Lightmap (Source 2): Difference between revisions

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{{tabsBar|main=gs2|base=Lightmap}}
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A '''lightmap''' is a generated [[texture]] applied to [[mesh]] faces to simulate [[lighting]]. The color values in the surface's [[albedo]] are multiplied by the color values in its lightmap.
Lightmaps are created by [[VRAD (Source 2)|VRAD3]] (formerly VRAD2) each time a map is compiled.
:In {{src2|4}}, individual faces can be biased, giving them priority over other faces. The actual scale is dictated by total lightmap resolution, which is controlled separately.   
:In {{src2|4}}, individual faces can be biased, giving them priority over other faces. The actual scale is dictated by total lightmap resolution, which is controlled separately.   
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{{note|Lightmaps in Source 2 are 512x512 each. For example, compiling lighting at 8192 resolution compile (currently the maximum [[VRAD3]] permits) will actually create 256 lightmaps (16x16).}}
{{note|Lightmaps in Source 2 are 512x512 each. For example, compiling lighting at 8192 resolution compile (currently the maximum [[VRAD3]] permits) will actually create 256 lightmaps (16x16).}}
{{note|{{src2|4.1}} generates lightmaps for all static meshes.}}
{{note|{{src2|4.1}} generates lightmaps for all static meshes.}}
{{important|Unlike Source 1, mesh entities in Source 2 are never lightmapped; in order to get proper lighting on mesh entities, lightprobes must be built.}}

Latest revision as of 04:18, 23 April 2025

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A lightmap is a generated texture applied to mesh faces to simulate lighting. The color values in the surface's albedo are multiplied by the color values in its lightmap.

Lightmaps are created by VRAD3 (formerly VRAD2) each time a map is compiled.

In Source 2 Source 2, individual faces can be biased, giving them priority over other faces. The actual scale is dictated by total lightmap resolution, which is controlled separately.
Note.pngNote:Lightmaps in Source 2 are 512x512 each. For example, compiling lighting at 8192 resolution compile (currently the maximum VRAD3 permits) will actually create 256 lightmaps (16x16).
Note.pngNote:Source 2 Source 2 generates lightmaps for all static meshes.
Icon-Important.pngImportant:Unlike Source 1, mesh entities in Source 2 are never lightmapped; in order to get proper lighting on mesh entities, lightprobes must be built.