A list of puns related to "Occlude"
I'm making a top-down 2D game and I implemented some rain effects as particles.
Right now - I made them as 2D particle objects that follow the player (they emit the particles in global coordinates so it looks fine).
I was wondering, is there any way to "occlude" the particles where they should not appear (e.g., I don't want water splashing under a bridge or in walls).
I was hoping there could be some attribute I could add to e.g. the wall tileset that would occlude them.
https://preview.redd.it/qbgucfknvi381.png?width=634&format=png&auto=webp&s=44ad3b9bbe44da5a621132659f4e28f4c94a0bef
I'm able to sit on my non-surgical knee like this, however, I can't do this on my surgical knee. I get a lot of pain underneath the knee.
Thanks in advance.
During my most recent externship in my 4th year, an optometrist at my clinic mentioned that he doesnβt know why interns tend to occlude the eye when doing the subjective refraction. He says I would save myself trouble by just using the ret setting on the phoropter instead of occluding. We were all basically taught to occlude and so I didnβt have much argument for them nor was I in the mood for discussion lol. Now I am left curious though, does anyone have any experience or feedback on this? Would fogging instead of occluding prevent over-minusing? Thanks in advance!
Hey all.
I am not a hyperphantasiac, but I am trying to understand what it is like to be one of you :) I would be thrilled if you could complete this short experiment and report your results back to me:
With your eyes open, please try to imagine a solid square piece of metal (say 20cm side edges) floating in the air in front of the screen you are reading this message on.
Did the screen get occluded when you were imagining the metal plate? Or could you see the whole screen and the piece of metal at the same time? Can you alter your imagination so that the metal plate occludes the screen or not at will?
Could you try to explain in a paragraph or two how it all appears to you? How does the experience you have when imagining the metal plate in front of the screen compare to if you were to hold an actual metal plate in front of the screen? Did anything about your experience of (or beliefs about) the metal plate change while reading this?
Thanks a lot!
an aphantasiac
Bonus question: When you count sheep to go to sleep, do they make any sounds? :)
I would love a feature that can remove sounds caused by blocks and mobs in survival. That's it.
I have a door which is part of the scene, which turns on/off a collision as a part of a static collision. I was wondering if there was a way to modify the navigation polygon instance to account for this, given that the navigation should not pa# through a closed door.
When I'm scrolling through the browser and I hit an IO card the preview image is always super tiny. I have to reopen the image occlude editor and delete the masks in order to see everything. I'm wondering if there's an addon or function that would make the image preview in the browser much larger. Thanks!
Pretty sure it's not transit. I may have the description slightly wring. I'll know the word when I hear it it's not an everyday word. Any help appreciated!
I want characters and interactables to have this styled outline shader (it creates an outline around the character based on custom depth, and lines based on normal angle on the mesh) but not environment props or the landscape.
The problem is the outlines show through objects that should occlude the object that has the shader. (Fig.1)
When trying to mask it by the scene depth, I lose my outline (but not the normal based ones) on the object! (Fig.2)
Fig.1
https://preview.redd.it/lce6ui3r6h351.png?width=1866&format=png&auto=webp&s=1401bce8e6fabbbe907f51751cb4591e3b89783f
Fig.2
https://preview.redd.it/lsufqs0u6h351.png?width=1866&format=png&auto=webp&s=e966e3fdc15bb2d24ae935e6f119e6e7df2fd4d3
Here is the shader:
https://preview.redd.it/d1zxoug98h351.png?width=1928&format=png&auto=webp&s=837914ac8d9969d46c945b89e2a4b17509188d1b
https://preview.redd.it/bkimwbus8h351.png?width=1928&format=png&auto=webp&s=c2b1b82394df416e063425a3e7990aaadae6ac88
https://preview.redd.it/cpd1nblv8h351.png?width=1928&format=png&auto=webp&s=d40966660a66bcc90c904ee1de87ab569dd7c8c2
It doesn't really make a crazy amount of sense, but I feel like there not being a clear alternative to wool for occlusion is a shame. It would also give it a use as a way to make observation rooms that have no interactions to the outside. Imagine making a base in the Deep Dark, where you've blocked off an entrance to a cave with tinted glass. I think it at least makes a little bit of sense with the existence of soundproof glass, but idk.
So I have found that as a model gets more complex, the highlight when I select said object becomes increasingly messy and eventually gets to the point where I simply can't see what I'm doing.
The problem stems from how Rhino 6 displays selected items - showing hidden lines. I would much rather if there was some kind of toggle for occluding lines out of direct line of sight so I can actually see what I'm working on.
Does anyone know a way I can change this? Plug-in? Settings? I'm at a loss and although I can still get my work done it's certainly slowing me down. Any help would be appreciated.
Example https://imgur.com/a/o290Y3I
It's still some time until the release of Firefox 96 (January 11th 2022), but if you are using the Developer Edition/Beta Version then you might have realized that your idle games no longer keep progressing when they run in the background (and use requestAnimationFrame
for their ticks). Previously this only happened when it was running in a separate tab, but with version 96 it'll also happen if it's a separate window that's occluded.
But they also added a flag to disable this behavior:
about:config
in your URL barwidget.windows.window_occlusion_tracking.enabled
keytrue
to false
For sake of completeness, the steps for Chrome from:
/r/incremental_games/comments/l1eec1/psa_disable_window_occlusion_calculation_on/
Just wondering if there was any way to occlude light without casting those awful looking shadows. For example, I'm handcrafting all of my lights and shadows myself, but if I were able to make certain parts of certain tiles occlude the light2D nodes(like the vertical part of a step), I wouldn't have to be quite as precise with the lighting. However, as of now if I do that the tiles cast shadows. So if there anyway to get light occlusion without the shadows?
Have multiple OF, all similar rolls except for IR and OS, wondering which is superior on the gun.
I am coming back to sniping after not really doing it much since D1. I have a nice eye of sol that I was pairing with Shayuras and I was getting pretty good at flicks, sliding into a lane and landing headshots, and overall aggressive sniping. I probably averaged 2-4 snipes a match in 6v6.
Well, yesterday I got an amazing roll on a multimach (model 8, tactical mag, killing wind, iron reach, range MW) and then an occluded finality (arrowhead, HC rounds, snapshot, opening shot, range MW). I decided to give them a go and I instantly doubled my sniper kills per game. It hits shots that it definitely shouldn't. My buddy said he wouldn't run it because it will throw off the other snipers I use... I tried switching back and he was right.
So... Will is it a bad idea to get used to it since it's so different? How bad (if at all) will it affect me as I progress as a sniper? In iron banner yesterday I racked up over 100 kills in a few hours and consistently was on top of the scoreboard which has never happened for me when sniping.
DNNNNNDNNNNNN DNDNDNNNNNNNNNN WOO DNNNDNNNDNN
i saw a photo you looked joyous
For years Iβve been buying endotracheal tubes from Henry Schein and using their brand. The last few weβve gotten seem much cheaper. They bend more easily & therefore occlude easily. I had my rep send me an expensive jorvet tube in a size 7mm, and it also bends easily! Do you guys have a particular brand of ET tube that you like thatβs less bendy? Weβre worried that tubes will bend during surgery and either reduce or totally occlude air flow.
Please note that this site uses cookies to personalise content and adverts, to provide social media features, and to analyse web traffic. Click here for more information.