Lighting: Difference between revisions
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{{lang|Lighting}} | |||
{{Abstract Mapping}} | |||
Lighting refers to all systems in Source which light up a level to make it look realistic. There are many areas of knowledge about lighting that a source level designer should know, most of which are accessible through this page. | |||
== Guides == | == Guides == | ||
[[File:Proper lighting example.png|right|thumb|An example of a well-lit room.]] | |||
* [[Adding Light]] - A beginners tutorial on how to set up a basic [[light]] entity. | * [[Adding Light]] - A beginners tutorial on how to set up a basic [[light]] entity. | ||
* [[Intermediate Lighting]] - A tutorial dealing with all the light sources in more detail. | * [[Intermediate Lighting]] - A tutorial dealing with all the light sources in more detail. | ||
* [[Advanced Lighting]] | * [[Advanced Lighting]] - Additional information about lighting. | ||
* [[Constant-Linear-Quadratic Falloff]] - An easy-to-read explanation of the old C-L-Q light attenuation system. | * [[Constant-Linear-Quadratic Falloff]] - An easy-to-read explanation of the old C-L-Q light attenuation system. | ||
* [[HDR]] - High Dynamic Range Lighting. | * [[HDR]] - High Dynamic Range Lighting. | ||
== Types == | == Types == | ||
=== Static | === Static Light Sources === | ||
{{tip|Static lighting is compiled into [[ | {{tip|Static lighting is compiled into [[lightmap]]s, which illuminate [[brush]]es and [[model]]s, and [[cubemaps]], which provide static [[reflection]]s. | ||
It is [[free]] to render, as additional static lights only ''alter'' that which is already being processed.}} | It is [[free]] to render, as additional static lights only ''alter'' that which is already being processed.}} | ||
; | ;{{ent|light}}:A static, omni-directional point light source. (e.g. a naked light bulb or flame.) | ||
; | ;{{ent|light_spot}}:A static, uni-directional point light source. (e.g. a torch or flashlight) The conical beam angle cannot exceed 90°. | ||
; | ;{{ent|light_environment}}:Provides two linked light sources: | ||
:*A diffuse 'ambient' light (representing reflected light from clouds and the atmosphere in general) that emits from all skybox surfaces | :*A diffuse 'ambient' light (representing reflected light from clouds and the atmosphere in general) that emits from all skybox surfaces | ||
:*A directional 'brightness' light (representing sunlight or moonlight) that is only cast in a single direction. | :*A directional 'brightness' light (representing sunlight or moonlight) that is only cast in a single direction. | ||
:Both are emitted from the [[Tool textures#skybox|toolsskybox]] | :Both are emitted from the <code>[[Tool textures#skybox|toolsskybox]]</code> and <code>[[Tool textures#skybox|toolsskybox2d]]</code> materials wherever they are used in a map. See also [[Skybox]]. | ||
; | ;{{ent|env_particlelight}}:Illuminates particles produced by {{ent|env_smokestack}}. Particles are not affected by normal lighting. Use (no more than) two of these to make <code>env_smokestack</code> particles appear to reflect ambient lighting. | ||
;[[Glowing Textures]] | ;{{ent|light_directional}} {{since|{{l4d}}}}{{slammin|also}}:Essentially a second (or third, or…) one of the direct light from <code>light_environment</code>. Like <code>light_environment</code>'s direct light, it is emitted only from brush faces textured with <code>toolsskybox</code>. Unlike <code>light_environment</code>, it can be toggled or use lightstyles without significant bugs. | ||
:[[ | ;[[Glowing Textures]]: Any [[brush]] surfaces with a light-emitting material (as defined in a [[RAD file]], either the one in your mod directory or the one in <code>sourcesdk/bin/</code>) applied will cast volumetric light in a 180° cone. | ||
=== Static Light Receivers === | |||
;[[Brush]]es | ;[[Brush]]es | ||
