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{{ | {{LanguageBar}} | ||
| | {{For|the set of material parameters used to mask specular reflections via textures|[[$envmapmask]]}} | ||
}} | {{This is a|shader parameter|name=$envmap|engine=Source}} | ||
[[File:Specular.jpg|thumb|Specular reflections at full intensity.]] | |||
It most commonly used to approximate the [[wikipedia:specular reflection|specular reflections]] seen on smooth surfaces, such as metals, glass and plastics. This is achieved by mapping the [[Normal|vertex normals]] of a [[3D Model|model]] to positions on a cubemap - specified by <code>$envmap</code> - and adding the sampled color from the cubemap to the model's surface. Typically, the cubemap is a simple, static "environment map" which has been pre-rendered (although a custom cubemap can be animated). | |||
The other form of | When <code>$envmap</code> is set to <code>{{ent|env_cubemap}}</code> and {{ent|buildcubemaps}} has been run on the map, the engine will automatically select the environment map contained in the [[BSP]] which is nearest to the model as it moves through the world, providing a ''very'' rough approximation of dynamic reflections. | ||
The other form of specularity supported by Source is the [[$phong|Phong]] type, which provides simpler reflections on both static '''and''' dynamic models. | |||
== Availability == | |||
'''<code>$envmap</code>''' is available in all {{src|4}} engine based games. | |||
{{Note|Most {{hls|2}} textures use static reflective images (located in {{path|environment maps}} folder) instead of {{code|env_cubemap}} by default. So if you have already built cubemaps, most of these textures will still use static reflective images, unless it's {{code|.vmt}} files were edited.}} | |||
== Syntax== | == Syntax== | ||
<pre> | |||
$envmap env_cubemap | |||
</pre> | |||
"env_cubemap" is typically used, which tells [[VBSP]] to swap in the name of the nearest <code>env_cubemap</code> when the map compiles. However, it is also possible to use a static cubemap image that has been manually created. | |||
"env_cubemap" is | |||
{{note|Most Cubemap textures will have no reflectivity when used as overlays or decals. It is unclear why this is so.}} | {{note|If <code>$envmap</code> is used without specifying {{ent|$basetexture}}, the specular reflections will be force drawn regardless of anything.}} | ||
{{note|Most Cubemap textures will have no reflectivity when used as overlays or decals. It is unclear why this is so{{clarify}}.}} | |||
{{note|Cubemap transparency is affected by the {{ent|$basetexture}} alpha/transparency map even when using $envmapmask. This causes conflicting problems.}} | |||
== Creating a custom static cubemap texture== | == Creating a custom static cubemap texture== | ||
Line 20: | Line 29: | ||
Creating a custom cubemap texture might be required for some circumstances and is used occasionally in some Valve models. | Creating a custom cubemap texture might be required for some circumstances and is used occasionally in some Valve models. | ||
=== In | {{bug|Cubemaps flagged as sRGB will only properly load as sRGB when [[HDR]] is disabled. Either include an HDR {{code|.hdr.vtf}} equivalent for an sRGB-encoded SDR {{code|.vtf}} cubemap, or encode the SDR cubemap in regular RGB. | ||
{{modernConfirm|What games can actually load SDR cubemaps in HDR mode? {{css}} handles such fine (printing warnings about missing a proper HDR cubemap in the console), but {{dods}} seems not be able to load SDR cubemaps in HDR mode (regardless of sRGB-ness), resulting in the surface glowing white.}}}} | |||
=== In [[VTFEdit]]=== | |||
For this to work you will need to have the 6 sides of the cubemap saved as individual textures in the correct orientation for it to appear correctly in the Source Engine. So some faces might need to be rotated either clockwise or counter clockwise. Each face will need to be mirrored horizontally before orientation. | For this to work you will need to have the 6 sides of the cubemap saved as individual textures in the correct orientation for it to appear correctly in the Source Engine. So some faces might need to be rotated either clockwise or counter clockwise. Each face will need to be mirrored horizontally before orientation. | ||
