godrays_settings
Contents
godrays_settings
is a point entity available in 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.
Tip:You can change values dynamically via
AddOutput
input.Keyvalues
- Name
(targetname)
<string> - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
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> - Target Light Entity name with godrays (Dir or Point - SpotLight godrays aren't supported)
Bug:Doesn't effects newLight_Dir. [todo tested in?]
- TransitionTime
(TransitionTime)
<integer> - TransitionTime in secs ( 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 selectedDirection/Sun Light
.
- 0: Direction/Sun Light
- 1: Spot Light
- EnableGodRays
(EnableGodRays)
<integer> - EnableGodRays Enabled or Disabled
Determines if the light rays turns on or turns off. 1 - turns on, 0 - turns off.
- Density
(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.
|
- Weight
(Weight)
<float> - Weight Controls the intensity of volumetric shadow. Blocking of rays by geometry. Good values to start from: 0.1 - 10.0.
|
- Decay
(Decay)
<float> - Decay NOT being used.
Todo: Document what does it change.
- 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.
|
- DistFactor
(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.
|
- DiskRadius
(DiskRadius)
<float> - Radius of Disk/circle of sun in texturespace. 1.0 will be full screen 0.5 is half screen etc.
|
Note:With 0 - will not render.
- DiskInnerSizePercent
(DiskInnerSizePercent)
<float> - Used only in Fancy Gaphics Mode. Disk inner circle radius = DiskRadius * DiskInnerSizePercent.
|
Note:With 0 - will not render.
- ColorInner
(ColorInner)
<color255> - This is the color of the inner circle.
|
Note:Unlike lighting - brightness of inner depends on fourth number which can be written here. Max value is 255, higher doesn't draw.
- ColorOuter
(ColorOuter)
<color255> - Used only in Fancy Mode. This is the color of the outer circle.
|
Note:Unlike lighting - brightness of outer depends on fourth number which can be written here. Max value is 255, higher doesn't draw.
- ColorRays
(ColorRays)
<color255> - This is the color of the rays.
|
Note:Unlike lighting - brightness of rays depends on fourth number which can be written here. Max value is 255, higher doesn't draw.
Inputs
InputApplySettings
<void>- InputApplySettings Trigger to apply settings
See also
NewLights_settings
newLight_Point
newLight_Spot
env_lensflare
newLight_Dir
env_cascade_light
- Lighting
- Adding Light
- Intermediate Lighting
- Advanced Lighting
- Effect flags (dynamic light effects)
- Tool textures (for Block light)
- BlackMesa XenEngine: Part 4 – Lighting & Shadows (page from Black Mesa developer about new lights)
- BlackMesa XenEngine: Part2 – How a Frame is Rendered (page from Black Mesa developer about how a frame rendered)
- BlackMesa XenEngine: Part1 – Heavily Modified Source Engine (page from Black Mesa developer about Black Mesa engine, better known as Xengine)
Todo: Clean up english. Add more issues if you'll find.