Light environment: Difference between revisions
Jump to navigation
Jump to search
Warning:light_environment, env_sun and shadow_control should be used together. Each entity represents only a one aspect of a naturally unified phenomenon; Sunlight. light_environment defines the direct sunlight settings and creates (buggy, unconfigurable) dynamic shadows which can only be overridden/controlled by shadow_control. env_sun places a glow sprite in the skybox where the sunlight comes from. To make sense of it all, just make sure that the <angles> (Pitch/Yaw/Roll) are set the same for all three entities. Unfortunately shadow_control does not have the Pitch override parameter, so its Pitch will be determined by the first of its <angles>. Even more unfortunately, the Pitch override rotation cannot be switched off and is measured counter-clockwise from the horizontal (so straight down is -90 degrees) whereas the <angles> Pitch is rotation is clockwise (so straight down is +90 degrees).
(→Entity Description: cleanup & workarounds added) |
|||
Line 4: | Line 4: | ||
==Entity Description== | ==Entity Description== | ||
[[Image:light_environment.png|left]] | [[Image:light_environment.png|left]] | ||
The '''light_environment''' entity is a light controller, that casts directional lighting from the [[ | The '''light_environment''' entity is a light controller, that casts both diffuse and parallel directional lighting from the [[tool textures|toolsskybox]] texture. This is to approximate the light cast from the Sun or Moon. | ||
The | {{clr}} | ||
* The ''Brightness'' keyvalue defines the colour and intensity of the direct light coming from the Sun. Direct light is cast on every surface that can "see" the Sun. | |||
* The ''Ambient'' keyvalue defines the colour and intensity of the diffuse light reflected from the sky/clouds. Diffuse light is cast on every face that can "see" the sky. | |||
* The ''Pitch/Yaw/Roll'' (<angles>) keyvalue defines the direction of the sunlight coming into the map through the [[tool textures|toolsskybox]] texture. | |||
** The [[Sky_List]] article suggests some colour, intensity and angles settings to use with the official [[Valve]] skyboxes. | |||
{{Warning|[[light_environment]], [[env_sun]] and [[shadow_control]] should be used together. Each entity represents only a one aspect of a naturally unified phenomenon; Sunlight. [[light_environment]] defines the direct sunlight settings and creates (buggy, unconfigurable) dynamic shadows which can only be overridden/controlled by [[shadow_control]]. [[env_sun]] places a glow sprite in the skybox where the sunlight comes from. To make sense of it all, just make sure that the <angles> (Pitch/Yaw/Roll) are set the same for all three entities. Unfortunately [[shadow_control]] does not have the Pitch override parameter, so its Pitch will be determined by the first of its <angles>. Even more unfortunately, the Pitch override rotation cannot be switched off and is measured counter-clockwise from the horizontal (so straight down is -90 degrees) whereas the <angles> Pitch is rotation is clockwise (so straight down is +90 degrees).}} | |||
* Because light_environment properties are applied to the whole map, only one light_environment per map is functional. A [[3D Skybox]] does not require an extra light_environment placement. If multiple light_environment entities are placed, [[Vrad]] uses the keyvalues from the first placed light_environment to calculate the lighting. | |||
* See also [[Lighting]] and [[Environmental Lighting, Sun, Weather, & Outdoors]] | * See also [[Lighting]] and [[Environmental Lighting, Sun, Weather, & Outdoors]] | ||
==Keyvalues== | ==Keyvalues== |
Revision as of 17:01, 14 April 2008
Template:Wrongtitle Template:Base point
Entity Description
The light_environment entity is a light controller, that casts both diffuse and parallel directional lighting from the toolsskybox texture. This is to approximate the light cast from the Sun or Moon.
- The Brightness keyvalue defines the colour and intensity of the direct light coming from the Sun. Direct light is cast on every surface that can "see" the Sun.
- The Ambient keyvalue defines the colour and intensity of the diffuse light reflected from the sky/clouds. Diffuse light is cast on every face that can "see" the sky.
- The Pitch/Yaw/Roll (<angles>) keyvalue defines the direction of the sunlight coming into the map through the toolsskybox texture.

- Because light_environment properties are applied to the whole map, only one light_environment per map is functional. A 3D Skybox does not require an extra light_environment placement. If multiple light_environment entities are placed, Vrad uses the keyvalues from the first placed light_environment to calculate the lighting.
- See also Lighting and Environmental Lighting, Sun, Weather, & Outdoors
Keyvalues
- Template:Kv angles
- _light
- ⇆#000000rgb(0,0,0)⇆ This approximates direct sunlight.
- _ambient
- ⇆#000000rgb(0,0,0)⇆ This is the diffuse light that is cast on every face that can "see" the sky.
- _lightHDR
- ⇆#000000rgb(0,0,0)⇆ This approximates direct HDR sunlight. Can be left as default or be slightly less bright, since HDR is sometimes rendered brighter.
- _ambientHDR
- ⇆#000000rgb(0,0,0)⇆ 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.