: | :The "Lightmap Scale" tool in the [[Hammer Face Edit Dialog]] can be used to control how sharp or diffuse the [[lightmap]] of a brush surface will be—an effect most noticeable between areas of high contrast, e.g. shadows. Note that, while adding extra light sources will not significantly affect performance, decreasing lightmap scale (i.e., increasing resolution) will more directly increase map file size and memory usage. | ||
; | ;{{ent|prop_static}} | ||
:Unlike other model entities, prop_static are lit statically: a lighting value is stored for every [[vertex]], and the model's [[collision mesh]] (or, optionally, [[reference mesh]]) is used to calculate lightmap shadows. | :Unlike other model entities, <code>prop_static</code>s are lit statically: a lighting value is stored for every [[vertex]], and the model's [[collision mesh]] (or, optionally, [[reference mesh]]) is used to calculate lightmap shadows. | ||
:There are the following options: | :There are the following options: | ||
:*<code>disableshadows</code> - Do not cast lightmap shadows | :*<code>disableshadows</code> - Do not cast lightmap shadows | ||
:*<code>disablevertexlighting</code> - Only store a single lighting value for the entire model | :*<code>disablevertexlighting</code> - Only store a single lighting value for the entire model | ||
:*<code>disableselfshadowing</code> - Prevents the entity from casting shadows on itself | :*<code>disableselfshadowing</code> - Prevents the entity from casting shadows on itself | ||
:*<code>ignorenormals</code> - | :*<code>ignorenormals</code> - Ignores normals of vertex data to calculate lighting. This is extremely useful for foliage and other thin types of vertex meshes. | ||
:*<code>generatelightmaps</code> {{only|{{src13mp}} {{tf2branch}} {{gmod}} }} - Allows the props to use lightmaps (like world brushes) if VRAD is run with <code>-StaticPropLighting</code> and the prop is not [[Bump Map|bumpmapped]]. Lightmap resolution can be configured with <code>lightmapresolutionx</code> and <code>lightmapresolutiony</code>. Can also be manually defined with the {{ent|$lightmap}} [[shader parameter]], including on non-static props. | |||
:{{warning|There are a number of caveats related to lighting on '''prop_static'''. [[Prop_static#Known_limitations|See its page]] for detailed info.}} | |||
; All [[internal entity|non-internal]] brush entities {{src07|since}} | |||
:Use the <code>vrad_brush_cast_shadows</code> keyvalue to allow them to cast lightmap shadows. Might be {{not in FGD}} in some games and/or on some entities. | |||
=== Dynamic | === Dynamic Light Sources === | ||
{{tip|Dynamic lighting is calculated at runtime, which makes it [[expensive]] to render.}} | {{tip|Dynamic lighting is calculated at runtime, which makes it [[expensive]] to render. However, if your game/mod uses [[deferred shading]] or [[clustered_rendering|clustered forward/deferred]], dynamic lighting are [[cheap]] to render, and not restricted to certain number of lights.}} | ||
[[ | [[File:Shadowmap.jpg|thumb|180px|<code>env_projectedtexture</code> shines from a doorway.]] | ||
; | ;{{ent|light_dynamic}}:A simple, uni-directional dynamic light that can be moved, turned, and adjusted. | ||
; | ;{{ent|point_spotlight}}:A dynamic spotlight beam effect, with an optional dynamic light source where it hits a surface. | ||
; | ;{{ent|npc_spotlight}}:A spotlight [[NPC]], similar to <code>point_spotlight</code>, but with the capability of tracking targets. | ||
; | ;{{ent|env_projectedtexture}}:A dynamic light that lights with a texture rather than a solid color and "subtracts" realistic dynamic shadows. Affects all surfaces that can accept lighting, and is used for the player's flashlight in {{game link|Half-Life 2: Episode Two}}. | ||
:*In games since {{Portal 2|4}}, most visible dynamic entities can have texture projection disabled with the <code>disableflashlight</code> keyvalue, and they can have it toggled at runtime with the EnableReceivingFlashlight and DisableReceivingFlashlight inputs. Their shadow-casting behavior, however, must be controlled separately (see under Dynamic Shadows). In earlier games, this behavior can still be controlled via the <code>EF_NOFLASHLIGHT</code> effect flag (see below). | |||
