Lighting: Difference between revisions
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*[[light_environment]] | *[[light_environment]] | ||
=== | === Tyndall effects === | ||
[http://en.wikipedia.org/wiki/Tyndall_effect Tyndall effects] are caused by light scattering on suspended (colloid) particles in a transparent medium. Eg car headlights in fog. | |||
* [http://en.wikipedia.org/wiki/Halo_%28optical_phenomenon%29 Halo] (Glow Sprite) effects : | * [http://en.wikipedia.org/wiki/Halo_%28optical_phenomenon%29 Halo] (Glow Sprite) effects : | ||
:*[[env_sprite]] - entity used to create omni-directional glow or flare effects. | :*[[env_sprite]] - entity used to create omni-directional glow or flare effects. | ||
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:*Brush texture : <code>models/effects/vol_light002</code> | :*Brush texture : <code>models/effects/vol_light002</code> | ||
:*Model : <code>models/Effects/vol_light.mdl</code> - use with [[prop_static]]. | :*Model : <code>models/Effects/vol_light.mdl</code> - use with [[prop_static]]. | ||
== Common values == | == Common values == |
Revision as of 11:10, 14 April 2008
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Ammunition | List of HL2 Animals and Creatures | Mapping with Antlions | Beams and Lasers | Cables and Ropes | Moving Clouds | Color Theory in Level Design | Combat | Combine | Compression (Source 1) | Doors | Dust, Fog, & Smoke | Elevators | Level Transitions | Environmental Lighting, Sun, Weather, & Outdoors | Explosions | Fire | Half-Life 2 Foliage | Glass & Windows | Headcrab | Health | Ladders | Lighting | Optimization (level design) | Physics | Retinal scanners | Sound and Music | Special effects | Terrain | Trains | Turrets | Water | Weapons | Zombie |
Guides
- Adding Light - A beginners tutorial on how to set up a basic light entity.
- Intermediate Lighting - A tutorial dealing with all the light sources in more detail.
- Advanced Lighting
- Constant-Linear-Quadratic Falloff - An easy-to-read explanation of the old C-L-Q light attenuation system.
- HDR - High Dynamic Range Lighting.
Entities
Static light sources
- Note: static lighting is compiled into Lightmaps (which illuminate World Brushes) and Cubemaps (which illuminate World Models).
- light
- A static, omni-directional Radial light source. (eg a naked light bulb or flame.)
- light_spot
- A static, uni-directional Radial light source. (eg most light fittings.) The conical beam angle cannot exceed 90°.
- light_environment
- Includes 2 light sources; a Diffuse light (eg reflected from overhead clouds/sky) and a Parallel light (eg Direct Sun or Moonlight). Both are emitted from the toolsskybox material wherever it is used on a map. See also Skybox.
- env_particlelight
- Illuminates only particles produced by env_smokestack. Particles are not affected by normal lighting. Use (no more than) two of these to make (only) env_smokestack particles appear to reflect ambient lighting.
Dynamic light sources

- Note: dynamic lighting is calculated at runtime, which makes it very expensive to render.
- light_dynamic
- A combination point light and spotlight that can be moved, turned, and adjusted.
- point_spotlight
- A moveable spotlight (directional) glow, with a dynamic light source.
- npc_spotlight
- A spotlight NPC capable of tracking targets.
- env_projectedtexture
- A dynamic light that lights using a texture rather than a solid colour, and which also casts realistic dynamic shadows. Affects all surfaces that can accept lighting, and is used for the player flashlight in Episode Two.
Shadows
- shadow_control
- Controls dynamically projected shadows (produced by player models, NPCs, and physics props) in the entire map.
- info_no_dynamic_shadow
- Used to mark surfaces that shouldn't receive dynamic shadows. Useful to apply to walls and floors where shadows are drawn improperly, giving away the location of enemies.
Tyndall effects
Tyndall effects are caused by light scattering on suspended (colloid) particles in a transparent medium. Eg car headlights in fog.
- Halo (Glow Sprite) effects :
- env_sprite - entity used to create omni-directional glow or flare effects.
- env_lightglow - an asymmetrical glow (for areas of contrasting light).
- env_sun - adds a bright haloed spot to the Skybox to represent the position of the Sun or Moon.
- Lightbeam (Volumetric Light) effects :
- Brush texture :
models/effects/vol_light001
- Brush texture :
models/effects/vol_light002
- Model :
models/Effects/vol_light.mdl
- use with prop_static.
- Brush texture :
Common values
- City 17 day
- Brightness
237 218 143 800
- Ambience
190 201 220 100
- Ravenholm night
- Brightness
175 230 239 50
- Ambience
43 45 57 5
- Combine lamp
- Brightness
147 226 240 3000
- Ambience N/A
- Tungsten bulb
- Brightness
254 216 146
- Ambience N/A
- Fluorescent bulb
- Brightness
159 237 215
- Ambience N/A
For values to accompany the stock skybox materials, see Sky List.
Notes
- Naming a light makes it more expensive. Only name lights when you need to. Multiple lights sharing the same name are cheaper than lights with separate names.
- light_dynamic is especially expensive, and will not even show up on some systems
- The basic light entities do not come with a visible representation (e.g. a lightbulb). For that you need a prop. See HL2 light props for a list.
- The basic light entities do not come with a "glow" as you'd expect to see in a foggy or misty area. To provide this, either compile and run the map with HDR enabled, or add a point_spotlight (with dynamic lighting off unless needed) or env_lightglow entity.
- Maps will not be lit unless you run vrad (or equivalent). Vrad will not run properly and will not calculate realistic light bounces unless the level is free of leaks.
- Several textures provide their own light & can do so using
lights.rad
in a mod's directory or the one insourcesdk/bin
. - Moving brushed-based objects will not change the way they are lit. Their lighting will be calculated only according to their positions in Hammer. (e.g. a brush in a dark room will not become bright if it is brought into a bright room.)
Console commands
mat_fullbright boolean
— Toggles map lighting
See also
- HL2 light props
- Color theory (level design)
- Light entities - A list of light entities.
External links
- Understanding and Using Lightmaps - Tutorial
- Volumetric Lighting - Tutorial
- Lighting Tutorial - Covers entities & variables with examples
- Quadratic/Linear/Constant in Lights