Difference between revisions of "VRAD"

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m (Changed the default number of light bounces to 100 (as specified in the vrad source code))
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:Load a custom [[#Lights_files|lights file]] in addition to <code>lights.rad</code> and map-specific lights file.
 
:Load a custom [[#Lights_files|lights file]] in addition to <code>lights.rad</code> and map-specific lights file.
 
;<code>-bounce <[[int]]></code>
 
;<code>-bounce <[[int]]></code>
: Set the maximum number of light ray bounces (default: 10).
+
: Set the maximum number of light ray bounces (default: 100).
 
;<code>-smooth <int></code>
 
;<code>-smooth <int></code>
 
:Set the threshold for [[smoothing group]]s, in degrees (default: 45).
 
:Set the threshold for [[smoothing group]]s, in degrees (default: 45).

Revision as of 14:05, 23 April 2011

VRAD is the command-line tool that takes a compiled BSP map and embeds lighting data into it. VRAD's static and pre-compiled light is bounced around the world with a radiosity algorithm.

VRAD will:

VRAD is the generally the slowest of the three compilers due to the many, many calculations it must perform. Lighting optimization can help, as can ensuring your map is free of leaks.

Tip:If you are watching the compile dialog and it looks like it has hung at 9... this is usually because VRAD takes longer with each light bounce calculation.
Bug: Ep1 and L4D users seeing crashes when VRAD compiles HDR lighting should read VRAD HDR Crash Fix.

Syntax

vrad [options...] <bsp file>

For example:

"%sourcesdk%\bin\orangebox\bin\vrad" -both -StaticPropLighting sdk_trainstation_01

This will generate and embed both standard and High Dynamic Range lighting data, at per-vertex detail for prop_static entities.

Bug: To find resources in GCF files, VRAD must be started in %sourcesdk%\bin\orangebox\ (or ep1 as the case may be). You can do this with the cd command, or by setting the "Start In" value of a Windows shortcut. In Batch Compiler, set the BinRoot variable.

Options

Use these in combination with expert compile mode or a batch file.

Effects

-ldr
-hdr
-both
Whether to compile standard or High Dynamic Range lighting, or both.
-fast
Quick and dirty lighting. Don't ship with this.
-final
Increases the quality of light_environment and indirect lighting by spending more time firing rays.
-lights <filename>.rad
Load a custom lights file in addition to lights.rad and map-specific lights file.
-bounce <int>
Set the maximum number of light ray bounces (default: 100).
-smooth <int>
Set the threshold for smoothing groups, in degrees (default: 45).
-luxeldensity <normal>
Scale down all luxels. Default (and maximum) value is 1.
-softsun <float>
Treat the sun as an area light source of this many degrees. Produces soft shadows. Recommended values are 0-5, default is 0.
-StaticPropLighting
Generate per-vertex prop_static lighting; always enabled for light_spot entities. Disables info_lighting entities.
-StaticPropPolys (New with Half-Life 2: Episode Two / Source 2007)
Perform shadow tests of prop_statics at polygon precision. Default is to use collision meshes.
-TextureShadows (New with Half-Life 2: Episode Two / Source 2007)
Generates lightmap shadows from $translucent surfaces of models (NOT brushes) that are specified in a lights file and being used with prop_static. Usually requires -StaticPropPolys to have any effect.
Note:A surface will need a low lightmap scale for most texture shadows to be recognisable.

Performance

-low
Run as a low-priority process.
-threads <int>
Override the number of CPU threads used.
-mpi
Use VMPI to distribute computations.
-mpi_pw <string>
Use a password to choose a specific set of VMPI workers.
-noextra
Disable supersampling.
-chop <int>
Smallest number of luxel widths for a bounce patch, used on edges.
-maxchop <int>
Coarsest allowed number of luxel widths for a patch, used in face interiors.
-LargeDispSampleRadius
This can be used if there are splotches of bounced light on terrain. The compile will take longer, but it will gather light across a wider area.
-compressconstant <int>
Compress lightmaps whose color variation is less than this many units.

Debugging

-rederrors
Emit red light when "a luxel has no samples".
-vproject <directory>
-game <directory>
Override the VPROJECT environment variable.
-v
-verbose
Turn on verbose output.
-novconfig
Don't bring up graphical UI on vproject errors.
-dump
Write debugging .txt files.
-dumpnormals
Write normals to debug files.
-debugextra
Places debugging data in lightmaps to visualize supersampling.
-dlightmap
Force direct lighting into different lightmap than radiosity.
-stoponexit
Wait for a keypress on exit.
-nodetaillight
Don't light detail props.
-centersamples
Move sample centers.
-loghash
Log the sample hash table to samplehash.txt.
-onlydetail
Only light detail props and per-leaf lighting.
-maxdispsamplesize #
Set max displacement sample size (default: 512).
-FullMinidump
Write large minidumps on crash.
-OnlyStaticProps
Only perform direct static prop lighting
-StaticPropNormals
When lighting static props, just show their normal vector

Lights files

A light file is a plain text file that can be used to manipulate the way VRAD handles given materials when compiling static lighting. All lights files must have the .rad file extension and must be in the same folder as your gameinfo.txt.

There are:

  1. lights.rad, the global file.
  2. An auto-loaded map light file, using the format <map name>.rad.
  3. Any number of additional lights files that can be added with the -lights parameter.

Rules

Lights files perform these functions, one rule per line:

<material> <red> <green> <blue> <intensity> <hdr_red> <hdr_green> <hdr_blue> <hdr_intensity>
Makes the material emit the given light value when applied to a brush face (hdr_ values are optional). Texture scale has an effect on final intensity.
Note:materials that aren't in a folder must have a slash before their name.
noshadow <material name>
Prevents the named material from casting shadows.
forcetextureshadow <model path>.mdl
Enables translucency shadow testing for a model when VRAD is run with -TextureShadows. Path is relative to the models folder.
ldr:
hdr:
Prefixes to make any rule only apply to LDR or HDR lighting.

See also