I have two shaped func_dustclouds made to imitate volumetric lighting, however, I have placed a lightsource in between a brush to create shadows. Is there any way I can sell this effect into the player? I have tried cutting the func_dustcloud into two separate entities with the brush separating them, however, this does not sell the intended effect.
#Making func_dustcloud look "separated"; faking volumetric shadows
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Well the light wouldn't travel down in a line perpendicular to the ground, the two clouds would diverge, imagine the rays coming from the light that pass the edge of the metal beam, and where they would hit the ground
To be honest tho im not sure that the clouds are capable of producing such defined edges for the gap to be very visible
You can try tho, test it
The way valve did it in like hl2 was that they literally made a model of the light illuminating the fog
This does seem to be the case, I did temporarily make a small fix for it by separating the funcs by a few units thus making this
However, at the cost of performance
I'd love an easier less cost-heavy alternative though
create gradient, transparent materials, and make perpendicular cards, like this: (top view)