;[[Effect flags]] {{not in FGD}}:Most entities with an [[origin]] KV can have {{ent|EF_BRIGHTLIGHT}} or {{ent|EF_DIMLIGHT}} applied to them to have them radiate dynamic light of the appropriate brightness. | |||
=== Dynamic shadows === | === Dynamic Shadows<span id="Dynamic shadows"></span>=== | ||
{{tip|Dynamic | {{tip|Dynamic shadows are cast only by world [[model]]s (NPCs, phys-props, etc), and only onto [[brush]] surfaces (from both Static and Dynamic light sources). They are calculated at runtime, so they are quite crude and relatively [[showbudget|expensive]] to render. However, dynamic shadows in certain mods or games using [[deferred rendering]] or [[clustered rendering]], are significantly [[Cheap|cheaper]].}} | ||
{{warning| | {{warning| In games since {{Left 4 Dead|4}}, the direction of a shadow is calculated on a per-entity basis, and dictated by the closest light to the entity. This is not the case in games up to (and including) {{Src13|4}}, unless you apply [[Dynamic RTT shadow angles in Source 2007]] to your mod.}} | ||
{{ | {{warning|Dynamic shadows can sometimes project through walls and floors, giving away the location of players or objects. Use <code>info_no_dynamic_shadow</code> to get around this problem if you encounter it. [[CSM]] does not have this issue.}} | ||
{{note|Shadows are "cast" by the visual mesh only if there is no shadowlod defined in the [[QC]]. Shadow LODs are just low detail meshes used to generate the shadow. These don't apply to shadowmapping (flashlights and other <code>env_projectedtexture</code>-based effects).}} | |||
=== Tyndall | {{note|Dynamic shadows do not merge with each other or with lightmaps when they overlap. This can produce undesirable "doubling-up" effects when, for instance, physics props are placed on a phys prop table. You can enable and disable shadows on dynamic entities to work around this. [[CSM]] does not have this issue.}} | ||
[[Wikipedia:Tyndall effect|Tyndall effects]] are caused by light scattering on suspended (colloid) particles in a transparent medium. | |||
{{note|Dynamic shadows support translucency. If your model has varying levels of opacity, it can show up in the shadow [http://img4.imageshack.us/img4/3627/parttrans.png as seen here]. {{todo|link broken, find another example}} }} | |||
;{{ent|shadow_control}}:Point entity used to control Dynamic shadow projections for the entire map, including maximum distance cast, direction cast, and sharpness/diffuseness. | |||
;{{ent|env_cascade_light}}:Point entity used to control Dynamic shadow projections casted via the {{code|[[Tool textures (Source)#fog|tools/toolsskybox]]}} texture. Uses [https://learn.microsoft.com/en-us/windows/win32/dxtecharts/cascaded-shadow-maps Cascade Shadow Map] technique. {{Only|{{csgo}} {{xengine}}}} | |||
;{{ent|info_no_dynamic_shadow}}:Point entity used to list [[brush]] surfaces that should ''not'' receive Dynamic shadows. | |||
;Most dynamic visible entities:Have a <code>shadowcastdist</code> keyvalue to override how far these objects cast Dynamic shadows, a <code>disableshadows</code> keyvalue to control whether they cast Dynamic shadows, and EnableShadow and DisableShadow inputs to control Dynamic shadows cast by them. In games since {{Portal 2|4}}, they also have <code>disableshadowdepth</code> to prevent them casting shadows from <code>env_projectedtexture</code>. | |||
;[[Effect flags]] {{not in FGD}}:Most entities can have various effect flags applied to them to regulate many of the same effects as the aforementioned keyvalues, even if they don't have those keyvalues in your version of Source. | |||
=== Tyndall Effects === | |||
[[Wikipedia:Tyndall effect|Tyndall effects]] are caused by light scattering on suspended (colloid) particles in a transparent medium. E.g., car headlights in fog. | |||
* [[Wikipedia:Halo_(optical_phenomenon)|Halo]] (Glow Sprite) effects : | * [[Wikipedia:Halo_(optical_phenomenon)|Halo]] (Glow Sprite) effects : | ||
