A custom light compiler for Portal 2.
I built this VRAD for internal use on PUNT. The binaires are available to anyone. It is compatible with Hammer. (Note: using this with the Portal 2 Puzzlemaker will achieve no visual effect, because to use the features Bumrad provides you have to pass arguments into the compiler - something that is not possible for Portal 2 Puzzlemaker to my knowledge.)
It includes an Ambient Occlusion baked into the lightmap, allowing for a much more accurate portrayal of the depth of the environment. This technology is transplanted from Counter-Strike: Global Offensive. Such techniques are also used by Desolation, Portal 2: Abyss, Slartibarty's VRAD, Keep Away from Fire's Boreal Alyph and more. It is safe to say that this is the standard.
Just drop vrad_dll.dll
into the BIN folder of your Portal 2 installation and you're done! Ready to go.
Download the latest release here. Report your problems here. Not in my DMs. PLEASE.
Provides the illusion of depth in an environment.
- Pros:
- Increases visual fidelity in all environments.
- Very similar to Screen Space Ambient Occlusion, but with no performance overhead.
- Cons:
- Map compiling now takes roughly twice as long.
- Can add strange artifacting to your geometry.
Ambient Occlusion is disabled by default, and may be enabled by passing -bumrad_ao
.
Provides a softer lighting look instead of a harsher look.
- Pros:
- Increases visual fidelity in darker environments such as overgrown Aperture or testing spheres.
- Cons:
- Increases compile time by a small amount.
- Looks silly on brighter environments, some maps do and don't work with it. I recommend experimenting and building your map's lighting with this enabled if you plan to use it.
Light Softening is disabled by default, and may be enabled by passing -bumrad_soften
.