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			#1  
			
			
			
			
			
		 
		
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			Hi, 
		
		
		
		
		
		
		
		
	
	There isn't a built in Vizard function for occlusion tests - you would have to manually do this, but performing this test will also increase the load on your cpu, especially if you're doing it every frame. Best, Masaki  | 
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			#2  
			
			
			
			
			
		 
		
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			Just to state the problem the otherway around, How can vizard handle large outstretched worlds or a building with multiple rooms?
		 
		
		
		
		
		
		
		
		
	
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			#3  
			
			
			
			
			
		 
		
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		 Quote: 
	
 -For a large world, one option is to use fog + distance culling. -Another option is to use the OSG Level of Detail helper. With this one, you would merge or group all the objects in a room and add it to the LOD helper, then set the distance in meters for that object to be visible. (Helpers --> OpenSceneGraph --> LOD)  | 
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			#4  
			
			
			
			
			
		 
		
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			I will have to look into those functions then. Thanks for the tips. Are there any plans for vizard to include these functionalities in future versions?
		 
		
		
		
		
		
		
		
		
	
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			#5  
			
			
			
			
			
		 
		
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			We are always working towards improving our graphical capabilities, so this function may show up in a later version.
		 
		
		
		
		
		
		
		
		
	
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			#6  
			
			
			
			
			
		 
		
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			I've finally switch to the osg/ive export format for my world to be able to use the occlusion helper.  
		
		
		
		
		
		
		
		
	
	I'm using 3ds max 2011 and OSGEXP 0.9.8 but can't seem to find the occlusion helper anywhere in the menu's. Do i need to install some addition software (openscenegraph) or set some options if max to get the occusion helper options?  | 
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			#7  
			
			
			
			
			
		 
		
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			Hi sleiN13, 
		
		
		
		
		
		
		
		
	
	OSG Occluders are found under Helpers in the Create tab of the command panel. Select OpenSceneGraph from the dropdown list and the option should appear. Doing occluders in OSG requires two things: -The helper -Rectangular splines that get added to the helper  | 
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