vrad
VRad, or Valve Radiosity Simulator, is the compile tool responsible for generating lighting data for your map. It's available for both Windows and Linux.
Strata Source Additions
Changes over CSGO/Portal2 VRad:
Lighting that passes through world portals (See
-PortalTraversalLighting)_removeaftercompileflag for lights so they only contribute to lighting the world. They will not be emitted into the world lighting lump.Improved texture shadows
Huge performance improvements
Expanded/removed limits
Much more!
Portal Traversal Lighting
If enabled by -PortalTraversalLighting, light rays can be traced through static world portals. This can help avoid jarring lighting transitions that are often
seen through world portals.
'static' world portals must have their isstatic key set to 1, and a valid partner with the same configuration.
Ambient Occlusion
Baked ambient occlusion disables the use of runtime XeGTAO on brush geometry. XeGTAO provides a much higher quality form of AO with a higher runtime cost. In most cases you should prefer XeGTAO over this feature.
Baked ambient occlusion is a cheap alternative to more computationally expensive runtime SSAO algorithms. VRad's implementation of AO is from CSGO, with some additional performance optimizations made to reduce map compile times.
Baked AO is only rendered onto lightmaps and generally looks best on lower lightmap scales. While static props are treated as occluders, they cannot receive any of the AO themselves.
VRad AO significantly impacts map compile times, sometimes even doubling them. It's recommended to only enable it while doing a final lighting pass, or to use XeGTAO instead.
The following VRad parameters can be used to tweak the look of AO:
-aoscale <number>: Sets the ambient occlusion scale. Higher values yield stronger effects. Can't be used with-aoradius.-aosamples <number>: Number of samples to take (Default: 32)-aoradius <number>: Sets the AO radius, in units. Higher values yield stronger effects. Can't be used with-aoscale-noao: Disables baked ambient occlusion entirely.-PortalTraversalAO: Allows baked ambient occlusion to traverse static world portals.
Light Culling
Experimental light culling can be enabled with -culllights. This option will attempt to cull lights that are contributing an insignificant amount
of light to a given texel, leading to a performance boost.
Some artifacting or other bugs may occur, use with caution!