VRAD: Difference between revisions
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: {{Tip|Valve uses 3 static prop bounces for the new Dust 2.}} | : {{Tip|Valve uses 3 static prop bounces for the new Dust 2.}} | ||
: {{Note|Any static props that you want light to bounce off of must also have their "Enable Bounced Lighting" keyvalue set.}}|game={{only|{{csgo}}{{gmod}}}}}} | : {{Note|Any static props that you want light to bounce off of must also have their "Enable Bounced Lighting" keyvalue set.}}|game={{only|{{csgo}}{{gmod}}}}}} | ||
{{CLIO|StaticPropLightingFinal|{{obs}} Merged with {{mono|-final}}.|only | {{CLIO|StaticPropLightingFinal|{{obs}} Merged with {{mono|-final}}.|game={{only|{{csgo}}}} | ||
{{CLIO|StaticPropLightingOld|Will use the old lighting algorithm on props, light affects them much more.|game={{only|{{csgo}}}}}} | {{CLIO|StaticPropLightingOld|Will use the old lighting algorithm on props, light affects them much more.|game={{only|{{csgo}}}}}} | ||
{{CLIO|choptexlights|Enables chopping of texture lights generated from a lights file. Control texture light quality with lightmap density in Hammer. Dramatically increases both texture light quality and compile time.|game={{only|{{BMS}}}}}} | {{CLIO|choptexlights|Enables chopping of texture lights generated from a lights file. Control texture light quality with lightmap density in Hammer. Dramatically increases both texture light quality and compile time.|game={{only|{{BMS}}}}}} | ||
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</gallery> | </gallery> | ||
}} | }} | ||
|only | |game={{only|{{BMS}}}}}} | ||
{{CLIO|realskylightscale|param=float|Scale factor of -realskylight intensity. Default: 1.0|game={{only|{{BMS}}}}}} | {{CLIO|realskylightscale|param=float|Scale factor of -realskylight intensity. Default: 1.0|game={{only|{{BMS}}}}}} | ||
{{CLIO|directsunlightisforadditivemode|Toggles direct sunlight for additive mode. | {{CLIO|directsunlightisforadditivemode|Toggles direct sunlight for additive mode. | ||
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|game={{only|BMS}}}} | |game={{only|BMS}}}} | ||
{{CLIO|ambient|param=vector|Sets the ambient term. Can be used to tweak lightmap color. Appears to just mix the color into all lightmaps.|game={{only|{{csgo}}{{Dmmm}}{{slamminsrc}}}}}} | {{CLIO|ambient|param=vector|Sets the ambient term. Can be used to tweak lightmap color. Appears to just mix the color into all lightmaps.|game={{only|{{csgo}}{{Dmmm}}{{slamminsrc}}}}}} | ||
{{CLIO|PortalTraversalLighting|Enables static lights to go through {{ent|linked_portal_door}}, if <code>Static Portal</code> value is <code>Yes</code>.|only | {{CLIO|PortalTraversalLighting|Enables static lights to go through {{ent|linked_portal_door}}, if <code>Static Portal</code> value is <code>Yes</code>.|game={{only|{{Strata}}}}}} | ||
:{{expand|title=-PortalTraversalLighting - Examples| | :{{expand|title=-PortalTraversalLighting - Examples| | ||
<br> | <br> |
Revision as of 08:06, 19 March 2025
VRAD is the command-line tool for
Source that takes a compiled BSP map and embeds lighting data into it. VRAD's static and pre-compiled light is bounced around the world with a
radiosity algorithm.
VRAD will:
- Generate lightmaps
- Generate ambient samples
- Generate per-vertex prop_static lighting
- Generate per-object detail prop lighting
VRAD is generally the slowest of the three compilers due to the many, many calculations it must perform. Lighting optimization can help, as can ensuring your map is free of leaks.
Syntax
For example, a regular compile would look like thus:
This will generate and embed both Standard and High Dynamic Range lighting data, at per-vertex detail for prop_static entities. It also generates shadows based on transparency for prop_static entities that have been flagged as casting texture shadows.
Options
Use these in combination with expert compile mode, a batch file, or a frontend such as Compile Pal.
Effects
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Performance
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Debugging
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Debug mode options
If VRAD is compiled in debug mode or the #if ALLOWDEBUGOPTIONS
preprocessor is removed, additional options are available.
Template:CLIO
Template:CLIO
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Lights files
Console Output
Bugs and Caveats





















- [todo tested in ?]
Tip:Source Engine BSP Lightmap Editor can be used to manually correct a .bsp lightmap data.





See also
- QRAD and HLRAD -
GoldSrc counterparts.
- VRAD2 & VRAD3 -
Source 2 counterparts.
- Map Compiling Theory
- HDR Lighting Basics
- VRAD HDR Crash Fix
- Static Props show up black
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