{{note|Pre-{{as|4}} games require 7 faces for the cubemap to work. The seventh in this case is a round texture, used as a sphere map for the (broken) <code>$envmapsphere</code> parameter. VTFEdit can generate this face automatically, via the "Advanced" tab when importing.}} | |||
To the right hand side of this page you will find two guide images to aid in properly rotating each side of your environment render.<br> | |||
Save one or both of those guides on your computer and then import your environment render onto it or recreate it in a smaller scale, then rotate your sides as instructed by the images.<br> | |||
Save every side as a separate image file, their names should be the number found on that specific square. This will ensure that the environment texture will be built correctly, as the numbers also represent the import order in [[VTFEdit]]. | |||
[[File:Cubemap T assembly guide.png|thumb|Orientation guide for T-assembled environments. Click to enlarge]] | |||
[[File:Cubemap Blender-Render assembly guide.png|thumb|Orientation guide for {{Blender}} render results. Click to enlarge]] | |||
Once you have all the image sides ready you can just import them all into VTFEdit and select "Environment Map". [[Valve_Texture_Format#Image_data_format_table|Texture format]] is up to you, generally DXT1 will do. | |||
[[ | |||
[[File:Cubemap_tut1_cra0.png|320px]] | |||
Enable the "Clamp S" and "Clamp T" texture flags. | |||
Then just save it all as a .vtf file and use it in your VMT like so | Then just save it all as a .vtf file and use it in your VMT like so: | ||
< | <pre> | ||
"$Envmap" | "$Envmap" "effects/my_cubemap" | ||
</ | </pre> | ||
"effects" is the usual folder for environments/cubemaps You may put yours anywhere you like | |||
=== In VTEX=== | === In VTEX=== | ||
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Create a text file the same name as your textures (e.g. envmap001a.txt). If building for HDR write in the following, otherwise leave it blank: | Create a text file the same name as your textures (e.g. envmap001a.txt). If building for HDR write in the following, otherwise leave it blank: | ||
< | <source lang=c> | ||
pfm 1 // read .pfm file instead of .tga | |||
pfmscale 1 // higher values will result in a brighter sky | |||
nocompress 1 // disable compression (HDR compression is only supported by skyboxes) | |||
</source> | |||
Put these files into materialsrc and then just drag-n-drop .txt file into vtex.exe and you should end up with a working cubemap! HDR envmaps will be named like envmap001a.hdr.vtf, and only need to exist to work. | Put these files into materialsrc and then just drag-n-drop .txt file into vtex.exe and you should end up with a working cubemap! HDR envmaps will be named like envmap001a.hdr.vtf, and only need to exist to work. | ||
== | == Parameters and Effects == | ||
<span id="$envmapmask"></span> | |||
{{MatParamDef|$envmapmask|texture|See {{ent|$envmapmask}}. A texture file that determines per-[[texel]] reflection intensity.}} | |||
<span id="$envmaptint"></span> | |||
{{MatParamDef|$envmaptint|RGB matrix|Controls the intensity of the reflection's [[RGB|red, green and blue]] color channels. Any positive number can be used. Default is <code>"[1 1 1]"</code>, which means 100% intensity. | |||
{{important| '''On {{ent|VertexLitGeneric}} this parameter is being converted from gamma to linear'''. The input will turn into {{code|X^2.2f}}. For Example, 0.25 is not 25% reflectivity, it's actually ~5%! }} | |||
{{note|You ''must'' use quotemarks, as there are space characters within the value.}} | |||
