Iluminación

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Iluminación refiere a todas sistemas que iluminan una mapa así puede parecer realista. Hay muchas áreas de conocimiento sobre iluminación que un diseñador debe saber.

Guías

Un ejemplo de una sala iluminada bien.
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— Una explicación de la sistema vieja "C-L-Q" de atenuación de luz.

Tipos

Fuentes de Luz Estática

Tip.pngConsejo:Iluminación estática es compilado en mapas de luz(en), que iluminan sólidos y modelos, y cubemaps(en), que proveen reflejos. Es libre representar, porque luces estáticas solamente cambian lo que ya es procesada.
light
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:Una fuente puntual estática de luz omnidireccional, por ejemplo una bombilla desnuda o una llama de vela.

light_spot
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:Una fuente puntual estática de luz unidireccional, por ejemplo una linterna. El ángulo del rayo cónico no puede exceder 90°.

light_environment
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: Provee dos fuentes de luz:

  • Una luz difusa "ambient" (que representa luz reflejada de las nubes o luz de otras fuentes ambientes) que se emite de todas superficies de la skybox.
  • Una luz direccional "brightness" (que representa la luz del Sol o de la Luna) que es proyectada solamente en una dirección.
Las dos son emitidas de los materiales toolsskybox(en)
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y toolsskybox2d(en)

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donde son usadas en una mapa. También vea Skybox(en).

env_particlelight
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:Alumbra las partículas de un env_smokestack

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. Iluminación normal no afecta partículas.

light_directional
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:En lo esencial, una segunda de la luz direccional de light_environment. Como esa luz, solamente brilla de superficies de toolsskybox.

Texturas Encendidas(en)
Superficies de sólidos con un material que emite luz (como game_dir/lights.rad delimita) emiten luz volumétrica en un cono de 180°.

Destinatarias de Luz Estática

Sólidos(en)
La herramienta "Lightmap Scale" en el "Hammer Face Edit Dialog(en)" puede estar usada para controlar cuán marcada o difuso la mapa de luz(en) de una superficie de un sólido será. Este efecto es más evidente entre áreas de alto contraste, p. ej. sombras. Nota que, aunque añadir fuentes de luz no afecta rendimiento mucho, reducir escala de mapa de luz (es decir, aumentar definición) incrementa tamaño de archivo significativamente.
prop_static
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:A diferencia de otras entidades de modelo, prop_statics se alumbran estáticamente. Un valor de iluminación se almacena por cada vértice(en), y el malla de colisión (o, opcionalmente, malla de referencia) del modelo se usa para calcular sombras de mapas de luz. Hay los opciones siguientes:

  • disableshadows — No proyecta sombras
  • disablevertexlighting — Almacena solo un valor de iluminación para el modelo entero
  • disableselfshadowing — Impide el modelo proyectar sombras en sí mismo
  • ignorenormals — Ignora los normales de la información de vértice para calcular iluminación. Esto es muy útil para follaje y otros tipos de malla fina de vértice.
    Pendiente: is "los normales" the right translation for "the normals" in this context? pretty much everything I could find is adjectival or refers to the state of being normal.
  • generatelightmaps (solo en Source 2013 Multiplayer) — Usa mapas de luz (como sólidos) si VRAD se ejecuta con "-StaticPropLighting" y el prop no tiene una mapa de bulto(en). Definición de mapas de luz puede configurarse con lightmapresolutionx y lightmapresolutiony.
func_brush
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y otras entidades visibles de sólido:Tienen un "keyvalue" vrad_brush_cast_lightmap_shadows que permítelos proyectar sombras de mapas de luz. Template:Not in FGD:es en la mayoría de juegos aparte de Portal 2 Portal 2

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Fuentes de Luz Dinámica

Tip.pngConsejo:Iluminación dinámica se calcula en ejecución, así que es muy cara(en) representar.
env_projectedtexture brilla de una entrada.
light_dynamic
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:Una simple luz dinámica unidireccional que puede moverse, girarse, o ajustarse.

point_spotlight
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:Un efecto dinámico de rayo de foco, con una opcional fuente de luz dinámica adonde llega.}}

npc_spotlight
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:Un "NPC"(en) de foco, similar a point_spotlight pero puede seguir la trayectoria de un blanco.

