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{{this is a|QC command|name=$illumposition}} It sets the lighting origin for the model, relative to its origin.
{{this is a|QC command|name=$illumposition}} It sets the lighting (and cubemap) origin for the model, relative to its origin.


When illuminating an [[CBaseAnimating|animated or moving model]] in the engine, the lighting calculations are only done for the two brightest light sources, via the [[BSP (Source)#Worldlights|worldlights lump]].  All the other lights, as well as bounced light from the environment, are taken from a single [[ambient cube]].
When illuminating an [[CBaseAnimating|animated or moving model]] in the engine, the lighting calculations are only done for the two brightest light sources, via the [[BSP (Source)#Worldlights|worldlights lump]].  All the other lights, as well as bounced light from the environment, are taken from a single [[ambient cube]].


You can optionally specify a bone name for the illum position. If you do, the position specified will be interpreted as being relative to the specified bone.
You can optionally specify a bone name for the illum position. If you do, the position specified will be interpreted as being relative to the specified bone.
{{confirm|If a bone is specified, is the illumposition still a static point on the model, or does it move with the bone in-game?}}


{{note|$illumposition can be overridden per-entity on most entities (including [[prop_static]]) by using the {{code|lightingorigin}} [[KV]].}}
{{note|$illumposition can be overridden per-entity on most entities (including [[prop_static]]) by using the {{code|lightingorigin}} [[KV]].}}
{{important|The default illumposition is ''not'' the origin of the model, but rather the center of the actual model, based upon the first [[$sequence|sequence]].}}
{{confusion|The default illumposition is ''not'' the origin of the model, but rather the center of the actual model geometry, based upon the first [[$sequence|sequence]].}}
{{note|While illumposition is not used for actual lighting on [[VHV|per-vertex lit]] and [[PPL|lightmaped]] static props, it is still used for dictating which {{ent|env_cubemap}} to use.}}


== Syntax ==
== Syntax ==
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== See also ==
== See also ==
* [[prop_static]]
* {{ent|info_lighting}}


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Latest revision as of 11:15, 21 November 2025

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$illumposition is a QC command available in all Source Source games. It sets the lighting (and cubemap) origin for the model, relative to its origin.

When illuminating an animated or moving model in the engine, the lighting calculations are only done for the two brightest light sources, via the worldlights lump. All the other lights, as well as bounced light from the environment, are taken from a single ambient cube.

You can optionally specify a bone name for the illum position. If you do, the position specified will be interpreted as being relative to the specified bone.

Confirm:If a bone is specified, is the illumposition still a static point on the model, or does it move with the bone in-game?
Note.pngNote:$illumposition can be overridden per-entity on most entities (including prop_static) by using the lightingorigin KV.
Warning.pngRisk of Confusion:The default illumposition is not the origin of the model, but rather the center of the actual model geometry, based upon the first sequence.
Note.pngNote:While illumposition is not used for actual lighting on per-vertex lit and lightmaped static props, it is still used for dictating which env_cubemap to use.

Syntax

$illumposition (x) (y) (z) [optional bone name]

Examples

$illumposition 0.000 0.048 -0.115
$illumposition 0.000 9.21 4.00 ValveBiped.Bip01_Pelvis

See also