Volumetric lighting: Difference between revisions
Jump to navigation
Jump to search

No edit summary |
|||
| Line 42: | Line 42: | ||
|} | |} | ||
==Using models/textures to fake volumetric lighting== | |||
{| border="0" cellpadding="4" | |||
! !! Using vollight_stainedglass.mdl !! | |||
|[[File:Fakemdl vol mviever.png|500px|thumb|center|Model in Hammer]] | |||
|[[File:Mdlvoludem.png|500px|thumb|center|Model in engine]] | |||
|} | |||
== See also == | == See also == | ||
*[[Env volumetric fog volume]] | *[[Env volumetric fog volume]] | ||
Revision as of 11:42, 16 January 2024
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-made software running on
Source that supports Volumetric Lighting is
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 have support for Volumetric lighting by default
Media
Native Support
Source
Source 2
| Game | Supports |
|---|---|
| YES | |
| YES |
Using models/textures to fake volumetric lighting
| Using vollight_stainedglass.mdl |
|---|