Template:KV BmGodraysNormal
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Warning:You can have only 40 point lights with godrays enabled simultaneously, otherwise the game will crash with this error message.
Note:Godrays doesn't look smooth if used big value here. The same for Exposure.
Note:You can't use black colors for ColorOuter, ColorInner and ColorRays.
- EnableGodRays (EnableGodRays) <choices>
- Sets godrays state on spawn, enabled or disabled.
- 0: Disabled
- 1: Enabled

- Density (Density) <float>
- Density controls the length of rays/volumetric shadows. 1.0 should work in 99% cases. Good values are 0.5-1.5.
Examples Expand
- Weight (Weight) <float>
- Weight controls the intensity of volumetric shadow. Blocking of rays by geometry. Good values are 0.1-10.
Examples Expand
Decay (Decay) <float>- Deprecated.
Decay controls luminance fall off per sample. Value here doesn't work. - 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.
Examples Expand
- DistFactor (DistFactor) <float>
- DistFactor controls the falloff of rays/length. 1.0 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.
Examples Expand

- ColorInner (ColorInner) <color255 + int>
- The RGB color and brightness of the inner circle. Colors and brightness must be between 0 and 255.
Bug:This color value doesn't work properly with newLight_Point if you are using Normal godrays type. This entity takes only red value. Works fine with Fancy type.
Examples Expand
- ColorRays (ColorRays) <color255 + int>
- The RGB color and brightness of the rays. Colors and brightness must be between 0 and 255.
Examples Expand
- ColorOuter (ColorOuter) <color255 + int>
- The RGB color and brightness of the outer circle. Colors and brightness must be between 0 and 255.
Bug:This color value doesn't work properly with newLight_Point if you are using Normal godrays type. This entity takes only red value. Works fine with Fancy type.
Examples Expand

- DiskRadius (DiskRadius) <float>
- Radius of disk/circle of sun/point light in texturespace. 1.0 will be full screen, 0.5 is half screen, etc. 0 means don't render.
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- DiskInnerSizePercent (DiskInnerSizePercent) <float>
- Disk inner circle radius is DiskRadius * DiskInnerSizePercent. 0 means don't render.
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