Shadow groups
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Shadows groups are applied during lightmapping of entity using this rules: | Shadows groups are applied during lightmapping of entity using this rules: | ||
− | #Receive shadows is 0: | + | #Receive shadows is 0: object will not receive shadows from anything (occlusion test is skipped) |
#Receive shadows is 1: only receive shadows from objects with cast shadows 1 (the worldspawn cast shadows). | #Receive shadows is 1: only receive shadows from objects with cast shadows 1 (the worldspawn cast shadows). | ||
#Receive shadows is > 1: only receive shadows from objects with same abs(cast shadows) and worldspawn. | #Receive shadows is > 1: only receive shadows from objects with same abs(cast shadows) and worldspawn. | ||
#Receive shadows is < 1: only receive shadows from objects with same abs(cast shadows). | #Receive shadows is < 1: only receive shadows from objects with same abs(cast shadows). | ||
+ | |||
+ | #Cast shadows is 0: object will not cast any shadows (not included in raytracing tree). | ||
+ | #Cast shadows is 1: only cast shadows on objects with receive shadows 1 (the worldspawn receive shadows). | ||
+ | #Cast shadows is > 1: only cast shadows on objects with same abs(receive shadows) and worldspawn. | ||
+ | #Cast shadows is < 1: only cast shadows on objects with same abs(receive shadows). | ||
By default [[worldspawn]] and [[func_group]] have cast shadows and receive shadows 1. All other entities have cast shadows 0 and receive shadows 1. | By default [[worldspawn]] and [[func_group]] have cast shadows and receive shadows 1. All other entities have cast shadows 0 and receive shadows 1. |
Revision as of 02:10, 21 July 2014
Shadows group is a combination of _cs (cast shadows) and _rs (receive shadows) entity keys used to control how entity cast lightmap/vertex light shadows. A numbers should be used for shadows groups (-127 to 127 etc.), negative values are allowed.
Shadows groups are applied during lightmapping of entity using this rules:
- Receive shadows is 0: object will not receive shadows from anything (occlusion test is skipped)
- Receive shadows is 1: only receive shadows from objects with cast shadows 1 (the worldspawn cast shadows).
- Receive shadows is > 1: only receive shadows from objects with same abs(cast shadows) and worldspawn.
- Receive shadows is < 1: only receive shadows from objects with same abs(cast shadows).
- Cast shadows is 0: object will not cast any shadows (not included in raytracing tree).
- Cast shadows is 1: only cast shadows on objects with receive shadows 1 (the worldspawn receive shadows).
- Cast shadows is > 1: only cast shadows on objects with same abs(receive shadows) and worldspawn.
- Cast shadows is < 1: only cast shadows on objects with same abs(receive shadows).
By default worldspawn and func_group have cast shadows and receive shadows 1. All other entities have cast shadows 0 and receive shadows 1.
Shadow groups and ambient occlusion
Shadow groups affects the looks of ambient occlusion. Mostly the gain effect (which brightens the edges).