Visibility Rules and Openings¶
🇬🇧 English | 🇺🇦 Українська
There are two independent ways to remove part of a structure: visibility rules by index
(FSCVisibleConfig) and openings by distance (FSCOpenings).
Part 1. Visibility rules (FSCVisibleConfig)¶
They control which instances of a primitive are shown, based on their placement index. They apply at two levels:
- Section level —
All Posts / Sections / Tubes / Knobs Visibility Configuration. - Entry level — the
Detailed Visibility Configurationof a specific post, section, tube or knob.
An instance is shown only if it passes both levels.
Parameters¶
| Parameter | Effect |
|---|---|
| Hide At Indexes | hide by a list of indexes. |
| Hide In Index Ranges | hide by index ranges. |
| Visible Every Multiple | show only when the index is a multiple of the value (0 = off). |
| Hide Every Multiple | the opposite: hide when the index is a multiple of the value. |
| Visible First / Visible Last | show the first / last instance. |
| Visible Only Extreme | show only the first and the last, hide the rest. |
| Visible Odd / Visible Even | show odd / even instances. |
| Design Notes | a free-text note. |
Order of evaluation¶
- If the index is in Hide At Indexes or Hide In Index Ranges — hide.
- Otherwise, if Visible Every Multiple is set — show only on multiple indexes.
- Otherwise, if Hide Every Multiple is set — hide on multiple indexes.
- Otherwise apply the extreme and parity rules: first →
Visible First, last →Visible Last, in the middle →Visible Only Extremehides everything, and without itVisible Odd/Visible Evenapply.
Visible Every Multiple and Hide Every Multiple are mutually exclusive — turning one on
hides the other's field.
Part 2. Openings¶
The OPENINGS section cuts gaps into the structure — gates, wickets, passages — by distance along the spline in centimetres, rather than by index arithmetic.
FSCOpenings¶
- Use Openings — master switch for every opening below.
- Openings — the list of openings.
Opening (FSCOpening)¶
| Parameter | Purpose |
|---|---|
| Enabled | enable this opening. |
| Start | distance from the start of the spline to the start of the opening (cm). |
| Width | width of the opening along the spline (cm). |
| Affect Posts / Knobs / Sections / Tubes | which elements the opening touches. |
| Design Notes | a free-text note. |
How it works¶
- Points (Posts, Knobs) are removed if they fall strictly inside the opening.
- Sections and tubes are removed if they overlap the opening.
- An element exactly on the border stays — that is what keeps the gate posts on both sides.
- A hidden element takes its knobs with it, in both modes — Line and Curve.
- Openings do not cut geometry: whole elements are hidden. For a clean gate edge, place spline points at its borders.
- Free Knobs and Polygons are not affected by openings.
Editor highlight¶
Every enabled opening is drawn in the viewport as an orange frame, so the distances can be judged by eye. Turned off with the Show Openings In Viewport checkbox on the actor. The frame is never drawn in game.
By default the openings list is empty — existing scenes are unchanged.