Godrays settings: Difference between revisions

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==Keyvalues==
==Keyvalues==
{{KV Targetname}}
{{KV Targetname}}
{{KV|TargetGodRays_Name|intn=TargetGodRays|string|Target Light Entity name with godrays (Dir or Point - SpotLight godrays aren't supported)
{{KV|TargetGodRays_Name|intn=TargetGodRays|string|Here you enter name of new light entity (with godrays support) for which you want to apply changes. Works with multiple lights if they have the same name.}}
}}
{{KV|TransitionTime|intn=TransitionTime|integer|Transition time in seconds (0 for instant) to transition into new settings. Its a lerp operation A + (B-A) * TimeFactor.}}
{{bug|Doesn't effects [[newLight_Dir]].}}
{{KV|TransitionTime|intn=TransitionTime|integer|TransitionTime in secs ( 0 for instant ) to transition into new settings. Its a lerp operation A + (B-A)*TimeFactor}}
{{KV|LightType|intn=LightType|Choices|  
{{KV|LightType|intn=LightType|Choices|  
Type of light source for which you want to apply settings. Entity will not apply settings for [[newLight_Dir]] if selected <code>Point Light</code> and will not apply settings for point lights if selected <code>Direction/Sun Light</code>.
Type of light source for which you want to apply settings. Entity will not apply settings for [[newLight_Dir]] if selected <code>Point Light</code> and will not apply settings for point lights if selected <code>Direction/Sun Light</code>.
*0: Direction/Sun Light
*0: Direction/Sun Light
*1: Spot Light}}
*1: Spot Light
{{KV|EnableGodRays|intn=EnableGodRays|integer|EnableGodRays Enabled or Disabled
{{bug|hidetested=1|Doesn't affects [[newLight_Dir]] due to mistake in the game code.}}
Determines if the light rays turns on or turns off. 1 - turns on, 0 - turns off.}}
{{KV|Density|intn=Density|float|Density Controls the length of rays/volumetric shadows. 1.0 should work in 99% cases. Good values to start from: 0.5 to 1.5.}}
{{expand|title=Examples|
<br>
<gallery mode=packed heights=410px>
File:DEN1.gif|Density - 1.0
File:DEN2.gif|Density - 2.0
File:DEN3.gif|Density - 0.5
</gallery>
}}
{{KV|Weight|intn=Weight|float|Weight Controls the intensity of volumetric shadow. Blocking of rays by geometry. Good values to start from: 0.1 - 10.0.}}
{{expand|title=Examples|
<br>
<gallery mode=packed heights=410px>
File:WEI10.gif|Weight - 1.0
File:WEI2.gif|Weight - 2.0
File:WEI3.gif|Weight - 5.0
</gallery>
}}
{{KV|Decay|intn=Decay|float|Decay NOT being used.}}
{{todo|Document what does it change.}}
{{KV|Exposure|intn=Exposure|float|Exposure Controls the intensity of Rays during blending pass with main scene. 2.0 is a good start. Good values are 1.0 - 10.0.}}
{{expand|title=Examples|
<br>
<gallery mode=packed heights=710px>
File:cEXP1.jpg|Exposure - 1.00
File:cEXP2.jpg|Exposure - 10.0
File:cEXP3.jpg|Exposure - 0.10
</gallery>
}}
{{KV|DistFactor|intn=DistFactor|float|DistFactor Controls the falloff of rays / length. 1.0f is a good starting value increase or decrease in the increments of 0.1. 0.0 will make the rays dissappear only disk will be rendererd.}}
{{expand|title=Examples|
<br>
<gallery mode=packed heights=410px>
File:DIST1.gif|DistFactor - 1.00
File:DIST2.gif|DistFactor - 10.0
File:DIST3.gif|DistFactor - 50.0
</gallery>
}}
{{KV|DiskRadius|intn=DiskRadius|float|Radius of Disk/circle of sun in texturespace. 1.0 will be full screen 0.5 is half screen etc.}}
{{expand|title=Examples|
<br>
<gallery mode=packed heights=710px>
File:cDISKR1.jpg|DiskRadius - 0.02
File:cDISKR2.jpg|DiskRadius - 0.10
File:cDISKR3.jpg|DiskRadius - 1.00
</gallery>
}}
{{Note|With 0 - will not render.}}
{{KV|DiskInnerSizePercent|intn=DiskInnerSizePercent|float|Used only in Fancy Gaphics Mode. Disk inner circle radius [[=]] DiskRadius * DiskInnerSizePercent.}}
{{expand|title=Examples|
<br>
<gallery mode=packed heights=710px>
File:cDISKIR1.jpg|DiskInnerSizePercent - 0.75
File:cDISKIR2.jpg|DiskInnerSizePercent - 0.50
File:cDISKIR3.jpg|DiskInnerSizePercent - 0.99
</gallery>
}}
{{Note|With 0 - will not render.}}
{{KV|ColorInner|intn=ColorInner|color255| This is the color of the inner circle.}}
{{expand|title=Examples|
<br>
<gallery mode=packed heights=710px>
File:cCRAYS1.jpg|255 0 0 255
File:cCINN2.jpg|0 255 0 255
File:cCINN3.jpg|0 0 255 255
</gallery>
}}
{{Note|Unlike lighting - brightness of inner depends on fourth number which can be written here. Max value is 255, higher doesn't draw.}}
{{KV|ColorOuter|intn=ColorOuter|color255|Used only in Fancy Mode. This is the color of the outer circle.}}
{{expand|title=Examples|
<br>
<gallery mode=packed heights=710px>
File:cCRAYS1.jpg|0 255 0 255
File:cCOUT2.jpg|255 0 0 255
File:cCOUT3.jpg|0 0 255 255
</gallery>
}}
{{Note|Unlike lighting - brightness of outer depends on fourth number which can be written here. Max value is 255, higher doesn't draw.}}
{{KV|ColorRays|intn=ColorRays|color255| This is the color of the rays.}}
{{expand|title=Examples|
<br>
<gallery mode=packed heights=710px>
File:cCRAYS1.jpg|0 0 255 120
File:cCRAYS2.jpg|0 255 0 120
File:cCRAYS3.jpg| 255 0 0 120
</gallery>
}}
}}
{{Note|Unlike lighting - brightness of rays depends on fourth number which can be written here. Max value is 255, higher doesn't draw.}}
{{KV BmGodraysNormal}}


