Welcome to another one of my mapping tutorials. In this tutorial, I will be teaching you how to add Volumetric lighting to your maps.
What is Volumetric Light?
Volumetric light is a light source which is displayed in a geometrical shape. Throughout Half Life 2, we see many areas where there is light shining through a window, sort of like a light beam. An example of Volumetric lighting can be seen below:
Though very faint, you can clearly see the light shining through that hole in the roof. Today, I will be teaching you how to achieve the effect of light shining through a window, using 2 methods: Prop Based, and Brush Based.
Let's get Started!
Brush Based Volumetric Light
Start off by opening up your map, or just quickly create a new one.
Now, quickly add in some windows and a skybox. The light source is going to be in the skybox, and it is going to be shining in through the windows
Now, go ahead and add the light source into the Skybox. I've gone ahead and added an env_sun and a light_environment, both pointing in the same direction. If you do not know how to use an env_sun, I recommend reading this tutorial.
Now, create a brush covered in the Nodraw texture. This brush will be the light shining in from the window. Once, created, use the Texture Application Tool (Shift+A) and select the visible sides, and apply the effects/trainsky texture on the sides, and the models/effects/vol_light001 texture on the top and bottom. This will make it look less extreme. I'd recommend scaling the texture so that it looks better.
NOTE: Using model textures on brushes usually causes errors, but in this case, it is perfectly fine to use it.
Now, select the brush, and tie it to func_illusionary and change the following settings:
FX Amount: 150
Disable Receiving Shadows: Yes
Disable Shadows: Yes
These settings will make it act like light, by not casting Shadows, and it will not collide with the player.
That's it for creating Brush based Volumetric Lighting. Compile your map, and go test it out.
Prop Based Volumetric Lighting
Start off by Opening up your map or quickly creating a new one. I've gone ahead and used the same map as before, I've just increased the size of the skybox to give some extra room because the model we're going to be using is large.
Now, using the Entity Tool (Shift+E) place a prop_static entity into the room.
Double click on the entity in the 3D view to bring up it's properties menu. Select the World Model Option, and browse for the model effects/vol_light.mdl.
Make sure the model is angeled properly with the window so it looks more realistic.
Now, open the properties menu for the prop, and change the following settings:
Collision: Not Solid
Disable Shadows: Yes
With these settings, the prop will not collide with the player, and it will not cast any shadows, just like the brush based volumetric light we created earlier.
You're done! Compile and test your newly made prop based volumetric lighting.
Though the light is very faint, you can still see it shining through the window.
Thank you for reading my tutorial, if you have any questions, please do not hesitate to PM me or leave a comment.
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