✔️ Download example fileVolumetric lighting, also known as
light shafts or
god rays, is a lighting effect that can add depth and realism to the visuals of your map.
Prerequisites
Creating the effect
First, skew a brush to closely match the angle of your light source. Since the base faces of the brush are meant to be invisible, they should be textured with
CONTENTWATER
in order to mirror the side faces of the brush, making it more realistic. Lastly, the brush should be an entity, such as
func_illusionary
, with
Render Mode set to
Additive. The translucency can be set with
FX Amount (1 - 255).
If you use
NULL or
BLACK_HIDDEN, not all of the side faces will be rendered at the same time, and the effect is invisible from some angles (i.e. inside the volume).
Volumetric lighting, with and without the use of CONTENTWATER
Volumetric lighting, with and without the use of CONTENTWATER
A scrolling texture could also be used with a
func_conveyor
entity.
Scrolling volumetric lighting
Errors
This error is caused by any of the following keyvalues in your entity:
zhlt_clipnodedetaillevel
zhlt_detaillevel
If your brush is textured with
CONTENTWATER, then this error is caused by any of the following textures on your brush:
Volumetric lighting textures
Texture | Group |
---|
FADE | valve/halflife.wad |
FADE2 | valve/halflife.wad |
CULIGHTA | cstrike/cs_havana.wad |
CXLIGHTA | cstrike/chateau.wad |