Volumetric lighting: Difference between revisions

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'''Volumetric lighting''', also known as "God rays", is used to add lighting effects(mainly FOG), to the world.
'''Volumetric lighting''', also known shorthand as "God rays", is a lighting technique meant to simulate light bouncing off fog or dust particles in the air, such as a warehouse or foggy beach. It makes the player see beams of light shining from the sun or other light sources. Currently, the only {{valve|4}}-made software running on {{Source|4}} that supports Volumetric Lighting is {{sfm|4}}, however [[Strata Source|some third-party engines]] incorporate volumetric lighting into {{ent|env_projectedtexture}}. If the game you are making maps for doesn't support volumetric lighting, you can use some workarounds seen [[WiseVol|here]].
It makes the player see beams of light shining from the sun or other light sources. Currently the only official {{valve|4}} made {{src|4}} branch that has support for volumetric lighting is {{sfm|4}}, however [[Strata|some third-party engines]] incorporate volumetric lighting into {{ent|env_projectedtexture}} If the game you are making maps for doesn't support volumetric lighting but you still want to add some to you map you can use some trick to get around it like [[WiseVol| This]].


Also most versions of {{src2|4}} has full support for volumetric lighting.
Most versions of {{Source2|4}} have support for Volumetric lighting by default


==Media==
==Media==
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| {{sfm|4}} || YES
| {{sfm|4}} || YES
|-
|-
| {{strata|4}} || YES
| {{strata|4}} || YES ({{ent|env_projectedtexture}})
|-
|-
| {{apex|4}} || {{N/A}}
| {{apex|4}} || {{N/A}}

Revision as of 11:07, 16 January 2024

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Volumetric lighting, also known shorthand as "God rays", is a lighting technique meant to simulate light bouncing off fog or dust particles in the air, such as a warehouse or foggy beach. It makes the player see beams of light shining from the sun or other light sources. Currently, the only Valve Valve-made software running on Source Source that supports Volumetric Lighting is Source Filmmaker Source Filmmaker, however some third-party engines incorporate volumetric lighting into env_projectedtexture. If the game you are making maps for doesn't support volumetric lighting, you can use some workarounds seen here.

Most versions of Source 2 Source 2 have support for Volumetric lighting by default

Media

Volumetric lighting in SFM
Todo: alien swarm deferred
Todo: hl alyx

Support

Source Source

Game Supports
Source 2004 Source 2004
Source 2006 Source 2006
Source 2007 Source 2007
Source 2009 Source 2009/Source Multiplayer Source Multiplayer
Source 2013 Source 2013
Half-Life: Source Half-Life: Source
Day of Defeat: Source Day of Defeat: Source
Half-Life 2 Half-Life 2
Half-Life 2: Episode One Half-Life 2: Episode One
Half-Life 2: Episode Two Half-Life 2: Episode Two
Alien Swarm Alien Swarm
Alien Swarm: Reactive Drop Alien Swarm: Reactive Drop
Half-Life Deathmatch: Source Half-Life Deathmatch: Source
Half-Life 2: Deathmatch Half-Life 2: Deathmatch
Half-Life 2: Lost Coast Half-Life 2: Lost Coast
Counter-Strike: Source Counter-Strike: Source
Team Fortress 2 Team Fortress 2
Portal Portal
Left 4 Dead Left 4 Dead
Left 4 Dead 2 Left 4 Dead 2
Portal 2 Portal 2
NO
Black Mesa Black Mesa YES
Alien Swarm Deferred Alien Swarm Deferred YES
Source Filmmaker Source Filmmaker YES
Strata Source Strata Source YES (env_projectedtexture)
Apex Legends Apex Legends N/A

Source 2 Source 2

Game Supports
Half-Life: Alyx Half-Life: Alyx YES
Counter-Strike 2 Counter-Strike 2 YES

See also

External links

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