Volumetric lighting: Difference between revisions
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Note:On DirectX 9, volumetric lighting on Old Engine was slightly less visible compared to using DX8 level. However, the volumetric lighting on New Engine DX9 was even less visible (or nearly invisible) compared to Old Engine's DX9. This is likely due to a bug (or changes to the lighting) on Source 2007 and later.[1][2]
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SirYodaJedi (talk | contribs) m (Reverted edits by SirYodaJedi (talk) to last revision by Kr0tchet) Tag: Rollback |
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'''Volumetric | '''Volumetric lighting''' 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 [[List_of_third-party_Source_games|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]]. | ||
Most {{Source2|4}} games have support for Volumetric | Most {{Source2|4}} games have support for Volumetric lighting by default. | ||
==Media== | ==Media== | ||
<div style=width:100%;overflow:auto> | <div style=width:100%;overflow:auto> | ||
{| border="0" cellpadding="5" | {| border="0" cellpadding="5" | ||
|[[File:Sfm volumetrics.png|380px|thumb|center|Volumetric | |[[File:Sfm volumetrics.png|380px|thumb|center|Volumetric lighting in Source Filmmaker]] | ||
|[[File:Deferred volumetrics.png|380px|thumb|center|Volumetric | |[[File:Deferred volumetrics.png|380px|thumb|center|Volumetric lighting in Alien Swarm Deferred]] | ||
|[[File:Des_volumetrics.png|380px|thumb|center|Volumetric | |[[File:Des_volumetrics.png|380px|thumb|center|Volumetric lighting in Portal 2: Desolation]] | ||
|[[File:Hlvr-sfm-volumetrics.png|380px|thumb|center|Volumetric | |[[File:Hlvr-sfm-volumetrics.png|380px|thumb|center|Volumetric lighting in Half Life Alyx]] | ||
|} | |} | ||
</div> | </div> | ||
<div align="center" style=width:100%;overflow:auto> | <div align="center" style=width:100%;overflow:auto> | ||
{| border="0" cellpadding="4" | {| border="0" cellpadding="4" | ||
|[[File:volumetric_projected_texture_p2ce.jpg|400px|thumb|center|Volumetric | |[[File:volumetric_projected_texture_p2ce.jpg|400px|thumb|center|Volumetric lighting in Portal 2: Community Edition]] | ||
|} | |} | ||
</div> | </div> | ||
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|} | |} | ||
==Using models/textures to fake | ==Using models/textures to fake volumetric lighting== | ||
<div style=width:100%;overflow:auto> | <div style=width:100%;overflow:auto> | ||
{| border="0" cellpadding="4" | {| border="0" cellpadding="4" | ||
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</div> | </div> | ||
{{Note|On [[DirectX Versions|DirectX]] 9, | {{Note|On [[DirectX Versions|DirectX]] 9, volumetric lighting on Old Engine was slightly less visible compared to using DX8 level. However, the volumetric lighting on New Engine DX9 was even less visible (or nearly invisible) compared to Old Engine's DX9. This is likely due to a bug (or changes to the lighting) on Source 2007 and later.{{Cite|1}}{{Cite|2}}}} | ||
{| class=standard-table | {| class=standard-table | ||
! !! Old Engine !! New Engine ({{src13|name}}) | ! !! Old Engine !! New Engine ({{src13|name}}) | ||
|- | |- | ||
| DirectX 8.1 (and earlier) || [[File:Trainstation volumetric DX81 Source 2006.jpg|Volumetric | | DirectX 8.1 (and earlier) || [[File:Trainstation volumetric DX81 Source 2006.jpg|Volumetric lighting on Old Engine - DirectX 8.1 ({{code|dxlevel 81}})|512px]] || [[File:Trainstation volumetric DX81 Source 2013.jpg|Volumetric lighting on New Engine - DirectX 8.1 ({{code|dxlevel 81}})|512px]] | ||
|- | |- | ||
| DirectX 9.0+ || [[File:Trainstation volumetric DX95 Source 2006.jpg|Volumetric | | DirectX 9.0+ || [[File:Trainstation volumetric DX95 Source 2006.jpg|Volumetric lighting on Old Engine - DirectX 9.0+ ({{code|dxlevel 95}})|512px]] || [[File:Trainstation volumetric DX95 Source 2013.jpg|Volumetric lighting on New Engine - DirectX 9.0+ ({{code|dxlevel 95}})|512px]] | ||
|} | |} | ||
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== External links == | == External links == | ||
*[https://www.youtube.com/watch?v=ybSYhHx84xI YOUTUBE How To Create Sunbeams using Volumetric Fog in Source 2 Hammer] | *[https://www.youtube.com/watch?v=ybSYhHx84xI YOUTUBE How To Create Sunbeams using Volumetric Fog in Source 2 Hammer] | ||
* [https://www.youtube.com/watch?v=hzn0cms5atU Volumetric | * [https://www.youtube.com/watch?v=hzn0cms5atU Volumetric lighting imitation trick with env_projectedtexture and translucent models (showcase)] | ||
* [https://www.youtube.com/watch?v=sGArfKK-DXg Volumetric | * [https://www.youtube.com/watch?v=sGArfKK-DXg Volumetric lighting imitation trick with env_projectedtexture and translucent models (tutorial)] | ||
*{{w|Volumetric_lighting|Volumetric | *{{w|Volumetric_lighting|Volumetric lighting}} | ||
[[Category:Graphics]] | [[Category:Graphics]] | ||
[[Category:Glossary]] | [[Category:Glossary]] | ||
[[Category:Technical]] | [[Category:Technical]] |
Revision as of 10:07, 3 October 2024


Volumetric lighting 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 Source 2 games have support for Volumetric lighting by default.
Media
Native Support
Source
Source 2
Game | Supports |
---|---|
![]() |
Yes |
![]() |
Yes |
![]() |
Yes |
Using models/textures to fake volumetric lighting

Old Engine | New Engine (Source 2013) | |
---|---|---|
DirectX 8.1 (and earlier) | ![]() |
![]() |
DirectX 9.0+ | ![]() |
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References
References | ||||
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