I have a medium size level with lots of modular pieces. I’d like to target lower-end hardware, so I’m using some pre-computed lighting, and attempting to get good results from pre-computed visibility.
So far, I have two questions (see diagram):
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I have larger irregular areas that don’t get covered by precomputed cells. There’s a lot of geometry that won’t be visible when the player is standing in that area – why are no cells generated there? (I’m pretty sure the collision/surface is within the bounds of the precomputed visibility bounds volume, as the ground is at 0 level, and the PCVBV extends to -20 units)
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When turning on Out of Bounds pixels, certain kinds of room floors are visualized. These assets are simple static meshes. They are zero height, as they are flat quads – is this what causes them to be considered “out of bounds,” as their bounds are essentially non-existent-thin? If so, will this actually be a problem for PCV?