Template:KV BmGodraysNormal: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
m (Fixed broken Expand which didn't start on a new line. Indented Expand and removed its margin_left.)
Line 10: Line 10:
*1: Enabled
*1: Enabled
{{warning|You can have only 40 point lights with godrays enabled simultaneously, otherwise the game will crash with this error message.
{{warning|You can have only 40 point lights with godrays enabled simultaneously, otherwise the game will crash with this error message.
{{expand|margin_left=2em|title=The error|
{{expand|noborder=1|title=The error|1=
<gallery mode=packed heights=180px>
<gallery mode=packed heights=180px>
File:cRaysLimit.jpg| thumb | left | 510px | If you'll try to enable forty-first light point with enabled Godrays.
File:cRaysLimit.jpg | thumb | left | 510px | If you'll try to enable forty-first light point with enabled Godrays.
</gallery>
</gallery>
}}
}}
}}
}}
{{Note|Godrays are draw and process even with closed [[areaportals]].{{expand|margin_left=2em|title=Example|
{{Note|Godrays are draw and process even with closed [[areaportals]].
{{expand|noborder=1|title=Example|
<gallery mode=packed heights=290px>
<gallery mode=packed heights=290px>
File:cRaysDraw.jpg| thumb | left | 510px |   
File:cRaysDraw.jpg| thumb | left | 510px |   
Line 23: Line 24:
}}
}}
{{KV|Density|intn=Density|float|Density controls the length of rays/volumetric shadows. 1.0 should work in 99% cases. Good values are 0.5-1.5.
{{KV|Density|intn=Density|float|Density controls the length of rays/volumetric shadows. 1.0 should work in 99% cases. Good values are 0.5-1.5.
{{expand|margin_left=2em|title=Examples|
:{{expand|title=Examples|
<gallery mode=packed heights=290px>
<gallery mode=packed heights=290px>
File:picture_density_1.jpg| thumb | left | 510px | 1.0
File:picture_density_1.jpg| thumb | left | 510px | 1.0
Line 32: Line 33:
}}
}}
{{KV|Weight|intn=Weight|float|Weight controls the intensity of volumetric shadow. Blocking of rays by geometry. Good values are 0.1-10.
{{KV|Weight|intn=Weight|float|Weight controls the intensity of volumetric shadow. Blocking of rays by geometry. Good values are 0.1-10.
{{expand|margin_left=2em|title=Examples|
:{{expand|title=Examples|
<gallery mode=packed heights=290px>
<gallery mode=packed heights=290px>
File:picture_weight_1.jpg| thumb | left | 510px | 1.0
File:picture_weight_1.jpg| thumb | left | 510px | 1.0
Line 43: Line 44:
}}
}}
{{KV|Exposure|intn=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.}}
{{KV|Exposure|intn=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.}}
{{expand|margin_left=2em|title=Examples|
:{{expand|title=Examples|
<br>
<br>
<gallery mode=packed heights=290px>
<gallery mode=packed heights=290px>
Line 52: Line 53:
}}
}}
{{KV|DistFactor|intn=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.
{{KV|DistFactor|intn=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.
{{expand|margin_left=2em|title=Examples|
:{{expand|title=Examples|
<gallery mode=packed heights=290px>
<gallery mode=packed heights=290px>
File:DistFactor05.jpg| thumb | left | 510px | 1.0
File:DistFactor05.jpg| thumb | left | 510px | 1.0
Line 59: Line 60:
</gallery>
</gallery>
}}
}}
{{Note|Godrays doesn't look smooth if used big value here. The same for Exposure.{{expand|margin_left=2em|title=Example|
{{Note|Godrays doesn't look smooth if used big value here. The same for Exposure.
{{expand|noborder=1|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
Line 66: Line 68:
}}
}}
{{KV|ColorInner|intn=ColorInner|color255 + int|The RGB color and brightness of the inner circle. Colors and brightness must be between 0 and 255.
{{KV|ColorInner|intn=ColorInner|color255 + int|The RGB color and brightness of the inner circle. Colors and brightness must be between 0 and 255.
{{expand|margin_left=2em|title=Examples|
:{{expand|title=Examples|
{{note|Rays is disabled on this picture (the colors are partially blending).}}
{{note|Rays is disabled on this picture (the colors are partially blending).}}
<gallery mode=packed heights=290px>
<gallery mode=packed heights=290px>
Line 76: Line 78:
}}
}}
{{KV|ColorRays|intn=ColorRays|color255 + int|The RGB color and brightness of the rays. Colors and brightness must be between 0 and 255.
{{KV|ColorRays|intn=ColorRays|color255 + int|The RGB color and brightness of the rays. Colors and brightness must be between 0 and 255.
{{expand|margin_left=2em|title=Examples|
:{{expand|title=Examples|
<gallery mode=packed heights=290px>
<gallery mode=packed heights=290px>
File:ColorRays_000_255_000_255.jpg| thumb |0 255 0 255
File:ColorRays_000_255_000_255.jpg| thumb |0 255 0 255
Line 85: Line 87:
}}
}}
{{KV|ColorOuter|intn=ColorOuter|color255 + int|The RGB color and brightness of the outer circle. Colors and brightness must be between 0 and 255.
{{KV|ColorOuter|intn=ColorOuter|color255 + int|The RGB color and brightness of the outer circle. Colors and brightness must be between 0 and 255.
{{expand|margin_left=2em|title=Examples|
:{{expand|title=Examples|
{{note|Rays is disabled on this picture (the colors are partially blending).}}
{{note|Rays is disabled on this picture (the colors are partially blending).}}
<gallery mode=packed heights=290px>
<gallery mode=packed heights=290px>
Line 96: Line 98:
}}
}}
{{KV|DiskRadius|intn=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.
{{KV|DiskRadius|intn=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.
{{expand|margin_left=2em|title=Examples|
:{{expand|title=Examples|
<gallery mode=packed heights=290px>
<gallery mode=packed heights=290px>
File:DiskRadius0point01.jpg| thumb |0.01
File:DiskRadius0point01.jpg| thumb |0.01
Line 105: Line 107:
}}
}}
{{KV|DiskInnerSizePercent|intn=DiskInnerSizePercent|float|Disk inner circle radius is DiskRadius * DiskInnerSizePercent. 0 means don't render.
{{KV|DiskInnerSizePercent|intn=DiskInnerSizePercent|float|Disk inner circle radius is DiskRadius * DiskInnerSizePercent. 0 means don't render.
{{expand|margin_left=2em|title=Examples|
:{{expand|title=Examples|
{{note|Rays is disabled on this picture (for clarity).}}
{{note|Rays is disabled on this picture (for clarity).}}
<gallery mode=packed heights=290px>
<gallery mode=packed heights=290px>

Revision as of 22:54, 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.
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.
Example
ColorInner (ColorInner) <color255 + int>
The RGB color and brightness of the inner circle. Colors and brightness must be between 0 and 255.
Examples
Note.pngNote:Rays is disabled on this picture (the colors are partially blending).
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
Note.pngNote:Rays is disabled on this picture (the colors are partially blending).
Note.pngNote:You can't use black colors for ColorOuter, ColorInner and ColorRays.
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
Note.pngNote:Rays is disabled on this picture (for clarity).