Light environment: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
Line 22: Line 22:
: {{color}} This is the diffuse [[HDR]] light. Can be left as default or be slightly less bright.
: {{color}} This is the diffuse [[HDR]] light. Can be left as default or be slightly less bright.
* '''pitch'''
* '''pitch'''
: <angle> This value overrides the value of pitch in the keyvalue "angles".
: <angle> This value overrides the value of pitch in the keyvalue "angles".  90 is straight up, -90 is straight down.


==See Also==
==See Also==

Revision as of 17:50, 2 September 2007

Template:Wrongtitle

Entity Description

Light environment.png

The light_environment entity is a light controller, that casts directional lighting from the skybox. This is to approximate the light cast from the Sun. The first keyvalue, Brightness, controls direct lighting. This approximates direct sunlight. The second keyvalue, Ambient, controls indirect lighting from the sky. This is the diffused light that is cast on every face that can "see" the sky.

If you don't want to come up with your own values for this entity, the values used in the official Valve games for each skybox, are given here.

Normally, only one light_environment entity is required per VMF file. A 3D Skybox requires placement of an extra light_environment. If multiple light_environment entities are placed, Vrad uses the keyvalues from the first placed light_environment to calculate the lighting.

Keyvalues

#000000 This approximates direct sunlight.
  • _ambient
#000000 This is the diffuse light that is cast on every face that can "see" the sky.
  • _lightHDR
#000000 This approximates direct HDR sunlight. Can be left as default or be slightly less bright, since HDR is sometimes rendered brighter.
  • _ambientHDR
#000000 This is the diffuse HDR light. Can be left as default or be slightly less bright.
  • pitch
<angle> This value overrides the value of pitch in the keyvalue "angles". 90 is straight up, -90 is straight down.

See Also