$ambientboost: Difference between revisions
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Note:As this is a runtime lighting effect, this command will have no effect on static props which have per-vertex lighting or lightmaps. This could be achieved with a modified VRAD.
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This technique was first used on [[Alyx_Vance|Alyx]] in {{ep1|4}}. | This technique was first used on [[Alyx_Vance|Alyx]] in {{ep1|4}}. | ||
{{note|As this is a runtime lighting effect, this command will have no effect on static props which have [[per-vertex lighting]] or lightmaps.}} | {{note|As this is a runtime lighting effect, this command will have no effect on static props which have [[per-vertex lighting]] or lightmaps. This could be achieved with a modified VRAD.}} | ||
==Syntax== | ==Syntax== |
Revision as of 08:38, 20 September 2024


$ambientboost
is a QC command. Indicates the model be rendered with the ambient boost heuristic.
In order to keep a model from becoming too dark in some situations, the heuristic boosts the ambient cube contribution in cases where the ambient term is otherwise overwhelmed by any direct lights. To use this, include $ambientboost
in your QC files for a given model and the boost heuristic will be applied to the ambient cube contribution of shading.
This technique was first used on Alyx in Half-Life 2: Episode One.

Syntax
$ambientboost