This article's documentation is for anything that uses the Source engine. Click here for more information.

Adding Light: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
m (Nesciuse moved page Adding Light/en to Adding Light without leaving a redirect: Move en subpage to basepage)
 
(44 intermediate revisions by 25 users not shown)
Line 1: Line 1:
[[Category:Level Design]][[Category:Tutorials]]
{{LanguageBar}}
{{first room menu}}
{{Source topicon}}
Now we'll add some lighting to the room. if no lights are placed,
{{First room menu}}
the map will be evenly lit automaticly when it is loaded in the game.


Pick the light entity from the entity list in the Object Toolbar.
Now we’ll '''add some lighting''' to the room. If no lights are placed your map will automatically be lit “fullbright” when it is loaded in the game, but as you’ll have noticed this is hardly ideal. Creating lights will make your map look far more realistic.


[[Image:hammer_picklight.jpg]]
{{Note|In order to see lighting in a map which was previously loaded in the game ''without'' lights, you may need to open the [[developer console]] and set {{Command|mat_fullbright|0}}.}}


Pick the light entity from the drop-down list.
# Activate the {{hammer entity}} (lights are entities too) and pick {{ent|light}} from [[:File:Hammer picklight.jpg|the drop-down list in the Object Toolbar]]. This is the most basic light of them all, and it shines all around from an invisible source. Place one in the center of the ceiling now by clicking in the 3D view:<p>[[File:Hammer placelight.png|400px|Place the {{ent|light}}.]]</p>
# We are now going to edit the color and brightness of this light. Switch back to the {{hammer select}}, then double-click on the <tt>light</tt> entity in the 3D View to open the Object Properties dialog. To bring up the settings for the light’s brightness, find and click on the <tt>Brightness</tt> field in the [[Keyvalue]]s list.
# While you could type a color into the new text box directly, it’s better to use Hammer’s built-in dialog by clicking the ''Pick color'' button, just beneath the text box:<p>[[File:Hammer pickbrightness.png|400px|Select the <tt>Brightness</tt> field, then click the ''Pick color'' button.]]</p>
# The ''Color'' dialog will now appear, letting us change the color of the light.
## Change the hue and saturation of the color by clicking in the square color spectrum area on the right.
## Because luminance is set to max, the color will still be white. Lower the luminance to change the color from bright white to something of the hue you picked. You can see how the color changes in the preview square at the bottom of the dialog to something more colorful, instead of white.
## Click the ''OK'' button to confirm your choice:<p>[[File:Hammer setcolor.png|400px|Change the hue/saturation and luminance of the light, then click ''OK''.]]</p>
# We have now set the color of the light, but this has not affected its intensity. The color is described by the first three numbers of the Brightness setting, leaving the brightness value itself as the fourth number. Mark this number (currently <tt>200</tt>) with the mouse, and enter <code>800</code> instead, to have the light shine four times as intensely: <p>[[File:Hammer setcolor800.png|400px|Raise the brightness of the light by increasing this number, then click ''Apply''.]]</p> {{Tip|If you want your light to shine in a different color under [[High Dynamic Range]] lighting, edit the <tt>BrightnessHDR</tt> or <tt>BrightnessScaleHDR</tt> settings. This is generally used to balance out the richer colors that HDR generates.}}
# Now that we’ve made changes to the light’s parameters, hit the ''Apply'' button to commit them. The color of the light’s icon will change to the color you have selected for it.


In the 3D View, click on the ceiling, near the center, to place the light entity as shown.
== Results ==
When you compile your map, you will see a sphere of light projected onto the walls that is brightest near to your light entity and darkest further away. Remember to disable {{Command|mat_fullbright}} if necessary!


[[Image:hammer_placelight.jpg]]
Your light won’t have a visual source, however—it just appears from nowhere. You’ll be able to fix this in the next article.


Place the light by clicking on the ceiling in the 3D View.
== See also ==
* [[Intermediate Lighting]]
* [[Advanced Lighting]]


Switch back to the Selection Tool.
=== Light Entities ===
* {{ent|light}} — A basic, omnidirectional light source.
* {{ent|light_spot}} — A directed light that shines in a cone.
* {{ent|light_environment}} — The controller for global light cast from a [[skybox]].
* {{ent|light_dynamic}} — A dynamic light source that can be changed and moved in-game.
* {{ent|env_projectedtexture}} — A dynamic light source like a <tt>light_dynamic</tt>, but it can also cast proper dynamic shadows.  


