$rimlight: Difference between revisions
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Note:Requires $phong to be set to 1. Phong shading is only available with VertexLitGeneric.
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[[Image:Heavy_rim.jpg|thumb|Example of rim lighting in use on the TF2 Heavy.]] | [[Image:Heavy_rim.jpg|thumb|Example of rim lighting in use on the TF2 Heavy.]] | ||
The '''<code>$rimlight</code>''' [[VMT]] command adds a rim light to the model that appears to come indirectly from the environment. The color of the rim light is directly influenced by [[Ambient light]]. | The '''<code>$rimlight</code>''' {{EP2 add}} [[VMT]] command adds a rim light to the model that appears to come indirectly from the environment. The color of the rim light is directly influenced by [[Ambient light]]. | ||
{{note|Requires [[$phong]] to be set to 1. Phong shading is only available with [[VertexLitGeneric]].}} | {{note|Requires [[$phong]] to be set to 1. Phong shading is only available with [[VertexLitGeneric]].}} | ||
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== Additional parameters == | == Additional parameters == | ||
; <code>$rimexponent <[[int]]></code> | ; <code>$rimexponent <[[int]]></code> {{EP2 add}} | ||
: Exponent for phong component of rim lighting. The rim exponent defines the "tightness" of the highlight. A higher exponent results in a smaller, tighter highlight while a lower exponent results in a broader flatter one. | : Exponent for phong component of rim lighting. The rim exponent defines the "tightness" of the highlight. A higher exponent results in a smaller, tighter highlight while a lower exponent results in a broader flatter one. | ||
; <code>$rimboost <[[int]]></code> | ; <code>$rimboost <[[int]]></code> {{EP2 add}} | ||
: Boost for ambient cube component of rim lighting. | : Boost for ambient cube component of rim lighting. | ||
;<code>$rimmask <[[texture]]></code> | ;<code>$rimmask <[[texture]]></code> {{EP2 add}} | ||
: {{TODO|Needs documentation.}} | : {{TODO|Needs documentation.}} | ||
Revision as of 02:01, 13 August 2010
The $rimlight
Template:EP2 add VMT command adds a rim light to the model that appears to come indirectly from the environment. The color of the rim light is directly influenced by Ambient light.

Todo: Explain similarities and differences of Phong Fresnel ranges.
VMT syntax
$rimlight <bool>
VertexLitGeneric { $phong 1 $bumpmap <texture> $phongexponent 5 // either/or $phongexponenttexture <texture> // either/or $phongboost 1.0 $phongfresnelranges "[0 0.5 1]" $rimlight 1 $rimlightexponent 2 $rimlightboost .2 }
Additional parameters
$rimexponent <int>
Template:EP2 add- Exponent for phong component of rim lighting. The rim exponent defines the "tightness" of the highlight. A higher exponent results in a smaller, tighter highlight while a lower exponent results in a broader flatter one.
$rimboost <int>
Template:EP2 add- Boost for ambient cube component of rim lighting.
$rimmask <texture>
Template:EP2 add- Todo: Needs documentation.