: {{tip|Use higher contrasts to diminish relatively darker areas and increase "hot spots".}} | {{note|You can also define the value as a single float, in which case it should equally apply to all three channels (e. g. '''$envmaptint''' 0.5 will equate to '''$envmaptint''' "[0.5 0.5 0.5]"). In this case you won't need the quotemarks. However, this method appears to not be 100% reliable.{{confirm}}}} | ||
{{tip|This command is often used to dim the brightness of a specular reflection without the overhead of an <code>$envmapmask</code>.}}}} | |||
<span id="$envmapcontrast"></span> | |||
{{MatParamDef|$envmapcontrast|normal|Controls the [[Wikipedia:Contrast (vision)|contrast]] of the reflection. 0 is natural contrast, while 1 is the full squaring of the color (i.e. color*color). | |||
: {{note|Will not work when Phong is enabled.}} | |||
: {{tip|Use higher contrasts to diminish relatively darker areas and increase "hot spots".}}}} | |||
<span id="$envmapsaturation"></span> | |||
{{MatParamDef|$envmapsaturation|RGB matrix|Controls the color saturation of the reflection. 0 is greyscale, while 1 is natural saturation. R, G and B can be de/oversaturated respectively using <code>"[r g b]"</code> | |||
: {{note|In the Shadercode for {{src13|2}} and {{as|2}} the parameter is defined as a float parameter. However it will be used as a vec3 and the Shader expects and uses it as such.}} | |||
: {{note|Will not work when [[Phong]] is enabled on models.}} | |||
: {{bug|{{css}} Works only on models.{{modernConfirm|Does this bug exist in other {{src13mp}} games using stock shaders? (ex: {{hl2dm}} {{hldms}} {{dods}} {{tf2}}) }} }} }} | |||
<span id="$envmapframe"></span> | |||
{{MatParamDef|$envmapframe|int|The frame to start an animated cubemap on.}} | |||
<span id="$envmapmode"></span> | |||
{{MatParamDef|$envmapmode|int|Depreciated MATERIAL_VAR_ENVMAPMODE {{=}} (1 << 25), // OBSOLETE|deprecated=1}} | |||
<span id="$basetexturenoenvmap"></span> | |||
{{MatParamDef|$basetexturenoenvmap|and=$basetexture2noenvmap|bool|Used for materials with two [[albedo]]s, to make one or the other matte. See also {{ent|$basetexture}} and {{ent|$basetexture2}}. | |||
:{{note|Superseded in {{csgo}} by <code>[[$envmapmask#CS:GO_WorldVertexTransition_Parameters|$envmapmask2]].</code>}}|dx9=1|shaders=WorldVertexTransition|removed={{csgo}}}} | |||
<span id="$envmapoptional"></span> | |||
{{MatParamDef|$envmapoptional|choices|Sets the oldest [[DirectX Versions|DirectX version]] that should draw the reflection. Choose from: | |||
:*<code>80</code> (DirectX 8) | :*<code>80</code> (DirectX 8) | ||
:*<code>81</code> (DirectX 8.1) | :*<code>81</code> (DirectX 8.1) | ||
:*<code>90</code> (DirectX 9) | :*<code>90</code> (DirectX 9) | ||
:*<code>95</code> (DirectX 9 with Shader Model 3) | :*<code>95</code> (DirectX 9 with Shader Model 3)|removed={{l4d}}}} | ||
<span id="$envmapsphere"></span> | |||
{{MatParamDef|$envmapsphere|bool|Determines whether the material's envmap should be a spheremap (using matcap shading like {{gldsrc}} [[MDL (GoldSrc)|"chrome"]] textures) instead of a cubemap. Set this to 1 to use a spheremap. | |||
: {{bug|In [[DirectX Versions|DirectX 9]] mode, this will instead act like a regular cubemap with all 6 faces being identical.}}|deprecated=1|removed={{as}}|also={{gmod}}}} | |||
: Adds a Fresnel effect to the reflection. | <span id="$noenvmapmip"></span> | ||
{{MatParamDef|$noenvmapmip|bool|Only use the top-level mipmap of the cubemap.|only={{csgo}}|shaders=LightmappedGeneric}} | |||
: Sets | [[File:Reflection tinting example.png|thumb|200px|A vent without and with reflection tinting. The bottom image lists the material parameters used to create the effect.]] | ||
{{ | <span id="$fresnelreflection"></span> | ||
{{MatParamDef|$fresnelreflection|float|Adds a [http://www.3drender.com/glossary/fresneleffect.htm Fresnel effect] to the reflection. 0 is none, while 1 applies the full effect, similar to <code>[[Water_(shader)|Water]]</code>. The effect becomes multiplied with values higher than 1. | |||
