Volumetric lighting: Difference between revisions
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==Using models/textures to fake volumetric lighting== | ==Using models/textures to fake volumetric lighting== | ||
<div style=width:100%;overflow:scroll> | |||
{| border="0" cellpadding="4" | {| border="0" cellpadding="4" | ||
! !! Using vollight_stainedglass.mdl !! | ! !! Using vollight_stainedglass.mdl !! | ||
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|[[File:Mdlvoludem.png|500px|thumb|center|Model in engine]] | |[[File:Mdlvoludem.png|500px|thumb|center|Model in engine]] | ||
|} | |} | ||
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== See also == | == See also == | ||
*[[Env volumetric fog volume]] | *[[Env volumetric fog volume]] |
Revision as of 13:45, 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 |