Source SDK

Source SDK

monobogdan Jun 19, 2017 @ 11:04pm
How to set shadows quality, strength and bias?
Can i pass some parameters to vrad to bake lighting with specified quality(i want very smooth, antialiased clear shadows), strength(i want darker shadows, as in cs go).
And what is max value of real time lights(8 or source have SM3 lighting)?
Last edited by monobogdan; Jun 19, 2017 @ 11:04pm
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Showing 1-11 of 11 comments
Rectus Jun 20, 2017 @ 12:45am 
VRAD bakes the light to lightmaps, so the only way of getting better shadow quality is to lower the lightmap scale per-surface from Hammer. It's not possible to get the same resolution as with the cascaded shadow maps in CS:GO though. The shadow strength is determined by the lighting in the map, brighter lights, less ambient light and less reflective surfaces nearby will increase the shadow contrast.

VRAD has soem settigns, but noting significat is tweakabke from the program itself.
https://developer.valvesoftware.com/wiki/Vrad

Dynamic lights seem to be limited to 17 enabled at a time in Source 2013 at least.
monobogdan Jun 20, 2017 @ 12:47am 
Originally posted by Rectus:
VRAD bakes the light to lightmaps, so the only way of getting better shadow quality is to lower the lightmap scale per-surface from Hammer. It's not possible to get the same resolution as with the cascaded shadow maps in CS:GO though. The shadow strength is determined by the lighting in the map, brighter lights, less ambient light and less reflective surfaces nearby will increase the shadow contrast.

VRAD has soem settigns, but noting significat is tweakabke from the program itself.
https://developer.valvesoftware.com/wiki/Vrad

Dynamic lights seem to be limited to 17 enabled at a time in Source 2013 at least.
Thanks.
But why valve won't open some graphics techs used in cs:go source branch to main source 2013 branch?
Rectus Jun 20, 2017 @ 12:49am 
Originally posted by monobogdan:
Thanks.
But why valve won't open some graphics techs used in cs:go source branch to main source 2013 branch?

Probably because they're too busy working on Source 2 to update their old obsolete engine.
monobogdan Jun 20, 2017 @ 4:54am 
Originally posted by Rectus:
Originally posted by monobogdan:
Thanks.
But why valve won't open some graphics techs used in cs:go source branch to main source 2013 branch?

Probably because they're too busy working on Source 2 to update their old obsolete engine.
But CS:GO working on Source engine based on source 2013 or 2010
Rectus Jun 20, 2017 @ 7:05am 
CS:GO is on a completely different branch than Source 2013, so it would probably be a lot of work to port over.
monobogdan Jun 20, 2017 @ 8:20am 
Originally posted by Rectus:
CS:GO is on a completely different branch than Source 2013, so it would probably be a lot of work to port over.
So, i can't bake strength shadows like in unity?
Rectus Jun 20, 2017 @ 8:35am 
Originally posted by monobogdan:
So, i can't bake strength shadows like in unity?

Nope. It should possible to lower the number of bounces in VRAD to get less indirect lighting, but I don't think it's a good solution in general.
monobogdan Jun 20, 2017 @ 8:45am 
Originally posted by Rectus:
Originally posted by monobogdan:
So, i can't bake strength shadows like in unity?

Nope. It should possible to lower the number of bounces in VRAD to get less indirect lighting, but I don't think it's a good solution in general.
So, nice shadows not possible with source?
Rectus Jun 20, 2017 @ 8:52am 
Originally posted by monobogdan:
So, nice shadows not possible with source?

I've heard it's possible to use a env_projectedtexture for simple dynamic shadow maps, a bit similar to how the cascaded shadow maps work in CS:GO. Although the quality still wouldn't be as good.
monobogdan Jun 20, 2017 @ 9:55am 
Originally posted by Rectus:
Originally posted by monobogdan:
So, nice shadows not possible with source?

I've heard it's possible to use a env_projectedtexture for simple dynamic shadow maps, a bit similar to how the cascaded shadow maps work in CS:GO. Although the quality still wouldn't be as good.
Thanks.
Is it really, i can implement some part of gameplay in valve hammer?
And where located background trees in hl2 resources?
Wazanator Jun 20, 2017 @ 3:25pm 
You can determine shadow strength via Lightmaps. Lower the number the stronger it is.

https://developer.valvesoftware.com/wiki/Lightmap
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Date Posted: Jun 19, 2017 @ 11:04pm
Posts: 11