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]
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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| '''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]]. | '''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]]. | ||
Revision as of 10:12, 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
 Valve-made software running on  Source that supports Volumetric Lighting is
 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.
 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.
 Source 2 games have support for Volumetric lighting by default.
Media
Native Support
 Source
 Source
 Source 2
 Source 2
| Game | Supports | 
|---|---|
|  Half-Life: Alyx | Yes | 
|  Counter-Strike 2 | Yes | 
|  S&box | Yes | 
Using models/textures to fake volumetric lighting
 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]
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]| Old Engine | New Engine (Source 2013) | |
|---|---|---|
| DirectX 8.1 (and earlier) |  |   | 
| DirectX 9.0+ |  |   | 
References
| References | ||||
|---|---|---|---|---|
| 
 
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