:* | :*{{ent|env_sprite}} - entity used to create omni-directional glow or flare effects. | ||
:* | :*{{ent|env_lightglow}} - an asymmetrical glow (for areas of contrasting light). | ||
:* | :*{{ent|env_sun}} - adds a bright haloed spot to the [[Skybox]] to represent the position of the Sun or Moon. | ||
* [[Wikipedia:Light beam|Lightbeam]] (Volumetric Light) effects : | * [[Wikipedia:Light beam|Lightbeam]] (Volumetric Light) effects : | ||
:*Brush texture : <code>models/effects/vol_light001</code> | :*Brush texture : <code>models/effects/vol_light001</code> | ||
:*Brush texture : <code>models/effects/vol_light002</code> | :*Brush texture : <code>models/effects/vol_light002</code> | ||
:*Model : <code>models/Effects/vol_light.mdl</code> - use with | :*Model : <code>models/Effects/vol_light.mdl</code> - use with {{ent|prop_static}}. | ||
* See also [[Render Modes]] for sprites, particularly | * See also [[Render Modes]] for sprites, particularly [[Render Modes#World Space Glow (9)|World Space Glow]]''. | ||
== Common Values == | |||
{| class="wikitable" | |||
|- | |||
! !! Brightness | |||
|- | |||
| Car Headlights | |||
| style="background: #e7dfc0;color: #000;" class="table-yes"|231 223 192 | |||
|- | |||
| Combine lamp | |||
| style="background: #93e2f0;color: #000;" class="table-yes"|147 226 240 | |||
|- | |||
| Tungsten bulb | |||
| style="background: #fed892;color: #000;" class="table-yes"|254 216 146 | |||
|- | |||
| Fire | |||
| style="background: #FEAE0A;color: #000;" class="table-yes"|254 174 10 | |||
|- | |||
| Fluorescent tube (cold) | |||
| style="background: #9fedd7;color: #000;" class="table-yes"|159 237 215 | |||
|- | |||
| Flourescent tube (warm) | |||
| style="background: #fff591;color: #000;" class="table-yes"|255 245 145 | |||
|} | |||
For values to accompany the stock [[skybox]] materials, see [[Sky List]]. | For values to accompany the stock [[skybox]] materials, see [[Sky List]]. | ||
== Notes == | == Notes == | ||
*Naming a light makes it more expensive. Only name lights when you need to. Multiple lights sharing the same name are cheaper than lights with separate names. | *Naming a static light makes it more expensive. Only name lights when you need to. Multiple lights sharing the same name are cheaper than lights with separate names. | ||
* | *{{ent|light_dynamic}} is especially expensive and will not even show up on some systems | ||
*The basic light entities do not come with a visible representation (e.g. a lightbulb). For that you need a prop. See [[HL2 | *The basic light entities do not come with a visible representation (e.g. a lightbulb). For that, you need a prop. See [[HL2 Light Props]] for a list. | ||
*The basic light entities do not come with a "glow" as you'd expect to see in a foggy or misty area. To provide this, either compile and run the map with [[HDR]] enabled, or add a | *The basic light entities do not come with a "glow" as you'd expect to see in a foggy or misty area. To provide this, either compile and run the map with [[HDR]] enabled, or add a {{ent|point_spotlight}} (with dynamic lighting ''off'' unless needed), {{ent|env_lightglow}}, or {{ent|env_sprite}} entity. | ||
*Maps will not be lit unless you run [[ | *Maps will not be lit unless you run [[VRAD]] (or equivalent). VRAD will not run properly and will not calculate realistic light bounces unless the level is free of [[leak]]s. | ||
*Moving brushed-based objects will '''not''' change the way they are lit. Their lighting will be calculated only according to their positions in Hammer. (e.g. a brush in a dark room will not become bright if it is brought into a bright room.) | |||
*Moving brushed-based objects will not change the way they are lit. Their lighting will be calculated only according to their positions in Hammer. (e.g. a brush in a dark room will not become bright if it is brought into a bright room.) | *Light can be reflected off surfaces during compile, indirectly illuminating the environment around them. See {{ent|$reflectivity}}. | ||
