Visgroups
Introduction
VisGroups determine when a particular object is shown or not shown in certain circumstances. They are made up of combination of power of 2 values. So you can have the first, second and third visgroups enabled by 1 + 2 + 4.
These values are assigned to an object through the SCN file with Visgroups=(7) for example.
In the 3ds Max plugins and Scene Viewer they are signified by a character.
- A=1
- B=2
- C=4
- D=8
- E=16
- F=32
- G=64
- H=128
- I=256
- J=512
- K=1024
- L=2048
- M=4096
- N=8192
- O=16384
- P=32768
Levels
This section details what the different details signify.
1 = A = Objects here are NOT rendered on High, Medium and Low Circuit Detail Settings
In VIS group A includes the least important objects on the track. These are objects that can be removed because they are not important and can reduce the poly and texture counts. These are usually more minor details which add to the view, but removing them doesn't reduce the graphic detail too much.
2 = B = Objects here are NOT rendered on Medium and Low Circuit Detail Settings
Remember everything in A is turned off as well. Vis Group B includes a selection of objects that are high poly counts and are more visible as you drive than those removed in group A.
4 = C = Objects here are NOT rendered on the Low Circuit Detail Setting
Remember that everything in A and B are turned off as well. This VIS group removes all the remaining items that we wish to cull to keep performance up at the lowest settings.
8 = D = High detailed object that you want replaced with E
The next two VIS groups are a bit complicated but are there if you have the time to use them.
16 = E = Low detailed object replacing D at low detail setting
This is setup so that when a user selects Low detail D will automatically be turned off and replaced with E. If nothing is tagged with either, nothing will change. It will then work just as above A-C.
32 = F = not seen in the mirror
This group is applied to the majority of objects which are not key to the rear view mirror. This generally just means the main track ribbon, barriers, fences and key buildings. And perhaps some trees walls to keep the environment looking believable in the mirrors.
64 = G = Things removed from practice session
This group is generally removed to keep the race track looking less busy or in non race mode. This means less people in the grandstands, parked vehicles etc.
128 = H = Things removed from qualifying session
Use this to remove some of the people and perhaps the objects that you only want to appear in Practice mode.
256 = I = Things removed from race session
Not much will be removed from the race session. If you have any objects that are just for Practice or Qual mode than this is the tag for them.
512 = J = Things viewed in daytime only
This is used to specify objects that will only appear during day time. This can be useful for swapping out objects for simpler geometry at night for example.
1024 = K = Things viewed at nightime
Object that only appear at night, perhaps some emmisive building glows or distant street lights can be added this way.
2048 = L = Things viewed from active trackside cams
For example there maybe extra detail outside the track ribbon we wish to be visible when only using external cameras. Such as doubling up the number of spectators / parked vehicles, or just areas that just aren't visible when driving.
4096 = M = Things removed from warmup session
Similar to the other, just incase there are some objects we don't wish to be visible in a warmup session.
Example
Instance=GrandstandC_01
{
VisGroups=(32)
MeshFile=GrandstandC_01.gmt CollTarget=False HATTarget=False ShadowCaster=(Static, Texture) ShadowGroups=(12)
}
Recommended Values
Beneath are some objects that we usually assign various visgroup settings.
1 = A = Objects here are NOT rendered on High, Medium and Low Circuit Detail Settings
- Barriers / Fences (Very Far)
- Camping Props
Pitlane Props (Small)
- Tents (Small/Far)
- Traffic Signs (Far)
- Vehicles (Far from track OR close to track but small and very detailed)
- Flags / Animated Objects
2 = B = Objects here are NOT rendered on Medium and Low Circuit Detail Settings
Barriers / Fences (Medium Distance)
- Buildings of lower significance away from the track.
- Camping Tents
- Media Elements (Aerials / Speakers / TV Elements etc)
- Pitlane Props (Medium)
- Spectator Bins
- Tents (Medium)
- Traffic Signs (Close)
- Vehicles (Close to track)
4 = C = Objects here are NOT rendered on the Low Circuit Detail Setting
- Armco Posts if they are a separate object
- Bushes underneath Trees (i.e. Hedges which block the view should not be LOD out)
- Fences behind the initial first row of fences.
- Buildings of medium significance away from the circuit
- Power Poles and Cables
- Vehicles (Rescue)
- Tents (Large/Close)
- Non vital Decals (Outer Blends/Outer Roadlines/Cracks etc)
8 = D = High detailed object that you want replaced with E
Live TV Screens (just the mesh that shows the screen buffer) - Only if the rest of the object is always rendered.
16 = E = Low detailed object replacing D at low detail setting
- Static TV Screens (replace the live screen with a static screen)
32 = F = not seen in the mirror
- 3d Trees
- Armco Posts if they are a separate object
- Buildings (large) not immediately next to the track
- Buildings of insignificant proportion
- Bushes / Shrubs
- Crowds
- Cones
- Digital Flags
- Fences behind the initial first row of fences.
- Grandstands (Set back from track)
- Marshals
- Marshal Stands
- Road Verges / Cracks / Skid marks / Minor Decals (not road lines)
- Pitlane Props
- Power Poles and Cables
- Spectators
- Sponsors
- Tents
- Treelines and Trees that are past the initial first line
- Tyre Stacks either behind a Canvas Barrier or their LOD
- Vehicles (Static)
64 = G = Things removed from practice session
- Race Spectators
- Some Vehicles
- Some Tents / Camping Objects
- TV Screens not working maybe
128 = H = Things removed from qualifying session
- Practice Spectators
256 = I = Things removed from race session
- Practice Spectators
2048 = L = Things viewed from active trackside cams
- Items in general unlikely to be seen from onboard cameras
- Walls / Barriers on outer Kart Circuits, alternate unseen layouts etc
- Far filler vehicles
- Camp Sites
4096 = M = Things removed from warmup session
- Practice Spectators