Open the Object Properties dialog for the light entity by double-clicking on it in the 3D View.
{{Navbar|Creating Brush Entities|Your First Map|Adding Prop Models}}
 
[[Category:Level Design]]
[[Image:hammer_openprop_sm.jpg]]
[[Category:Lighting]]
 
[[Category:Tutorials]]
Double-click an object in the 3D View to open the Object Properties dialog.
 
Now we'll edit the characteristics of the light.
 
In the Object Properties dialog, pick the Brightness field. Then click the Pick Color button.
 
[[Image:hammer_pickbrightness.gif]]
 
Select the Brightness field, then click the Pick Color button.
 
The Color dialog will now appear, letting us change the color of the light:
 
# First, click in the color spectrum area, and pick a light blue color for the hue.
# Next we need to alter the luminance, to change the color from bright white to a more blue-ish value. You can see how it changes the preview square at the bottom of the dialog to a sky blue color, instead of white.
# Then Click the OK button to confirm your color choice.
 
[[Image:hammer_setcolor.gif]]
Change the Hue and Luminance of the light, then press OK.
 
So, we set the color of the light, now we need to change the intensity of the light (how bright it is). The fourth number in the Brightness field is the intensity.
 
Select the number 200 with the mouse, and change it to 800, as shown here.
 
Now that we've made changes to the parameters, we need to apply them to the light entity. Hit the Apply button to commit the changes.
 
[[Image:hammer_setcolor800.jpg]]
 
Raise the brightness of the light by increasing this number, then click Apply.
 
Now onto [[Adding Prop Models]]!
 
==See also==
*Types of lights: [[light]], [[light_environment]], [[light_dynamic]], [[light_spot]]

Latest revision as of 03:58, 12 July 2024

English (en)Français (fr)日本語 (ja)Português do Brasil (pt-br)Русский (ru)中文 (zh)Translate (Translate)

Now we’ll add some lighting to the room. If no lights are placed your map will automatically be lit “fullbright” when it is loaded in the game, but as you’ll have noticed this is hardly ideal. Creating lights will make your map look far more realistic.

Note.pngNote:In order to see lighting in a map which was previously loaded in the game without lights, you may need to open the developer console and set mat_fullbright 0.
  1. Activate the Entity tool Mt-entities.png (lights are entities too) and pick light from the drop-down list in the Object Toolbar. This is the most basic light of them all, and it shines all around from an invisible source. Place one in the center of the ceiling now by clicking in the 3D view:

    Place the light.

  2. We are now going to edit the color and brightness of this light. Switch back to the Selection tool Hammer select.png, then double-click on the light entity in the 3D View to open the Object Properties dialog. To bring up the settings for the light’s brightness, find and click on the Brightness field in the Keyvalues list.
  3. While you could type a color into the new text box directly, it’s better to use Hammer’s built-in dialog by clicking the Pick color button, just beneath the text box:

    Select the Brightness field, then click the Pick color button.

  4. The Color dialog will now appear, letting us change the color of the light.
    1. Change the hue and saturation of the color by clicking in the square color spectrum area on the right.
    2. Because luminance is set to max, the color will still be white. Lower the luminance to change the color from bright white to something of the hue you picked. You can see how the color changes in the preview square at the bottom of the dialog to something more colorful, instead of white.
    3. Click the OK button to confirm your choice:

      Change the hue/saturation and luminance of the light, then click OK.

  5. We have now set the color of the light, but this has not affected its intensity. The color is described by the first three numbers of the Brightness setting, leaving the brightness value itself as the fourth number. Mark this number (currently 200) with the mouse, and enter 800 instead, to have the light shine four times as intensely:

    Raise the brightness of the light by increasing this number, then click Apply.

    Tip.pngTip:If you want your light to shine in a different color under High Dynamic Range lighting, edit the BrightnessHDR or BrightnessScaleHDR settings. This is generally used to balance out the richer colors that HDR generates.
  6. Now that we’ve made changes to the light’s parameters, hit the Apply button to commit them. The color of the light’s icon will change to the color you have selected for it.

Results

When you compile your map, you will see a sphere of light projected onto the walls that is brightest near to your light entity and darkest further away. Remember to disable mat_fullbright if necessary!

Your light won’t have a visual source, however—it just appears from nowhere. You’ll be able to fix this in the next article.

See also

Light Entities

  • light — A basic, omnidirectional light source.
  • light_spot — A directed light that shines in a cone.
  • light_environment — The controller for global light cast from a skybox.
  • light_dynamic — A dynamic light source that can be changed and moved in-game.
  • env_projectedtexture — A dynamic light source like a light_dynamic, but it can also cast proper dynamic shadows.