This article's documentation is for Source 2. Click here for more information.

env_volumetric_fog_controller

From Valve Developer Community
Jump to navigation Jump to search

env_volumetric_fog_controller is a point entity available in SteamVR Home SteamVR Home, Half-Life: Alyx Half-Life: Alyx, and S&box S&box.

Entity description

Controller for volumetric fogging - bounds are extents of fog irradiance volume (for indirect).

Keyvalues

Master Fog Controller (IsMaster) ([todo internal name (i)]) <boolean>
Use this as the active fog if there are more than one.
Fog strength (FogStrength) ([todo internal name (i)]) <float>
Technically the scattering value. Higher values make denser fog.
Draw distance (DrawDistance) ([todo internal name (i)]) <float>
Maximum distance to draw fog - WARNING! Changing from default will make fog blockier.
Fade-in start (FadeInStart) ([todo internal name (i)]) <float>
Distance from the eye at which fog starts to fade in.
Fade-in end (FadeInEnd) ([todo internal name (i)]) <float>
Distance from the eye at which fog finishes fading in and is at full strength.
Enable indirect lighting (IndirectEnabled) ([todo internal name (i)]) <boolean>
Indirect light strength (IndirectStrength) ([todo internal name (i)]) <float>
Indirect Lighting Dimension (IndirectVoxelDim) ([todo internal name (i)]) <choices>
Value Description
512 Very High Resolution (512x)
256 High Resolution (256x)
128 Medium Resolution (128x)
64 Low Resolution (64x)
Fade time (FadeSpeed) ([todo internal name (i)]) <float>
Sets fade in or out time (in seconds).
Anisotropy (Anisotropy) ([todo internal name (i)]) <float>
How much the fog should get brighter when you stare directly at the light.
Fog Irradiance Texture (fogirradiancevolume) ([todo internal name (i)]) <resource:texture>
Name of the fog irradiance texture.
Source 2 Targetname:
Name (targetname) <string>
The targetname that other entities refer to this entity by.
Entity Scripts (vscripts) <scriptlist>
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Create Client-Only Entity (clientSideEntity) <choices>
  • 0: No
  • 1: Yes


Source 2 Hierarchy:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent.
Parent Model Bone/Attachment Name (parentAttachmentName) <string>
The name of the bone or attachment to attach to on the entity's parent in the movement hierarchy. Use !bonemerge to use bone-merge style attachment.
Model Attachment position offset (local.origin) <coordinates>
Offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment.
Model Attachment angular offset (local.angles) <angles>
Angular offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment.
Model Attachment scale (local.scales) <vector>
Scale in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment.
Use Model Attachment Offset (useLocalOffset) <boolean>
Whether to respect the specified local offset when doing the initial hierarchical attachment to its parent.


Source 2 Transform:

Origin (origin) <coordinates>
The world space origin of the entity.
Angles (angles) <angles>
The pitch, yaw, roll orientation of the entity.
Scale (scales) <vector>
The x, y, z scales of the entity. Not all entities can use this.
Transform Locked (transform locked) <boolean>
Lock the transform at its current value, preveting the transform of the node from being modified.
Force Hidden (force hidden) <boolean>
Visually hides the entity from the viewports. The Outliner pane will still list hidden entities.
Editor Only (editor only) <boolean>
Entity is only displayed in Hammer and will not appear in game.


Inputs

SetToDefaults <void>
Resets scattering and anisotropy to default values
SetFogStrength <float>
Set overall fog strength
SetAnisotropy <float>
Set anisotropy value
SetFadeSpeed <float>
Set fade in/out speed
SetDrawDistance <float>
Set draw distance
ForceRefresh <void>
Forces the fog volume to update if a light's state has changed
Enable <boolean>
Enable
Disable <boolean>
Disable
EnableIndirect <boolean>
Turns on/off indirect fogging


Outputs