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Occlusion

Line art drawn in 3D has a problem 2D doesn't: strokes that should be hidden behind other geometry. OVB's occlusion culls them at export — the feature Blender's native SVG exporter can't do.

How it works

OVB raycasts from the camera through each stroke point against your holdout meshes. A point that's blocked by a holdout mesh is culled, so the exported line only contains what the camera would actually see.

Modes (Grease Pencil)

  • Auto — uses the scene's render visibility (the camera icon on each object). What's visible to the render is what exports.
  • Holdout Collections — you mark specific collections/meshes as holdout; anything behind them is culled, but the holdout meshes themselves don't draw. This is the precise control: put your character's body meshes in a holdout collection so the far-side lines disappear behind the near side.

Use Show in Viewport to preview exactly what's culled before you export.

Pencil+

In Pencil+ mode, occlusion (and the line generation) is handled by Pencil+ itself via its Line node — OVB exports what Pencil+ produced. Configure culling in the Pencil+ setup rather than the OVB panel.

Why holdout instead of just hiding meshes

A holdout mesh blocks lines without drawing itself — so the geometry occludes correctly but doesn't add unwanted fills or edges to your line render. It's the clean way to get self-occlusion on a character turn.

The occlusion overlay

OVB can show a WYSIWYG occlusion preview — kept strokes vs culled strokes — so you confirm the cull is right before committing a whole frame range.