Template:KV BmGodraysNormal: Difference between revisions

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<gallery mode=packed heights=290px>
<gallery mode=packed heights=290px>
File:cEXP1.jpg| thumb |Exposure - 1.00
File:picture_exposure_1.jpg| thumb |00.5
File:cEXP2.jpg| thumb |Exposure - 10.0
File:picture_exposure_2.jpg| thumb |01.0
File:cEXP3.jpg| thumb |Exposure - 0.10
File:picture_exposure_3.jpg| thumb |10.0
</gallery>
</gallery>
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</gallery>
</gallery>
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{{Note|Godrays doesn't look smooth if used big value here.{{expand|margin_left=2em|title=Example|
{{Note|Godrays doesn't look smooth if used big value here. The same for Exposure.{{expand|margin_left=2em|title=Example|
<gallery mode=packed heights=290px>
<gallery mode=packed heights=290px>
File:DistFactorHightValue.jpg| thumb | left | 510px |9999
File:DistFactorHightValue.jpg| thumb | left | 510px |9999

Revision as of 11:13, 17 January 2025


EnableGodRays (EnableGodRays) <choices>
Sets godrays state on spawn, enabled or disabled.
  • 0: Disabled
  • 1: Enabled
Warning.pngWarning:You can have only 40 point lights with godrays enabled simultaneously, otherwise the game will crash with this error message.
The error
Note.pngNote:Godrays are draw and process even with closed areaportals. {| class="mw-collapsible mw-collapsed" style="background:rgba(0,0,0,0.05) ;float:no;margin-bottom:1em;margin-left:2em;padding-right:0.5em;border:1px solid rgba(255,255,255,0.1); border-left:solid 1px #8bb9e0; padding-left:1em;"

|+ style="text-align:left; white-space:nowrap; font-weight:bold; color:#ddd; " | Example |

|}
Density (Density) <float>
Density controls the length of rays/volumetric shadows. 1.0 should work in 99% cases. Good values are 0.5-1.5.
Examples
Weight (Weight) <float>
Weight controls the intensity of volumetric shadow. Blocking of rays by geometry. Good values are 0.1-10.
Examples
Decay (Decay) <float>
Decay NOT being used.
Todo: Document what does it change.
Exposure (Exposure) <float>
Exposure controls the intensity of rays during blending pass with main scene. 2.0 is a good start. Good values are 1.0-10.0.
Examples


DistFactor (DistFactor) <float>
DistFactor controls the falloff of rays/length. 1.0 is a good starting value increase or decrease in the increments of 0.1. 0.0 will make the rays dissappear only disk will be rendererd.
Examples
Note.pngNote:Godrays doesn't look smooth if used big value here. The same for Exposure. {| class="mw-collapsible mw-collapsed" style="background:rgba(0,0,0,0.05) ;float:no;margin-bottom:1em;margin-left:2em;padding-right:0.5em;border:1px solid rgba(255,255,255,0.1); border-left:solid 1px #8bb9e0; padding-left:1em;"

|+ style="text-align:left; white-space:nowrap; font-weight:bold; color:#ddd; " | Example |

|}
ColorInner (ColorInner) <color255 + int>
The RGB color and brightness of the inner circle. Colors and brightness must be between 0 and 255.
Examples
ColorRays (ColorRays) <color255 + int>
The RGB color and brightness of the rays. Colors and brightness must be between 0 and 255.
Examples
ColorOuter (ColorOuter) <color255 + int>
The RGB color and brightness of the outer circle. Colors and brightness must be between 0 and 255.
Examples
DiskRadius (DiskRadius) <float>
Radius of disk/circle of sun/point light in texturespace. 1.0 will be full screen, 0.5 is half screen, etc. 0 means don't render.
Examples
DiskInnerSizePercent (DiskInnerSizePercent) <float>
Disk inner circle radius is DiskRadius * DiskInnerSizePercent. 0 means don't render.
Examples