==Inputs==
==Inputs==

Revision as of 10:00, 7 January 2025

godrays_settings is a point entity available in Black Mesa Black Mesa. This entity uses to dynamically change godrays settings for Black Mesa new light entities. For better understanding of this page - recommended at first familiarize yourself with new lights.

Represented by class CGodRaysSettings.

Tip.pngTip:You can change values dynamically via AddOutput input.
Black Mesa Level Creation

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

TargetGodRays_Name (TargetGodRays) <string>
Here you enter name of new light entity (with godrays support) for which you want to apply changes. Works with multiple lights if they have the same name.
TransitionTime (TransitionTime) <integer>
Transition time in seconds (0 for instant) to transition into new settings. Its a lerp operation A + (B-A) * TimeFactor.
LightType (LightType) <choices>
Type of light source for which you want to apply settings. Entity will not apply settings for newLight_Dir if selected Point Light and will not apply settings for point lights if selected Direction/Sun Light.
  • 0: Direction/Sun Light
  • 1: Spot Light
Icon-Bug.pngBug:Doesn't affects newLight_Dir due to mistake in the game code.


EnableGodRays (EnableGodRays) <choices>
Sets godrays state on spawn, enabled or disabled.
  • 0: Disabled
  • 1: Enabled
Warning.pngWarning:You can have only 40 point lights with godrays enabled simultaneously, otherwise the game will crash with this error message.
The error
Density (Density) <float>
Density controls the length of rays/volumetric shadows. 1.0 should work in 99% cases. Good values are 0.5-1.5.
Examples
Weight (Weight) <float>
Weight controls the intensity of volumetric shadow. Blocking of rays by geometry. Good values are 0.1-10.
Examples
Decay (Decay) <float> Obsolete
Deprecated.
Decay controls luminance fall off per sample. Value here doesn't work.
Exposure (Exposure) <float>
Exposure controls the intensity of rays during blending pass with main scene. 2.0 is a good start. Good values are 1.0-10.0.
Examples


DistFactor (DistFactor) <float>
DistFactor controls the falloff of rays/length. 1.0 is a good starting value increase or decrease in the increments of 0.1. 0.0 will make the rays dissappear only disk will be rendererd.
Examples
Note.pngNote:Godrays doesn't look smooth if used big value here. The same for Exposure.
Example
ColorInner (ColorInner) <color255 + int>
The RGB color and brightness of the inner circle. Colors and brightness must be between 0 and 255.
Icon-Bug.pngBug:This color value doesn't work properly with newLight_Point if you are using Normal godrays type. This entity takes only red value. Works fine with Fancy type.
Examples
Note.pngNote:Rays is disabled on this picture (the colors are partially blending).
ColorRays (ColorRays) <color255 + int>
The RGB color and brightness of the rays. Colors and brightness must be between 0 and 255.
Examples
ColorOuter (ColorOuter) <color255 + int>
The RGB color and brightness of the outer circle. Colors and brightness must be between 0 and 255.
Icon-Bug.pngBug:This color value doesn't work properly with newLight_Point if you are using Normal godrays type. This entity takes only red value. Works fine with Fancy type.
Examples
Note.pngNote:Rays is disabled on this picture (the colors are partially blending).
Note.pngNote:You can't use black colors for ColorOuter, ColorInner and ColorRays.
DiskRadius (DiskRadius) <float>
Radius of disk/circle of sun/point light in texturespace. 1.0 will be full screen, 0.5 is half screen, etc. 0 means don't render.
Examples
DiskInnerSizePercent (DiskInnerSizePercent) <float>
Disk inner circle radius is DiskRadius * DiskInnerSizePercent. 0 means don't render.
Examples
Note.pngNote:Rays is disabled on this picture (for clarity).

Inputs

InputApplySettings <void>
InputApplySettings Trigger to apply settings

See also

Todo: Clean up english. Add more issues if you'll find.