Intermediate Lighting: Difference between revisions

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m (→‎[[light_environment]]: copied entity description from the enteties page, Any changes to make descrption relevance higher should be placed here)
m (added description to all lights, any changes must be made so that the information is more relevant to lightning techniques)
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==[[light_spot]]==
==[[light_spot]]==
{{todo|add details}}{{clr}}
 
A cone-shaped, invisible light source. Can be turned on and off through inputs, though switchable lights may cause lightmap errors. This is a static spotlight that can be pointed at another entity.
 
{{note|When using this entity, it is often necessary to turn the brightness value up significantly for the effects of the light to be visible. Values of 3000-4000 are sometimes necessary for light sources like streetlights.}}


==[[light_dynamic]]==
==[[light_dynamic]]==
{{todo|add details}}{{clr}}
An invisible light source that changes over time. Can be turned on and off through inputs, and can aim at any object, including moving ones. Dynamic lights are calculated on the fly in the game, which means they have a higher processing cost but are much more flexible than static lighting.


{{note|This entity actually consists of two lights, a cone model light and a spot world light.  Some values may affect one and not the other.}}
==[[light_environment]]==
==[[light_environment]]==
The '''light_environment''' entity is a light controller, that casts directional lighting from the [[skybox]]. This is to approximate the light cast from the Sun.
The '''light_environment''' entity is a light controller, that casts directional lighting from the [[skybox]]. This is to approximate the light cast from the Sun.

Revision as of 02:44, 8 June 2006

Stub

This article or section is a stub. You can help by expanding it.

Introduction

Template:Int lvl design

This tutorial will cover the more advanced lighting techniques used in Source maps. If you are new to lighting in Hammer, you may want to read the basic light tutorial first.

Todo: Flesh it all out

Light Entities

This is a list and rundown of each entity you can use to cast physical light.

Todo: add more entities

light

Light.png

An invisible light source. Can be turned on and off through inputs. The light entity is basic yet essential to almost every map.

light_spot

A cone-shaped, invisible light source. Can be turned on and off through inputs, though switchable lights may cause lightmap errors. This is a static spotlight that can be pointed at another entity.

Note.pngNote:When using this entity, it is often necessary to turn the brightness value up significantly for the effects of the light to be visible. Values of 3000-4000 are sometimes necessary for light sources like streetlights.

light_dynamic

An invisible light source that changes over time. Can be turned on and off through inputs, and can aim at any object, including moving ones. Dynamic lights are calculated on the fly in the game, which means they have a higher processing cost but are much more flexible than static lighting.

Note.pngNote:This entity actually consists of two lights, a cone model light and a spot world light. Some values may affect one and not the other.

light_environment

The light_environment entity is a light controller, that casts directional lighting from the skybox. This is to approximate the light cast from the Sun. The first keyvalue, Brightness, controls direct lighting. This approximates direct sunlight. The second keyvalue, Ambient, controls indirect lighting from the sky. This is the diffuse light the is cast on every face that can "see" the sky.

If you don't want to come up with your own values for this entity, the values used in the official Valve games for each skybox, are given here.

Normally, only one light_environment entity is required per VMF file. A 3D Skybox requires placement of an extra light_environment. If multiple light_environment entities are placed, Vrad uses the keyvalues from the first placed light_environment to calculate the lighting.

Related Items

This is a list of all the topics related to lighting itself but don't emit light.

Todo: add more items

env_lightglow

Todo: add details

shadow_control

Todo: add details

Lightmaps

Todo: add details + write article at link

Glowing Textures

Todo: add details + write article at link

Vrad

Todo: add details

Techniques

This covers how to use the mentioned items to create effective lighting.

Static Vs Dynamic

Todo: discuss satic Vs Dynamic light, how and why

Creating a true light source

Todo: talk about creating places for your light to come from and realistic sources

Conclusion

This covers the base of all lighting effects. Any lighting affect that can be achived is a mixture of all or some of these effects.

Todo: create nav bar