Fake volume light attempt

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Fake volume light attempt

Postby Shirik on Mon May 02, 2011 7:23 pm

Sup people. So i try to recreate that model in this Video

Autor says
It's a model with lots of parallel planes (but could also be several brushes) textured with a very very transparent material, with $nocull. Basically an env_projectedtexture projects shadows onto the parallel planes of material, creating a volumetric depth effect.


So i make a model like this -
Highlight to read:
Image
(It's made of primitive/polygon mesh/grid)
and simple transparent texture with that vmt
Code: Select all
"LightmappedGeneric"
{
   "$basetexture" "models/volume"
   
   "$nocull" 1

   
}

And afterall the model looks comletely invisible. Even if i changing vmt file there is no effetct - its still invisible.
What have I missed?
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Re: Fake volume light attempt

Postby Kosire on Mon May 02, 2011 7:45 pm

You are using lightmappedgeneric on a model, try Vertexlitgeneric.
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Re: Fake volume light attempt

Postby Shirik on Mon May 02, 2011 8:06 pm

Oh silly me, you right!


Damn its working but soooo laggy, im so disapointed...

Image
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Re: Fake volume light attempt

Postby Shirik on Mon May 02, 2011 8:08 pm

i wonder how to make something like this Image without so much frame lose...
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Re: Fake volume light attempt

Postby Gary on Mon May 02, 2011 8:45 pm

I got this to work before, but to get it looking good means giving up many frames.

Also, you made sure your model is one sided right?
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Re: Fake volume light attempt

Postby dark0r on Mon May 02, 2011 8:57 pm

I'm going to try to implement this shader in the Source SDK, that'll be a hell of a lot cheaper than thousands of parallel translucent planes. I'm sure the fillrate will be rocketing with that, hence your low FPS.

Either way I'll add it to my "to add in the Source Engine" list :D
Last edited by dark0r on Tue May 03, 2011 4:10 pm, edited 1 time in total.
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Re: Fake volume light attempt

Postby Shirik on Mon May 02, 2011 9:08 pm

sided right?

yep
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