Quick Setup
You can set up volumetrics in 3 different ways:
By using the corresponding KeyValues in
light_rt,light_rt_spotandenv_projectedtexture;By using
obb_fogvolumethat defines volumetric rays specifically for the fog volume it produces;Through the Clustered Volumetric Inspector in the Developer UI menu.
Using KeyValues:
For light_rt and light_rt_spot
Add a light_rt or light_rt_spot entity
Set the
Volumetric Light ScaleKeyValue to some value between 0.1 and 1.0Set the
Volumetric DensityKeyValue to some value between 0.1 and 1.0Make sure the
Shadowedflag is checkedCompile the map. The volumetrics should appear.
It is not necessary to have the "Shadowed" flag enabled for the volumetrics to appear.
For env_projectexture
Add an env_projectexture entity
Set the
Enable VolumetricsKeyValue to YesSet the
Volumetric IntensityKeyValue to some value between 0.1 and 1.0Compile the map. The volumetrics should appear.
Using obb_fogvolume:
Add an
obb_fogvolumeentitySet the
Emissive ColorKeyValue to1 1 1 1Set the
Scattering ColorKeyValue to255 255 255 255or a similar value.Set the
DensityKeyValue to something around 0.7If setting up a specific shape, toggle the
SpheroidKeyValue or define a proper texture inTexture NameAdd
light_rt,light_rt_spotor any other light enity that works with volumetric lightingFor better results, add obstacles between the light entity and the fog
Compile the map. The volumetric cloud should appear and interact with volumetric lighting
Using Clustered Volumetric Inspector:
It is possible to set up volumetrics for light_rt and light_rt_spot in Clustered Light Inspector.
There are 4 volumetrics-related options:
Volumetric Light Scale,Volumetric Density,and two checkboxes (
Dynamic VolumetricsandVolumetrics Off) that enable / disable volumetric lighting for that specific light.
Volumetrics for Cascade Shadow Mapping
Currently, there are no KeyValues that enables the volumetric fog for env_cascade_light entity. However, there are two ways to make them appear - through the Clustered Volumetric Inspector , or by using obb_fogvolume entity, since cascade shadows are marked as volumetrical.





