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vrad
Jeremy L edited this page Aug 28, 2022
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VRad or Valve Radiosity Simulator is the BSP compile tool responsible for generating lighting for your map. It is available for Windows and Linux.
Changes over CSGO/Portal2 VRad:
- Lighting that passes through world portals (See
-PortalTraversalLighting
) -
_removeaftercompile
flag for lights so they only contribute to lighting the world. They will not be emitted into the world lighting lump. - Huge performance improvements
The following options have been added in our branch:
-PortalTraversalLighting
-PortalTraversalAO
-aoscale
-noao
Valve Software - vrad.exe SSE (Aug 28 2022)
Valve Radiosity Simulator
Command line: "./bin/linux64/vrad" "-game" "p2ce"
usage : vrad [options...] bspfile
example: vrad c:\hl2\hl2\maps\test
Common options:
-v (or -verbose): Turn on verbose output (also shows more command
-bounce # : Set max number of bounces (default: 100).
-fast : Quick and dirty lighting.
-fastambient : Per-leaf ambient sampling is lower quality to save compute time.
-final : High quality processing. equivalent to -extrasky 16.
-finitefalloff : use an alternative falloff model that falls off to exactly zero at the zero_percent_distance.
-extrasky n : trace N times as many rays for indirect light and sky ambient.
-low : Run as an idle-priority process.
-mpi : Use VMPI to distribute computations.
-rederror : Show errors in red.
-vproject <directory> : Override the VPROJECT environment variable.
-game <directory> : Same as -vproject.
Other options:
-dump : Write debugging .txt files.
-dumpnormals : Write normals to debug files.
-dumptrace : Write ray-tracing environment to debug files.
-threads : Control the number of threads vbsp uses (defaults to the #
or processors on your machine).
-lights <file> : Load a lights file in addition to lights.rad and the
level lights file.
-noextra : Disable supersampling.
-debugextra : Places debugging data in lightmaps to visualize
supersampling.
-smooth # : Set the threshold for smoothing groups, in degrees
(default 45).
-dlightmap : Force direct lighting into different lightmap than
radiosity.
-stoponexit : Wait for a keypress on exit.
-mpi_pw <pw> : Use a password to choose a specific set of VMPI workers.
-nodetaillight : Don't light detail props.
-centersamples : Move sample centers.
-luxeldensity # : Rescale all luxels by the specified amount (default: 1.0).
The number specified must be less than 1.0 or it will be
ignored.
-loghash : Log the sample hash table to samplehash.txt.
-onlydetail : Only light detail props and per-leaf lighting.
-maxdispsamplesize #: Set max displacement sample size (default: 512).
-softsun <n> : Treat the sun as an area light source of size <n> degrees. Produces soft shadows.
Recommended values are between 0 and 5. Default is 0.
-FullMinidumps : Write large minidumps on crash.
-chop : Smallest number of luxel widths for a bounce patch, used on edges
-maxchop : Coarsest allowed number of luxel widths for a patch, used in face interiors
-LargeDispSampleRadius: This can be used if there are splotches of bounced
light on terrain. The compile will take longer, but
it will gather light across a wider area.
-StaticPropLighting : generate baked static prop vertex lighting
-StaticPropLightingFinal : generate baked static prop vertex lighting (uses higher/final quality processing)
-StaticPropPolys : Perform shadow tests of static props at polygon precision
-OnlyStaticProps : Only perform direct static prop lighting (vrad debug option)
-StaticPropNormals : when lighting static props, just show their normal vector
-StaticPropBounce : Enable static props to bounce light. Experimental option, doesn't work with VMPI right now.
-textureshadows : Allows texture alpha channels to block light - rays intersecting alpha surfaces will sample the texture
-noskyboxrecurse : Turn off recursion into 3d skybox (skybox shadows on world)
-nossprops : Globally disable self-shadowing on static props
-PortalTraversalLighting : Allow light to teleport through (static) portals.
-PortalTraversalAO : Allow AO calculations to teleport through (static) portals. SLOW!
-aoscale <float> : Sets the ambient occlusion scale
-ambient <vector> : Sets the ambient term. Can be used to tweak lightmap color
-reflectivityscale <float> : Sets the reflectivity scale for all surfaces. Defaults to 1.0
-disppatchradius <float> : Sets the maximum radius allowed for displacement patches
-dispchop <float> : Number of luxel widths for a patch. Default is 8
-ldr : Enables generation of LDR lightmaps
-hdr : Enables generation of HDR lightmaps
-both : Enables generation of both LDR and HDR lightmaps
-staticpropsamplescale <float> : Extra sampling factor for indirect light for static props
-ambientfromleafcenters : Samples ambient lighting from the center of the leaf
-LeafAmbientSampleReduction <float> : Reduction factor for ambient samples. Defaults to 1.0
-unlitdetail : Disables lighting for detail props