== | == Console Commands == | ||
[[ | [[File:Mat fullbright 2.jpg|thumb|<code>mat_fullbright 2</code>. The bright white physics props seem to be a bug; they are lit correctly when in motion. ]] | ||
; | ;{{Command|mat_fullbright|<0-2>}} | ||
:<code>0</code> is normal lighting. | :<code>0</code> is normal lighting. | ||
:<code>1</code> is 'full bright' lighting, where everything is 100% lit. | :<code>1</code> is 'full bright' lighting, where everything is 100% lit. This will be enabled by default if there's no lighting data on the map ([[BSP]]), or the map was compiled for HDR lighting only and HDR is disabled. | ||
:<code>2</code> has been introduced with the Orange Box and is 'lighting only'. It replaces all | :<code>2</code> has been introduced with the Orange Box and is 'lighting only'. It replaces all {{cmd|$basetexture}}s with a colorless monotone, allowing you to see exactly what is lit, where, and probably how. Ignored for materials with {{cmd|$no_fullbright}}. | ||
{{bug|tested={{dods}}|Lightmapped props are unaffected by mat_fullbright 1.}} | |||
== See also == | == See also == | ||
* [[HL2 | * [[HL2 Light Props]] | ||
* [[Color theory (level design)]] | * [[Color theory (level design)]] | ||
* [[List_of_entities#Light_entities|Light entities]] - A list of light entities. | * [[List_of_entities#Light_entities|Light entities]] - A list of light entities. | ||
* [[Intermediate Lighting]] | |||
* [[Advanced Lighting]] | |||
* [[Window lighting]] - How to simulate refracted sunlight through openings. | |||
* [[Light editor]] | |||
== External links == | == External links == | ||
* [http://web.archive.org/web/20070826121450/http://www.halflifestorm.com:80/?page=tutorials&tutorial=18 Understanding and Using Lightmaps] {{Archived|date=26 August, 2007}} | |||
* [http://www.halflifestorm.com/?page=tutorials&tutorial=18 Understanding and Using Lightmaps] | * [http://web.archive.org/web/20070824050403/http://www.halflifestorm.com:80/?page=tutorials&tutorial=44 Volumetric Lighting] {{Archived|date=24 August, 2007}} | ||
* [http://www.halflifestorm.com/?page=tutorials&tutorial=44 Volumetric Lighting] | * [http://web.archive.org/web/20160906193301/http://source-tutorials.yolasite.com:80/lighting-tutorial.php Lighting Tutorial] - Covers entities & variables with examples {{Archived|date=6 September, 2016}} | ||
* [http://web.archive.org/web/20101124123030/http://www.editlife.net/tutorial.php?tutid=15 Quadratic/Linear/Constant in Lights] {{Archived|date=24 November, 2010}} | |||
* [http://source-tutorials. | *[http://web.archive.org/web/20080120193849/http://www.sdknuts.net:80/akg/?sdk=tutlights HDR/Shaped Light/Burning Light/Darkness/Sun/Volumetric] {{Archived|date=20 January, 2008}} | ||
* [http://www.editlife.net/ | |||
*[http://www.sdknuts.net/akg/?sdk=tutlights HDR/Shaped Light/Burning Light/Darkness/Sun/Volumetric] | |||
[[Category:Level Design]] | [[Category:Level Design]] | ||
[[Category:Hubs]] | |||
[[Category:Lighting|*]] |
Latest revision as of 04:15, 30 May 2025
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Lighting refers to all systems in Source which light up a level to make it look realistic. There are many areas of knowledge about lighting that a source level designer should know, most of which are accessible through this page.
Guides
- Adding Light - A beginners tutorial on how to set up a basic light entity.
- Intermediate Lighting - A tutorial dealing with all the light sources in more detail.
- Advanced Lighting - Additional information about lighting.
- Constant-Linear-Quadratic Falloff - An easy-to-read explanation of the old C-L-Q light attenuation system.
- HDR - High Dynamic Range Lighting.
Types
Static Light Sources

- light
- A static, omni-directional point light source. (e.g. a naked light bulb or flame.)
- light_spot
- A static, uni-directional point light source. (e.g. a torch or flashlight) The conical beam angle cannot exceed 90°.