env_projectedtexture
Una luz dinámica que brilla con una textura en vez de un color sólido y que "sustrae" sombras dinámicas realistas. Afecta todas superficies que pueden admitir iluminación, y se usa para el linterna del jugador en Template:Game link
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  • En todos juegos desde Portal 2 Portal 2, la mayoría de entidades dinámicas pueden tener proyección de texturas apagada con el "keyvalue" disableflashlight, y pueden tenerlo pasado con los entradas "EnableReceivingFlashlight" y "DisableReceivingFlashlight". Sin embargo, su funcionamiento de proyectar sombras normales necesita controlarse por separado (véase debajo de Sombras Dinámicas). En juegos anteriores, este funcionamiento aun así puede controlarse con flag de efecto EF_NOFLASHLIGHT (véase más adelante).
Flags de Efectos(en) Template:Not in FGD:es
La mayoría de entidades emparentables(en) y objetos físicos pueden brillar luz dinámica brillante o tenue con EF_BRIGHTLIGHT o EF_DIMLIGHT, respectivamente.

Sombras Dinámicas

Tip.pngConsejo:Sombras dinámicas se proyectan solamente por modelos dinámicos(en) (p.ej. prop_physics
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o NPCs(en)) y solamente en superficies de sólidos. Se calcularon en ejecución, así que son crudas y muy caras(en) representar.
Note.pngNota:En todos juegos desde Left 4 Dead Left 4 Dead, la dirección de una sombra se calcula para cada entidad, dictado por la luz más cercana a la entidad. En todos juegos hasta y incluyendo Source 2013 Source 2013, todos modelos proyectan sombras en dirección delimitada por shadow_control (véase más adelante).
shadow_control
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:Entidad de punto para controlar los colores, direcciones, o distancias de sombras dinámicas.

Warning.pngAviso:Sin esta entidad, no va a poder controlar sombras dinámicas.
Template:Deprecated:es
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:Entidad de punto para listar superficies que no deban recibir sombras dinámicas.

Tip.pngConsejo:A veces, sombras dinámicas se proyecten a través de muros y suelos, revelando la ubicación de jugadores o objetos. Use esta entidad para evitar este problema.
La mayoría de entidades dinámicas y visibles
Tienen un "keyvalue" shadowcastdist para invalidar a qué distancia deban proyectar sombras, y un "keyvalue" disableshadows y entradas "DisableShadow"/"EnableShadow" para controlar si proyecten sombras en absoluto. En juegos desde Portal 2 Portal 2, también tienen un "keyvalue" disableshadowdepth para impedirlos que proyecten sombras por `env_projectedtexture`.
Flags de Efectos(en) Template:Not in FGD:es
La mayoría de entidades emparentables(en) y objetos físicos pueden usarse flags para regular muchos de los mismos efectos como los "keyvalues" susodichos, aunque no tengan los "keyvalues" en su versión de Source.

Efectos Tyndall

El efecto Tyndall(en) se causa cuando luz disperse en partículas suspendidas en un medio transparente, p. ej. faros de coche en niebla.

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- Entidad usada para crear efectos omnidireccionales de brillo o destello.

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- Un brillo asimétrico (para contrastantes zonas de luz).

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- Añade una brilla mancha envuelta en halo a la skybox para presentar el Sol o la Luna.

  • Efectos de haz de luz (luz volumétrica):
    • Textura de sólido : models/effects/vol_light001
    • Textura de sólido : models/effects/vol_light002
    • Modelo : models/Effects/vol_light.mdl - use por prop_static
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Valores Comunes

Luminosidad
Faros de coche 231 223 192
Luz de Alianza 147 226 240
Bombillo de tungsten 254 216 146
Tubo fluorescente 159 237 215
Tubo incandescente 255 245 145

Para valores para acompañar los materiales de serie, véase Listo de Sky(en).

Informaciones

  • Llamar una luz le hace más cara. Solamente llamar luces cuando necesita. Luces multiples que compartan el mismo nombre son más económico que luces multiples con nombres diferentes.
  • light_dynamic
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es especialmente expensiva y no se representa en sistemas ciertas.

  • Las básicas entidades de luz vienen con ni representación visible ni un "brillo" como se espera en un entorno neblinoso. Para el primero, necesita un prop, como eses listados en Props de Luz de HL2(en). Para el último, o compile la mapa con HDR(en) activado o añada una entidad point_spotlight
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(con luz dinámica apagada a menos que es necesitada) o env_sprite

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Comandos de Consola(en)

mat_fullbright <0-2>
0 es iluminación normal.
1 es iluminación "fullbright", donde todo es iluminada 100%.
2 (en todos juegos desde Source 2007) es "solo iluminación". Todas texturas se sustituen por monotonía sin color. Eso le permite a Ud. ver exactamente que es iluminado y de donde.

Véase También

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