't be used inside this object.

ViewDistRatio

Specifies how far the visarea is rendered.

SkyOnly

Lets you choose to see only the skybox when you look outside the visarea.
If you don't render terrain and outside brushes the performance can be faster so use this option when it is appropriate.

OceanIsVisible

Specifies if the ocean rendering should be visible inside the visarea.

Ignore Outdoor AO

Ignores the outdoor Ambient Occlusion.

Setting Up a Vis Area

  • Place the Vis Area shape around your room.
  • Set the height.
  • Be sure everything related is inside the Vis Area.
  • Try to stay on the grid by enabling "Snap To Grid".
  • Keep the shape of the VisArea as simple as possible.

Transitioning from Indoor to Outdoor Areas

  • If you leave the VisArea (indoor) everything behind you will disappear including the walls that are located inside.
  • You will need a wall inside the VisArea and a wall outside the VisArea

  • Transitions from indoor to indoor are handled the same way you have to have two walls one in room 1 and one in room 2.
  • Also for better lighting you should add separate Vis Areas to each room.

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