{{bug|Value behaves inverted in {{bms}}, 0 applies the full effect, while 1 is none.}}|since={{src06}}|shaders=LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition}} | |||
{{ | <span id="$envmapfresnel"></span> | ||
{{MatParamDef|$envmapfresnel|float|The same as <code>$fresnelreflection</code>, but for <code>VertexLitGeneric</code>. By default, this will use the fresnel ranges set by <code>$phongfresnelranges</code>. | |||
: {{note|Only works with Phong enabled before {{l4d}}.}} | |||
|since={{src07}}|dx9=1|shaders=VertexLitGeneric}} | |||
[[File:Anisotropic reflection example.jpeg|thumb|200px|An in-game example of anisotropic reflections, with $envmapanisotropyscale set to 1.]] | |||
<span id="$envmapfresnelminmaxexp"></span> | |||
{{MatParamDef|$envmapfresnelminmaxexp|vector|Sets fresnel ranges for <code>VertexLitGeneric</code> materials using <code>$envmapfresnel</code> without phong. By default <code>"[0 1 2]"</code>, making surfaces facing the viewer less reflective than surfaces facing sideways. | |||
: {{Note|The fresnel values for this parameter are '''not''' the same as those for <code>[[$phong|$phongfresnelranges.]]</code>Instead, the first value is the minimum amount of fresnel, the second value is the maximum, and the final value is exponent.}} | |||
: {{bug|Cannot be used with {{ent|$bumpmap}}. <code>$phongfresnelranges</code> must be used instead.}}|since={{l4d}}|shaders=VertexLitGeneric}} | |||
<span id="$envmaplightscale"></span> | |||
{{MatParamDef|$envmaplightscale|float|Tint the surface's specular reflection with its lightmap. This matches a surface's reflection with its diffuse lighting and acts as rudimentary reflection occlusion. With a value of 1, a surface will have no reflection if it isn't lit at all. For models in {{csgo}}, vertex lighting is used for the tinting instead of a lightmap.{{note|Values above 1 for this parameter are technically permitted, but start inverting the effect.}}{{Bug|Cannot be used with {{ent|$envmapmask}}. {{ent|$normalmapalphaenvmapmask}} must be used instead.|tested=gmod}}|since={{as}}|also={{gmod}}|shaders=LightmappedGeneric, Lightmapped_4WayBlend {{csgo}}, VertexLitGeneric {{csgo}}, WorldVertexTransition {{csgo}}}} | |||
<span id="$envmaplightscaleminmax"></span> | |||
{{MatParamDef|$envmaplightscaleminmax|vector2|Thresholds for the lightmap reflection tinting effect. Setting the minimum value higher increases the minimum light amount at which the reflection gets nerfed to nothing.|only={{csgo}}|also={{gmod}}|shaders=LightmappedGeneric, Lightmapped_4WayBlend, VertexLitGeneric, WorldVertexTransition}} | |||
<span id="$envmapanisotropy"></span> | |||
{{MatParamDef|$envmapanisotropy|bool|Enables anisotropic reflection emulation by warping the reflection downwards.<br> | |||
For this it uses the alpha channel of the {{ent|$bumpmap}}.<br> | |||
It linearly interpolates between a normal reflection vector and an anisotropic one.<br> | |||
This means that values of 0 in the alpha will result in normal reflections, and a value of 1 will result in anisotropic reflections. {{bug|Does not work with {{ent|$normalmapalphaenvmapmask}}}} {{bug|Does not work with {{ent|$basealphaenvmapmask}} except {{ent|Lightmapped_4WayBlend}}}} {{note|Requires a {{ent|$bumpmap}} to be present.}}|only={{csgo}}|shaders=LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition}} | |||
<span id="$envmapanisotropyscale"></span> | |||
{{MatParamDef|$envmapanisotropyscale|normal| Multiplier for how much the reflection should be warped.|only={{csgo}}|shaders=LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition}} | |||
== Console commands == | == Console commands == | ||
{{varcom|start}} | |||
{{varcom|[[buildcubemaps]]|||Generates cubemaps for use in materials. If this isn't run, objects will reflect the skybox, or using default cubemaps, or have an invalid reflection, such as [[Missing_content|missing textures]], looks extremely bright (with HDR on) or completely black.</br>{{Note|To properly build cubemaps, see the instructions on [[Cubemaps#Building_cubemaps|Cubemaps - Building cubemaps section]].}}}} | |||
