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This tutorial describes the basics of bit masking mechanism in UNIGINE and gives some tips on how to use it for optimization. Some of the features demonstrated here are to be introduced in the 2.8 release.
In this tutorial:
00:00 - Introduction
00:12 - Principles of bit masking
01:13 - Defining what is to be rendered into a viewport via the Viewport Mask
02:53 - Limiting baked reflections via the Viewport Mask
03:27 - Optimizing dynamic reflections via the Viewport Mask
04:48 - Optimizing shadow casting via the Shadow Mask
05:26 - Restricting decal's projection area by using the Material Mask
05:56 - Excluding objects from intersection detection via the Intersection Mask
06:46 - Cutting out grass using the Intersection Mask
07:15 - Configuring collision detection via Collision and Exclusion Masks
08:41 - Physical Mask used by physical effects.
09:00 - Sound-related masks
10:01 - Navigation and Obstacle Masks in pathfinding
10:46 - Adjusting field interaction via Field Mask