- light_environment
- Provides two linked light sources:
- A diffuse 'ambient' light (representing reflected light from clouds and the atmosphere in general) that emits from all skybox surfaces
- A directional 'brightness' light (representing sunlight or moonlight) that is only cast in a single direction.
- Both are emitted from the
toolsskybox
andtoolsskybox2d
materials wherever they are used in a map. See also Skybox. - env_particlelight
- Illuminates particles produced by env_smokestack. Particles are not affected by normal lighting. Use (no more than) two of these to make
env_smokestack
particles appear to reflect ambient lighting. - light_directional (in all games since
)(also in
)
- Essentially a second (or third, or…) one of the direct light from
light_environment
. Likelight_environment
's direct light, it is emitted only from brush faces textured withtoolsskybox
. Unlikelight_environment
, it can be toggled or use lightstyles without significant bugs. - Glowing Textures
- Any brush surfaces with a light-emitting material (as defined in a RAD file, either the one in your mod directory or the one in
sourcesdk/bin/
) applied will cast volumetric light in a 180° cone.
Static Light Receivers
- Brushes
- The "Lightmap Scale" tool in the Hammer Face Edit Dialog can be used to control how sharp or diffuse the lightmap of a brush surface will be—an effect most noticeable between areas of high contrast, e.g. shadows. Note that, while adding extra light sources will not significantly affect performance, decreasing lightmap scale (i.e., increasing resolution) will more directly increase map file size and memory usage.
- prop_static
- Unlike other model entities,
prop_static
s are lit statically: a lighting value is stored for every vertex, and the model's collision mesh (or, optionally, reference mesh) is used to calculate lightmap shadows. - There are the following options:
disableshadows
- Do not cast lightmap shadowsdisablevertexlighting
- Only store a single lighting value for the entire modeldisableselfshadowing
- Prevents the entity from casting shadows on itselfignorenormals
- Ignores normals of vertex data to calculate lighting. This is extremely useful for foliage and other thin types of vertex meshes.generatelightmaps
(only in) - Allows the props to use lightmaps (like world brushes) if VRAD is run with
-StaticPropLighting
and the prop is not bumpmapped. Lightmap resolution can be configured withlightmapresolutionx
andlightmapresolutiony
. Can also be manually defined with the $lightmap shader parameter, including on non-static props.
Warning:There are a number of caveats related to lighting on prop_static. See its page for detailed info.
- All non-internal brush entities (in all games since
)
- Use the
vrad_brush_cast_shadows
keyvalue to allow them to cast lightmap shadows. Might be !FGD in some games and/or on some entities.
Dynamic Light Sources

- light_dynamic
- A simple, uni-directional dynamic light that can be moved, turned, and adjusted.
- point_spotlight
- A dynamic spotlight beam effect, with an optional dynamic light source where it hits a surface.
- npc_spotlight
- A spotlight NPC, similar to
point_spotlight
, but with the capability of tracking targets. - env_projectedtexture
- A dynamic light that lights with a texture rather than a solid color and "subtracts" realistic dynamic shadows. Affects all surfaces that can accept lighting, and is used for the player's flashlight in
Half-Life 2: Episode Two .
- In games since
Portal 2, most visible dynamic entities can have texture projection disabled with the
disableflashlight
keyvalue, and they can have it toggled at runtime with the EnableReceivingFlashlight and DisableReceivingFlashlight inputs. Their shadow-casting behavior, however, must be controlled separately (see under Dynamic Shadows). In earlier games, this behavior can still be controlled via theEF_NOFLASHLIGHT
effect flag (see below).
- In games since
- Effect flags !FGD
- Most entities with an origin KV can have EF_BRIGHTLIGHT or EF_DIMLIGHT applied to them to have them radiate dynamic light of the appropriate brightness.
Dynamic Shadows





info_no_dynamic_shadow
to get around this problem if you encounter it. CSM does not have this issue.
env_projectedtexture
-based effects).

- shadow_control
- Point entity used to control Dynamic shadow projections for the entire map, including maximum distance cast, direction cast, and sharpness/diffuseness.