{{varcom|envmap|||Generates an environment map at the player's position and dumps it in cubemap_screenshots/, in six separate PFM files (or, if running without HDR, TGA files). | |||
: {{tip|Cubemaps created this way will capture dynamic entities and models in them, which are normally hidden when using <code>buildcubemaps</code>.}}}} | |||
{{varcom|mat_envmaptgasize||int|Sets the resolution for the files created with <code>envmap</code>. Default value: 32}} | |||
{{varcom|mat_fastspecular||bool|Quickly disable or enable specular rendering without reloading materials. This does not affect performance, only appearance. <code>mat_specular</code> must be used for proper performance testing. | |||
: {{bug|Doesn't work in some games.}} | |||
: {{note|Despite common misconception, setting this to 0 does ''not'' enable a "fancy specular" mode, it simply disables specular rendering entirely.}}}} | |||
{{varcom|[[mat_specular]]||bool|Disable or enable specular reflections, unloading or loading the specular materials from memory. Default 1.</br>{{Note|This console variable is flagged as "launcher"-only in {{l4d|1}} and {{l4d2|1}}, so use the following command instead: </br>{{L4d}} {{code|sm_cvar building_cubemaps <0 or 1>}} command (with [[SourceMod]] installed) or </br>{{L4d2}} {{code|script Convars.SetValue("mat_specular", "<0 or 1>")}} (using [[VScript]]).}}}} | |||
{{varcom|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.}} | |||
{{varcom|end}} | |||
== See | == See also == | ||
* [[$envmapmask]] (specular mask) | * [[$envmapmask]] (specular mask) | ||
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* [[Cubemap]] | * [[Cubemap]] | ||
[[Category: | |||
[[Category:Shader parameters|e]] | |||
[[Category:VMT Reflections]] | [[Category:VMT Reflections]] |
Latest revision as of 11:38, 23 August 2025
$envmap
is a material shader parameter available in all Source games.
It most commonly used to approximate the specular reflections seen on smooth surfaces, such as metals, glass and plastics. This is achieved by mapping the vertex normals of a model to positions on a cubemap - specified by $envmap
- and adding the sampled color from the cubemap to the model's surface. Typically, the cubemap is a simple, static "environment map" which has been pre-rendered (although a custom cubemap can be animated).
When $envmap
is set to env_cubemap
and buildcubemaps has been run on the map, the engine will automatically select the environment map contained in the BSP which is nearest to the model as it moves through the world, providing a very rough approximation of dynamic reflections.
The other form of specularity supported by Source is the Phong type, which provides simpler reflections on both static and dynamic models.
Availability
$envmap
is available in all Source engine based games.



environment maps
folder) instead of env_cubemap by default. So if you have already built cubemaps, most of these textures will still use static reflective images, unless it's .vmt files were edited.Syntax
$envmap env_cubemap
"env_cubemap" is typically used, which tells VBSP to swap in the name of the nearest env_cubemap
when the map compiles. However, it is also possible to use a static cubemap image that has been manually created.

$envmap
is used without specifying $basetexture, the specular reflections will be force drawn regardless of anything.

Creating a custom static cubemap texture
Creating a custom cubemap texture might be required for some circumstances and is used occasionally in some Valve models.




In VTFEdit
For this to work you will need to have the 6 sides of the cubemap saved as individual textures in the correct orientation for it to appear correctly in the Source Engine. So some faces might need to be rotated either clockwise or counter clockwise. Each face will need to be mirrored horizontally before orientation.


