Volumetric lighting: Difference between revisions

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'''Volumetric lighting''' is a lighting technique meant to simulate light bouncing off fog or dust particles in the air, such as a warehouse or foggy beach. It makes the player see beams of light shining from the sun or other light sources. Currently, the only {{valve|4}}-made software running on {{Source|4}} that supports Volumetric Lighting is {{sfm|4}}, however [[List_of_third-party_Source_games|some third-party engines]] incorporate volumetric lighting into {{ent|env_projectedtexture}}. If the game you are making maps for doesn't support volumetric lighting, you can use some workarounds seen [[WiseVol|here]].
'''Volumetric lighting''' is a lighting technique meant to simulate light bouncing off fog or dust particles in the air, such as a warehouse or foggy beach. It makes the player see beams of light shining from the sun or other light sources. Currently, the only {{valve|4}}-made software running on {{Source|4}} that supports Volumetric Lighting is {{sfm|4}}, however [[List_of_third-party_Source_games|some third-party engines]] incorporate volumetric lighting into {{ent|env_projectedtexture}}. If the game you are making maps for doesn't support volumetric lighting, you can use some workarounds seen [[WiseVol|here]].


Most versions of {{Source2|4}} have support for Volumetric lighting by default
Most {{Source2|4}} games have support for Volumetric lighting by default.


==Media==
==Media==

Revision as of 06:36, 2 June 2024

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Volumetric lighting is a lighting technique meant to simulate light bouncing off fog or dust particles in the air, such as a warehouse or foggy beach. It makes the player see beams of light shining from the sun or other light sources. Currently, the only Valve Valve-made software running on Source Source that supports Volumetric Lighting is Source Filmmaker Source Filmmaker, however some third-party engines incorporate volumetric lighting into env_projectedtexture. If the game you are making maps for doesn't support volumetric lighting, you can use some workarounds seen here.

Most Source 2 Source 2 games have support for Volumetric lighting by default.

Media

Volumetric lighting in Source Filmmaker
Volumetric lighting in Alien Swarm Deferred
Volumetric lighting in Portal 2: Desolation
Volumetric lighting in Half Life Alyx
Volumetric lighting in Portal 2: Community Edition

Native Support

Source Source

Game Supports
Source 2004 Source 2004
Source 2006 Source 2006
Source 2007 Source 2007
Source 2009 Source 2009/Source Multiplayer Source Multiplayer
Source 2013 Source 2013
Half-Life: Source Half-Life: Source
Day of Defeat: Source Day of Defeat: Source
Half-Life 2 Half-Life 2
Half-Life 2: Episode One Half-Life 2: Episode One
Half-Life 2: Episode Two Half-Life 2: Episode Two
Alien Swarm Alien Swarm
Alien Swarm: Reactive Drop Alien Swarm: Reactive Drop
Half-Life Deathmatch: Source Half-Life Deathmatch: Source
Half-Life 2: Deathmatch Half-Life 2: Deathmatch
Half-Life 2: Lost Coast Half-Life 2: Lost Coast
Counter-Strike: Source Counter-Strike: Source
Team Fortress 2 Team Fortress 2
Portal Portal
Left 4 Dead Left 4 Dead
Left 4 Dead 2 Left 4 Dead 2
Portal 2 Portal 2
Black Mesa Black Mesa
NO
Alien Swarm Deferred Alien Swarm Deferred
Apex Legends Apex Legends
Portal 2: Desolation Portal 2: Desolation
YES
Source Filmmaker Source Filmmaker
Strata Source Strata Source
YES (env_projectedtexture)

Source 2 Source 2

Game Supports
Half-Life: Alyx Half-Life: Alyx YES
Counter-Strike 2 Counter-Strike 2 YES
S&box S&box YES

Using models/textures to fake volumetric lighting

Using vollight_stainedglass.mdl
Model in Hammer
Model in engine
Using vol_light128x128.mdl
Model in Hammer
Model in engine

See also

External links