- env_cascade_light
- Point entity used to control Dynamic shadow projections casted via the tools/toolsskybox texture. Uses Cascade Shadow Map technique. (only in
)
- info_no_dynamic_shadow
- Point entity used to list brush surfaces that should not receive Dynamic shadows.
- Most dynamic visible entities
- Have a
shadowcastdist
keyvalue to override how far these objects cast Dynamic shadows, adisableshadows
keyvalue to control whether they cast Dynamic shadows, and EnableShadow and DisableShadow inputs to control Dynamic shadows cast by them. In games sincePortal 2, they also have
disableshadowdepth
to prevent them casting shadows fromenv_projectedtexture
. - Effect flags !FGD
- Most entities can have various effect flags applied to them to regulate many of the same effects as the aforementioned keyvalues, even if they don't have those keyvalues in your version of Source.
Tyndall Effects
Tyndall effects are caused by light scattering on suspended (colloid) particles in a transparent medium. E.g., car headlights in fog.
- Halo (Glow Sprite) effects :
- env_sprite - entity used to create omni-directional glow or flare effects.
- env_lightglow - an asymmetrical glow (for areas of contrasting light).
- env_sun - adds a bright haloed spot to the Skybox to represent the position of the Sun or Moon.
- Lightbeam (Volumetric Light) effects :
- Brush texture :
models/effects/vol_light001
- Brush texture :
models/effects/vol_light002
- Model :
models/Effects/vol_light.mdl
- use with prop_static.
- Brush texture :
- See also Render Modes for sprites, particularly World Space Glow.
Common Values
Brightness | |
---|---|
Car Headlights | 231 223 192 |
Combine lamp | 147 226 240 |
Tungsten bulb | 254 216 146 |
Fire | 254 174 10 |
Fluorescent tube (cold) | 159 237 215 |
Flourescent tube (warm) | 255 245 145 |
For values to accompany the stock skybox materials, see Sky List.
Notes
- Naming a static light makes it more expensive. Only name lights when you need to. Multiple lights sharing the same name are cheaper than lights with separate names.
- light_dynamic is especially expensive and will not even show up on some systems
- The basic light entities do not come with a visible representation (e.g. a lightbulb). For that, you need a prop. See HL2 Light Props for a list.
- The basic light entities do not come with a "glow" as you'd expect to see in a foggy or misty area. To provide this, either compile and run the map with HDR enabled, or add a point_spotlight (with dynamic lighting off unless needed), env_lightglow, or env_sprite entity.
- Maps will not be lit unless you run VRAD (or equivalent). VRAD will not run properly and will not calculate realistic light bounces unless the level is free of leaks.
- Moving brushed-based objects will not change the way they are lit. Their lighting will be calculated only according to their positions in Hammer. (e.g. a brush in a dark room will not become bright if it is brought into a bright room.)
- Light can be reflected off surfaces during compile, indirectly illuminating the environment around them. See $reflectivity.
Console Commands
- mat_fullbright <0-2>
0
is normal lighting.1
is 'full bright' lighting, where everything is 100% lit. This will be enabled by default if there's no lighting data on the map (BSP), or the map was compiled for HDR lighting only and HDR is disabled.2
has been introduced with the Orange Box and is 'lighting only'. It replaces all $basetextures with a colorless monotone, allowing you to see exactly what is lit, where, and probably how. Ignored for materials with $no_fullbright.
See also
- HL2 Light Props
- Color theory (level design)
- Light entities - A list of light entities.
- Intermediate Lighting
- Advanced Lighting
- Window lighting - How to simulate refracted sunlight through openings.
- Light editor
External links
- Understanding and Using Lightmaps (Archived version retrieved on 26 August, 2007)
- Volumetric Lighting (Archived version retrieved on 24 August, 2007)
- Lighting Tutorial - Covers entities & variables with examples (Archived version retrieved on 6 September, 2016)
- Quadratic/Linear/Constant in Lights (Archived version retrieved on 24 November, 2010)
- HDR/Shaped Light/Burning Light/Darkness/Sun/Volumetric (Archived version retrieved on 20 January, 2008)