$envmapsphere
parameter. VTFEdit can generate this face automatically, via the "Advanced" tab when importing.To the right hand side of this page you will find two guide images to aid in properly rotating each side of your environment render.
Save one or both of those guides on your computer and then import your environment render onto it or recreate it in a smaller scale, then rotate your sides as instructed by the images.
Save every side as a separate image file, their names should be the number found on that specific square. This will ensure that the environment texture will be built correctly, as the numbers also represent the import order in VTFEdit.
Once you have all the image sides ready you can just import them all into VTFEdit and select "Environment Map". Texture format is up to you, generally DXT1 will do.
Enable the "Clamp S" and "Clamp T" texture flags.
Then just save it all as a .vtf file and use it in your VMT like so:
"$Envmap" "effects/my_cubemap"
"effects" is the usual folder for environments/cubemaps You may put yours anywhere you like
In VTEX
VTEX will automatically mirror and orient your faces, you need only to provide correctly named textures. Name each file something like envmap001a*.tga, where * is put BK, FT, LF, RT, UP, or DN. If you took a cubemap screenshot in-game, this step will already by done, but to make them work properly with Vtex.exe you must use HDRShop (but before you need to change textures format to BMP, because HDRShop can only work with that kind of format) and then covert them to PFM files format.
Create a text file the same name as your textures (e.g. envmap001a.txt). If building for HDR write in the following, otherwise leave it blank:
pfm 1 // read .pfm file instead of .tga
pfmscale 1 // higher values will result in a brighter sky
nocompress 1 // disable compression (HDR compression is only supported by skyboxes)
Put these files into materialsrc and then just drag-n-drop .txt file into vtex.exe and you should end up with a working cubemap! HDR envmaps will be named like envmap001a.hdr.vtf, and only need to exist to work.
Parameters and Effects
"[1 1 1]"
, which means 100% intensity.




$envmapmask
.
Note:Will not work when Phong is enabled.
Tip:Use higher contrasts to diminish relatively darker areas and increase "hot spots".
"[r g b]"
Note:In the Shadercode for
Source 2013 and
Alien Swarm the parameter is defined as a float parameter. However it will be used as a vec3 and the Shader expects and uses it as such.
Note:Will not work when Phong is enabled on models.
Bug:
Works only on models. [todo tested in ?]
Note:Superseded in
by
$envmapmask2.

80
(DirectX 8)81
(DirectX 8.1)90
(DirectX 9)95
(DirectX 9 with Shader Model 3)
Water
. The effect becomes multiplied with values higher than 1.


VertexLitGeneric
materials using $envmapfresnel
without phong. By default "[0 1 2]"
, making surfaces facing the viewer less reflective than surfaces facing sideways.
Note:The fresnel values for this parameter are not the same as those for
$phongfresnelranges.
Instead, the first value is the minimum amount of fresnel, the second value is the maximum, and the final value is exponent.



For this it uses the alpha channel of the $bumpmap.
It linearly interpolates between a normal reflection vector and an anisotropic one.



Console commands
Cvar/Command | Parameters or default value | Descriptor | Effect |
---|---|---|---|
buildcubemaps | Generates cubemaps for use in materials. If this isn't run, objects will reflect the skybox, or using default cubemaps, or have an invalid reflection, such as missing textures, looks extremely bright (with HDR on) or completely black.![]() |
||
envmap | Generates an environment map at the player's position and dumps it in cubemap_screenshots/, in six separate PFM files (or, if running without HDR, TGA files).
|
||
mat_envmaptgasize | int | Sets the resolution for the files created with envmap . Default value: 32 |
|
mat_fastspecular | bool | Quickly disable or enable specular rendering without reloading materials. This does not affect performance, only appearance. mat_specular must be used for proper performance testing.
|
|
mat_specular | bool | Disable or enable specular reflections, unloading or loading the specular materials from memory. Default 1.![]() ![]() ![]() |
|
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. |
See also
- $envmapmask (specular mask)
- $phong (for diffuse reflection)
- Cubemap