Volumetric lighting: Difference between revisions
Jump to navigation
Jump to search

Note:On DirectX 9, Volumetric fog on Old Engine was slightly less visible compared to using DX8 level. However, the Volumetric fog on New Engine DX9 was even less visible (or nearly invisible) compared to Old Engine's DX9. This is likely due to a bug (or changes to the lighting) on Source 2007 and later.[1][2]
SirYodaJedi (talk | contribs) m (SirYodaJedi moved page Volumetric lighting to Volumetric fog: Fix page name; this is volumetric fog, not volumetric lighting) |
SirYodaJedi (talk | contribs) (Fix) |
||
Line 1: | Line 1: | ||
{{LanguageBar}} | {{LanguageBar}} | ||
__NOTOC__ | __NOTOC__ | ||
'''Volumetric | '''Volumetric fog''' 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 fog is {{sfm|4}}, however [[List_of_third-party_Source_games|some third-party engines]] incorporate Volumetric fog into {{ent|env_projectedtexture}}. If the game you are making maps for doesn't support Volumetric fog, you can use some workarounds seen [[WiseVol|here]]. | ||
Most {{Source2|4}} games have support for Volumetric | Most {{Source2|4}} games have support for Volumetric fog by default. | ||
==Media== | ==Media== | ||
<div style=width:100%;overflow:auto> | <div style=width:100%;overflow:auto> | ||
{| border="0" cellpadding="5" | {| border="0" cellpadding="5" | ||
|[[File:Sfm volumetrics.png|380px|thumb|center|Volumetric | |[[File:Sfm volumetrics.png|380px|thumb|center|Volumetric fog in Source Filmmaker]] | ||
|[[File:Deferred volumetrics.png|380px|thumb|center|Volumetric | |[[File:Deferred volumetrics.png|380px|thumb|center|Volumetric fog in Alien Swarm Deferred]] | ||
|[[File:Des_volumetrics.png|380px|thumb|center|Volumetric | |[[File:Des_volumetrics.png|380px|thumb|center|Volumetric fog in Portal 2: Desolation]] | ||
|[[File:Hlvr-sfm-volumetrics.png|380px|thumb|center|Volumetric | |[[File:Hlvr-sfm-volumetrics.png|380px|thumb|center|Volumetric fog in Half Life Alyx]] | ||
|} | |} | ||
</div> | </div> | ||
<div align="center" style=width:100%;overflow:auto> | <div align="center" style=width:100%;overflow:auto> | ||
{| border="0" cellpadding="4" | {| border="0" cellpadding="4" | ||
|[[File:volumetric_projected_texture_p2ce.jpg|400px|thumb|center|Volumetric | |[[File:volumetric_projected_texture_p2ce.jpg|400px|thumb|center|Volumetric fog in Portal 2: Community Edition]] | ||
|} | |} | ||
</div> | </div> | ||
Line 47: | Line 47: | ||
|} | |} | ||
==Using models/textures to fake | ==Using models/textures to fake Volumetric fog== | ||
<div style=width:100%;overflow:auto> | <div style=width:100%;overflow:auto> | ||
{| border="0" cellpadding="4" | {| border="0" cellpadding="4" | ||
Line 64: | Line 64: | ||
</div> | </div> | ||
{{Note|On [[DirectX Versions|DirectX]] 9, | {{Note|On [[DirectX Versions|DirectX]] 9, Volumetric fog on Old Engine was slightly less visible compared to using DX8 level. However, the Volumetric fog on New Engine DX9 was even less visible (or nearly invisible) compared to Old Engine's DX9. This is likely due to a bug (or changes to the lighting) on Source 2007 and later.{{Cite|1}}{{Cite|2}}}} | ||
{| class=standard-table | {| class=standard-table | ||
! !! Old Engine !! New Engine ({{src13|name}}) | ! !! Old Engine !! New Engine ({{src13|name}}) | ||
|- | |- | ||
| DirectX 8.1 (and earlier) || [[File:Trainstation volumetric DX81 Source 2006.jpg|Volumetric | | DirectX 8.1 (and earlier) || [[File:Trainstation volumetric DX81 Source 2006.jpg|Volumetric fog on Old Engine - DirectX 8.1 ({{code|dxlevel 81}})|512px]] || [[File:Trainstation volumetric DX81 Source 2013.jpg|Volumetric fog on New Engine - DirectX 8.1 ({{code|dxlevel 81}})|512px]] | ||
|- | |- | ||
| DirectX 9.0+ || [[File:Trainstation volumetric DX95 Source 2006.jpg|Volumetric | | DirectX 9.0+ || [[File:Trainstation volumetric DX95 Source 2006.jpg|Volumetric fog on Old Engine - DirectX 9.0+ ({{code|dxlevel 95}})|512px]] || [[File:Trainstation volumetric DX95 Source 2013.jpg|Volumetric fog on New Engine - DirectX 9.0+ ({{code|dxlevel 95}})|512px]] | ||
|} | |} | ||
Line 88: | Line 88: | ||
== External links == | == External links == | ||
*[https://www.youtube.com/watch?v=ybSYhHx84xI YOUTUBE How To Create Sunbeams using Volumetric Fog in Source 2 Hammer] | *[https://www.youtube.com/watch?v=ybSYhHx84xI YOUTUBE How To Create Sunbeams using Volumetric Fog in Source 2 Hammer] | ||
* [https://www.youtube.com/watch?v=hzn0cms5atU Volumetric | * [https://www.youtube.com/watch?v=hzn0cms5atU Volumetric fog imitation trick with env_projectedtexture and translucent models (showcase)] | ||
* [https://www.youtube.com/watch?v=sGArfKK-DXg Volumetric | * [https://www.youtube.com/watch?v=sGArfKK-DXg Volumetric fog imitation trick with env_projectedtexture and translucent models (tutorial)] | ||
*{{w|Volumetric_lighting|Volumetric | *{{w|Volumetric_lighting|Volumetric fog}} | ||
[[Category:Graphics]] | [[Category:Graphics]] | ||
[[Category:Glossary]] | [[Category:Glossary]] | ||
[[Category:Technical]] | [[Category:Technical]] |
Revision as of 10:05, 3 October 2024


Volumetric fog 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-made software running on
Source that supports Volumetric fog is
Source Filmmaker, however some third-party engines incorporate Volumetric fog into env_projectedtexture. If the game you are making maps for doesn't support Volumetric fog, you can use some workarounds seen here.
Most Source 2 games have support for Volumetric fog by default.
Media
Native Support
Source
Source 2
Game | Supports |
---|---|
![]() |
Yes |
![]() |
Yes |
![]() |
Yes |
Using models/textures to fake Volumetric fog

Old Engine | New Engine (Source 2013) | |
---|---|---|
DirectX 8.1 (and earlier) | ![]() |
![]() |
DirectX 9.0+ | ![]() |
![]() |
References
References | ||||
---|---|---|---|---|
|