$envmap
From Valve Developer Community
(Redirected from Specular)
The $envmap VMT parameter defines the 'environment map' of a material, normally reflecting the nearest env_cubemap.
This creates 'specular' reflections (seen on smooth surfaces).
| Table of contents |
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VMT syntax
$envmap env_cubemap
env_cubemap is normally used, as it tells VBSP to substitute it for the name of the nearest env_cubemap entity when the map compiles. However it is also possible to enter the name of a texture directly.
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Additional Parameters
-
$envmapcontrast <normal> - Controls the contrast of the reflection.
- 0 is the normal contrast, while 1 is the full squaring of the color (i.e. color*color).
-
Tip: Use higher contrasts to diminish relatively darker areas and increase "hot spots". -
$envmapsaturation <normal> - Controls the colour saturation of the reflection.
- 0 is greyscale, while 1 is normal saturation.
-
$envmapmask <texture> - Texture which determines reflection intensity. See
$envmapmask. -
$envmaptint "[<red float> <green float> <blue float>]" - Controls the colour tint (red, green and blue channels) of the reflection. Any positive number can be used.
- Default value is
"[1 1 1]". You must use quotemarks. -
Tip: This command is useful for controlling the brightness of a specular reflection without an $envmapmask. -
$envmapframe <integer> - The frame to start an animated cubemap on. (Animated cubemaps? Probably a bad idea.)
-
$envmapmode <int?> -
To do: ?
-
$basetexturenoenvmap <bool> -
$basetexture2noenvmap <bool> - Probably used for materials with two albedos, to make one or the other matte.
- Require DirectX 9; see also
$basetextureand$basetexture2. $envmapoptional <choices>- Sets the oldest DirectX version that should draw the reflection. Choose from:
80(DirectX 8)81(DirectX 8.1)90(DirectX 9)95(DirectX 9 with Shader Model 3)98(DirectX 9 with DirectX 10 hardware)
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Console commands
buildcubemaps- Generates cubemaps for use in materials. If this isn't run, objects will reflect the skybox (OB) or have an invalid, white reflection (Ep1).
- Click for more details and further commands.
r_showenvcubemap <bool>- Debug command to display cubemaps on all dynamic objects at full intensity. It was used to create the image at the start of this article.
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See Also
- DirectX Versions
- Tutorial: Cubemaps in Level Design.
- Tutorial: Reflective Materials
- $basetexture
- $envmapmask (specular mask)
- $phong (diffuse reflection)
- $selfillum
