env_light_probe_volume
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env_light_probe_volume is a point entity available in
SteamVR Home,
Half-Life: Alyx, and
Counter-Strike 2. It is used to place volumes of ambient light into the open spaces of a map. The entity generates a volumetric grid of lighting samples when baking the map lighting. These samples are used for diffuse ambient lighting on any entities that don't or can't have lighting baked on them.
Keyvalues
Todo: Add any new keyvalues from HL:A.
Source 2 LightProbeVolume:
- Light Probe Texture (lightprobetexture) <string>
- Name of the light probe texture.
Tip: This is normally assigned by the light baker and does not need to be manually set.
- Box Mins (box_mins) <vector>
- Minimum bounds. Set by dragging the controls of the entity with the Hammer Select tool.
- Box Maxs (box_maxs) <vector>
- Maximum bounds. Set by dragging the controls of the entity with the Hammer Select tool.
- Voxel Size (voxel_size) <float>
- Size of the light probe voxels in game units.
- 12.0 - Very High Resolution
- 24.0 - High Resolution
- 48.0 - Medium Resolution
- 108.0 - Low Resolution
Tip: This keyvalue is not limited to the presets, other values can be set with the Raw Edit mode.
- Ignore Unreachable Space (flood_fill) <boolean>
-
Todo: Possibly uses adjacent lit samples to fill out any samples that aren't visible to any lights.
- Ignore Voxelized Solid Space (voxelize) <boolean>
- Calculate Diffuse Lighting Using Cubemap (light_probe_volume_from_cubemap) <boolean>
- Uses cubemaps instead of the light mapper directly to generate the light probes.
Note: This can speed up light baking by a significant amount, but can generate incorrect lighting in areas not directly visible to the cubemap origin.
- Storage (storage) <choices>
- Texture format to store the light probes as.
- -1 - Default
- 0 - AmbientCube RGBM8888 Uncompressed
- 1 - AmbientCube RGBMDXT5 Compressed
Source 2 LPV and Cubemap:
- Priority (indoor_outdoor_level) <integer>
- If multiple volumes contain an object, the highest priority volume takes precedence.
- -2 - Lowest
- -1 - Low
- 0 - Normal
- 1 - High
- 2 - Highest
- Light Group (lightgroup) <string>
- Semicolon-delimited list of light groups to affect.
- Moveable (moveable) <boolean>
- Can be moved, parented, enabled, or disabled at runtime.
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Inputs
- Enable
- Enable this entity.
- Disable
- Disable this entity.
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Outputs
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See also
This article or section is a stub. You can help by expanding it.
Categories:
- Counter-Strike 2
- Half-Life: Alyx
- Point entities
- Non-internal SteamVR Home entities
- SteamVR Home entities
- SteamVR Home point entities
- Non-internal Half-Life: Alyx entities
- Half-Life: Alyx entities
- Half-Life: Alyx point entities
- Non-internal Counter-Strike 2 entities
- Counter-Strike 2 entities
- Counter-Strike 2 point entities
- Non-internal Source 2 base entities
- Source 2 base entities
- Source 2 base point entities
- Lighting