Advanced Lighting Techniques
Quote from Sleepless Mickey on May 24, 2011, 1:12 pmI have been searching diligently for a good resource for a lighting tutorial for advanced lighting, and have found some great information, but I can't find exactly what I'm looking for.
Basically I am having a hard time getting certain lighting effects to behave the way I would like them to. In my map I'm trying to get lighting to pour in from a shaft, with a grate attached at the end, so the lighting comes down criss-crossed in beams.
The issue I'm having is that I can't get the brushes I made for the grate to cast the shadows on the wall from the light source, and I was also trying to get the beams more "visible" with particle effects in the beams? (i.e. dust particles)
Thanks for the help! I apologize if this was covered somewhere that I'm not finding.
I have been searching diligently for a good resource for a lighting tutorial for advanced lighting, and have found some great information, but I can't find exactly what I'm looking for.
Basically I am having a hard time getting certain lighting effects to behave the way I would like them to. In my map I'm trying to get lighting to pour in from a shaft, with a grate attached at the end, so the lighting comes down criss-crossed in beams.
The issue I'm having is that I can't get the brushes I made for the grate to cast the shadows on the wall from the light source, and I was also trying to get the beams more "visible" with particle effects in the beams? (i.e. dust particles)
Thanks for the help! I apologize if this was covered somewhere that I'm not finding.

Quote from msleeper on May 24, 2011, 1:22 pmMake sure you set the lightmap scale of the surface that is going to be hit with lighting to a lower value. Lower lightmaps = more defined shadowing. Just be sure you don't do this for too many areas, as it also significantly increases the physical size of the compiled BSP.
I think I read something about dustmotes being broken or missing a material. If so then I'm not sure of the proper way of achieving the effect in Portal 2.
Make sure you set the lightmap scale of the surface that is going to be hit with lighting to a lower value. Lower lightmaps = more defined shadowing. Just be sure you don't do this for too many areas, as it also significantly increases the physical size of the compiled BSP.
I think I read something about dustmotes being broken or missing a material. If so then I'm not sure of the proper way of achieving the effect in Portal 2.
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Quote from Nacimota on May 24, 2011, 1:26 pmI think he's talking about seeing beams of light in the air, msleeper; if that's the case, the effect you're talking about is called volumetric lighting. As far as I am aware, Source doesn't really natively support it as a post-processing shader the way other engines like Unreal Engine and CryEngine do. Typically the level designer with put in a bunch of sprites or a brush with a translucent texture on it. Somebody else might know of a better method.
I think he's talking about seeing beams of light in the air, msleeper; if that's the case, the effect you're talking about is called volumetric lighting. As far as I am aware, Source doesn't really natively support it as a post-processing shader the way other engines like Unreal Engine and CryEngine do. Typically the level designer with put in a bunch of sprites or a brush with a translucent texture on it. Somebody else might know of a better method.
Quote from Sleepless Mickey on May 24, 2011, 1:31 pmI am trying to get an actual "beam" of light, but if it isn't natively supported I can live without it.
I'll try lowering the lightmap scale to see if that helps with the shadows.
Thanks for the replies!
I am trying to get an actual "beam" of light, but if it isn't natively supported I can live without it.
I'll try lowering the lightmap scale to see if that helps with the shadows.
Thanks for the replies!
Quote from MrLawbreaker on May 24, 2011, 1:33 pmThere is an instance for such a light beam, i will look up the name...
Edit: No sorry it was something else i was remembering.
There is an instance for such a light beam, i will look up the name...
Edit: No sorry it was something else i was remembering.