Wrinkle maps: Difference between revisions
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[[File: | {{LanguageBar|Wrinkle maps|title=Wrinkle Maps}} | ||
[[File:Wrinkle mapping.jpg|thumb|Wrinkle maps add fine detail to the forehead.]] | |||
[[Wrinkle maps]] are a component of [[DMX model|DMX]] [[Flex animation|flex shapes]] used by the {{ent|VertexLitGeneric}} shader to make per-vertex [[texture]] changes when the flex shape is applied. They were introduced in {{Src07|4}}. | |||
They are typically used to add fine wrinkling detail to a character's skin. | |||
The term "wrinkle map" is confusing, because it can refer to the act of adding ''or removing'' wrinkles. The terms "compress" and "stretch" are used to refer to these two effects. | The term "wrinkle map" is confusing, because it can refer to the act of adding ''or removing'' wrinkles. The terms "compress" and "stretch" are used to refer to these two effects. | ||
{{Warning|{{hlmvpp|4}} (at least the L4D2 version) often times does not show wrinkle maps on custom models, while the default {{hlmv|4}} does show them just fine.}} | |||
== Generation == | == Generation == | ||
Wrinkle maps are generated programmatically before a model is compiled. The important value is the wrinkle "scale," which defines the upper limit of wrinkling. A scale of 1 means that only the vert which moves the furthest is fully wrinkled; a scale of 2 means that the top 50% of moving verts are fully wrinkled. | |||
Wrinkle maps are generated programmatically. The important value is the wrinkle "scale" | |||
* Positive wrinkle scales lead to the compress texture being applied. | * Positive wrinkle scales lead to the compress texture being applied. | ||
* Negative wrinkle scales lead to the stretch texture being applied. | * Negative wrinkle scales lead to the stretch texture being applied. | ||
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It isn't possible for a single shape to both stretch and compress; if that effect is needed, make a flex controller which wraps multiple shapes. | It isn't possible for a single shape to both stretch and compress; if that effect is needed, make a flex controller which wraps multiple shapes. | ||
=== dmxedit === | ===<tt>dmxedit</tt>=== | ||
The official SDK tool for creating wrinkle maps is {{ent|dmxedit}}. It is run on an exported DMX using a simple [[w:Lua (programming language)|Lua]] script like this: | |||
The official SDK tool for creating wrinkle maps is | |||
<source lang=lua> | <source lang=lua> | ||
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</source> | </source> | ||
If you are using {{sfm|2}}, you will find a collection of helper files at <tt>SourceFilmmaker\game\sdktools\lua\</tt>. These can be used to set up your model in the same way as Valve's. | |||
=== {{blender|4}} Source Tools === | |||
The [[Blender Source Tools]] can generate wrinkle maps when exporting your model. Enable [[Blender SMD Tools Help#Flex properties|Advanced flex mode]], generate a flex controller block, and set a non-zero <code>wrinkleScales</code> value in the relevant flex controller definitions. | |||
=== | === Wall Worm Model Tools === | ||
[[Wall Worm Model Tools]] can now export wrinkle maps. Simply add a Vertex Paint Modifier to any morph target and name it "wrinkle." Paint the wrinkle weights into that vertex paint. Black is full compress. White is full stretch. Gray is no stretch or compress. | |||
You can find the [http://dev.wallworm.com/document/162/wrinklemaps.html docs and a tutorial on doing wrinklemaps in 3ds Max here]. | |||
== Materials and | == Materials and Textures == | ||
[[File:Valve_l4d2_wrinkle.png|thumb|A <code>$compress</code> texture from {{l4d2|2}}.]] | |||
Implementing wrinkle maps requires a {{ent|VertexLitGeneric}} material with {{ent|$phong}} enabled. | |||
There are four | There are four shader parameters involved: | ||
{{MatParamDef|$compress|texture|}} | |||
{{MatParamDef|$stretch|texture|Textures which are applied when a flex controller compresses or stretches the mesh.}} | |||
{{MatParamDef|$bumpcompress|texture|}} | |||
{{MatParamDef|$bumpstretch|texture|Optional [[bump map]] textures for <code>$compress</code> and <code>$stretch</code>.}} | |||
[[Category:Source]] | |||
: | |||
[[Category:Modeling]] | [[Category:Modeling]] |
Latest revision as of 11:45, 23 August 2025


Wrinkle maps are a component of DMX flex shapes used by the VertexLitGeneric shader to make per-vertex texture changes when the flex shape is applied. They were introduced in Source 2007.
They are typically used to add fine wrinkling detail to a character's skin.
The term "wrinkle map" is confusing, because it can refer to the act of adding or removing wrinkles. The terms "compress" and "stretch" are used to refer to these two effects.



Generation
Wrinkle maps are generated programmatically before a model is compiled. The important value is the wrinkle "scale," which defines the upper limit of wrinkling. A scale of 1 means that only the vert which moves the furthest is fully wrinkled; a scale of 2 means that the top 50% of moving verts are fully wrinkled.
- Positive wrinkle scales lead to the compress texture being applied.
- Negative wrinkle scales lead to the stretch texture being applied.
It isn't possible for a single shape to both stretch and compress; if that effect is needed, make a flex controller which wraps multiple shapes.
dmxedit
The official SDK tool for creating wrinkle maps is dmxedit. It is run on an exported DMX using a simple Lua script like this:
Load("C:/heavy_morphs_high.dmx")
SetWrinkleScale("BrowInV", "WrinkleNose", -0.5) -- controller name, shape name, scale
SetWrinkleScale("BrowInV", "RaiseBrowIn", 2)
-- etc.
ComputeWrinkles()
Save("C:/heavy_morphs_high.dmx")
If you are using Source Filmmaker, you will find a collection of helper files at SourceFilmmaker\game\sdktools\lua\. These can be used to set up your model in the same way as Valve's.
Blender Source Tools
The Blender Source Tools can generate wrinkle maps when exporting your model. Enable Advanced flex mode, generate a flex controller block, and set a non-zero wrinkleScales
value in the relevant flex controller definitions.
Wall Worm Model Tools
Wall Worm Model Tools can now export wrinkle maps. Simply add a Vertex Paint Modifier to any morph target and name it "wrinkle." Paint the wrinkle weights into that vertex paint. Black is full compress. White is full stretch. Gray is no stretch or compress.
You can find the docs and a tutorial on doing wrinklemaps in 3ds Max here.
Materials and Textures
Implementing wrinkle maps requires a VertexLitGeneric material with $phong enabled.
There are four shader parameters involved: