$envmapmask: Difference between revisions
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{{ | {{LanguageBar}} | ||
{{toc-right}} | {{toc-right}} | ||
{{ | [[File:Scanner mask.jpg|thumb|250px|[[npc_cscanner]]'s mask.]] | ||
{{ | |||
{{ | {{this is a|shader parameter|name=$envmapmask}} It defines a '''specular mask''' which affects how strongly each pixel of a material reflects light from the {{ent|$envmap}}. The mask should be a grayscale image in which entirely reflective areas are white and entirely matte areas are black. For diffuse type specularity which does not rely on <code>$envmap</code>, see {{ent|$phong}}. | ||
{{ | {{bug|hidetested=1|In {{src07|2}} games, using an <code>$envmapmask</code> which is not stored in a subfolder will cause the texture to fail loading in-game.}} | ||
{{warning|<code>$envmapmask</code> will not work with materials using {{ent|$bumpmap}}/ in most situations; see [[#Alternative_methods]]. | |||
{{note|Exceptions: | |||
* '''[[LightmappedReflective]]''' (uses {{ent|$normalmap}}) | |||
* {{mapbase|only}} '''[[VertexLitGeneric]]''' | |||
* {{csgo|only}}'''[[LightmappedGeneric]]''' | |||
}} }} | |||
{{warning|<code>$envmapmask</code> will not work with materials using {{ent|$phong}}, at all. By default it will use the $basetexture's alpha channel for masking the envmap.}} | |||
{{note|While specular masks are traditionally greyscale, they can be colored. In such an instance, the color data will act as a per-texel $envmaptint.}} | {{note|While specular masks are traditionally greyscale, they can be colored. In such an instance, the color data will act as a per-texel $envmaptint.}} | ||
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==Additional parameters== | ==Additional parameters== | ||
{{MatParamDef|$envmapmasktransform|matrix| | |||
{{ | |||
: Transforms the specular mask texture. | : Transforms the specular mask texture. | ||
{{bug|Does not work on {{ent|VertexLitGeneric}}.}} | |||
{{VMT UVtransform}}|dx9=1}} | {{VMT UVtransform}}|dx9=1}} | ||
{{ | {{MatParamDef|$envmapmaskscale|float|Scales the specular mask by the given value. See also <code>$envmapmasktransform</code>, above.|dx8=1}} | ||
{{ | {{MatParamDef|$envmapmaskframe|int|The frame to start an animated specular mask on.}} | ||
====CS:GO WorldVertexTransition Parameters==== | ====CS:GO WorldVertexTransition Parameters==== | ||
{{ | {{MatParamDef|$envmapmask2|texture|Specular mask for {{ent|WorldVertexTransition}}'s second layer.|only={{csgo}}|shaders=WorldVertexTransition}} | ||
{{ | {{MatParamDef|$envmapmasktransform2|matrix|Texture transformation for <code>$envmapmask2</code>.|only={{csgo}}|shaders=WorldVertexTransition}} | ||
{{ | {{MatParamDef|$envmapframe2|int|The frame to start an animated <code>$envmapmask2</code> on.|only={{csgo}}|shaders=WorldVertexTransition}} | ||
==Alternative methods== | ==Alternative methods== | ||
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If you do use these commands, transformations and other such parameters applied to {{code|$basetexture / $bumpmap}} will also apply to the specular mask. | If you do use these commands, transformations and other such parameters applied to {{code|$basetexture / $bumpmap}} will also apply to the specular mask. | ||
{{ | {{MatParamDef|$basealphaenvmapmask|bool | ||
{{ | | text = Use the alpha channel of the {{code|$basetexture}} as the specular mask. | ||
{{Note| | |||
* Alpha channels embedded in {{code|$basetexture}} work in reverse. Transparent areas are reflective, opaque areas are matte. This is because, say, a window texture's alpha mask would be mostly black to allow for transparency -- yet that black part of the mask would also be the most reflective part. To avoid having to duplicate a texture file simply to invert the alpha mask, you can use this material parameter instead. | * Alpha channels embedded in {{code|$basetexture}} work in reverse. Transparent areas are reflective, opaque areas are matte. This is because, say, a window texture's alpha mask would be mostly black to allow for transparency -- yet that black part of the mask would also be the most reflective part. To avoid having to duplicate a texture file simply to invert the alpha mask, you can use this material parameter instead. | ||
* The alpha channel '''''is not''''' inverted in | * The alpha channel '''''is not''''' inverted in {{src07|2}} ''and'' {{csgo|2}} for models, but the alpha channel '''''is''''' inverted for brushes! | ||
:* In {{src13}}, the alpha channel is only inverted for models if {{cmd|$phong}} is disabled! | |||
* {{l4d2}} auto enables if '''$envmap''' is present. Opaque areas are reflective while transparent are matte. Set as [[bool|true]] to invert {{code|$basetexture}} alpha channel behaviour. This allow {{code|[[$bumpmap]]}} have a dedicated {{code|[[$phong]]}} mask, when material transparency is not needed.}} | * {{l4d2}} auto enables if '''$envmap''' is present. Opaque areas are reflective while transparent are matte. Set as [[bool|true]] to invert {{code|$basetexture}} alpha channel behaviour. This allow {{code|[[$bumpmap]]}} have a dedicated {{code|[[$phong]]}} mask, when material transparency is not needed.}} | ||
< | {{Bug|<ul> | ||
{{ | <li> In CSGO, this parameter breaks materials using {{ent|$translucent}}. Use {{code|$envmapmask}} or {{code|$normalmapalphaenvmapmask}} instead.<br> | ||
<li> In all of: {{gmod}}{{src13}}{{tf2}}{{as}}{{csgo}} on {{ent|VertexLitGeneric}} ('''Without''' {{ent|$phong}}), {{ent|WorldVertexTransition}} and {{ent|LightmappedGeneric}}, <code>$basealphaenvmapmask</code> cannot be used with {{ent|$bumpmap}}.<br> | |||
<li> In all of: {{gmod}}{{src13}}{{tf2}}{{as}}{{csgo}} on {{ent|LightmappedGeneric}} and {{ent|WorldVertexTransition}}, <code>$basealphaenvmapmask</code> cannot be used with {{ent|$selfillum}}, {{ent|$seamless_detail}} or {{ent|$distancealpha}}.<br> | |||
<li> In {{csgo}}, on {{ent|LightmappedGeneric}} and {{ent|WorldVertexTransition}}, <code>$basealphaenvmapmask</code> cannot be used with [[$detail#Parameters and Effects|$detailblendmode]] "9" or {{ent|$envmapanisotropy}}.<br> | |||
<li> In {{csgo}}, on {{ent|Lightmapped_4WayBlend}}, <code>$basealphaenvmapmask</code> cannot be used with {{ent|$selfillum}}. | |||
<li> This cannot be used with {{ent|$bumpmap}} on {{ent|LightmappedGeneric}} | |||
</ul>}} | |||
}} | }} | ||
{{ | |||
{{MatParamDef|$normalmapalphaenvmapmask|bool | |||
| text = Use the alpha channel of the {{code|$bumpmap}} or {{code|$normalmap}} as the specular mask. | |||
{{Warning|Using this in combination with {{code|[[$phong|$basemapalphaphongmask]]}} or {{code|[[$phong|$basemapluminancephongmask]]}} will set the mask used for the {{ent|$envmap}} to be those instead. <br> | |||
'''There are additional caveats''' when using {{ent|$phong}}. See its entry for more information about possible issues. | |||
{{Bug| | |||
* In all of: {{gmod}}{{src13}}{{tf2}}{{as}}{{csgo}} on {{ent|VertexLitGeneric}} ('''Without''' {{ent|$phong}}), <code>$normalmapalphaenvmapmask</code> cannot be used with [[Glowing_Textures#.24selfillum|$selfillumfresnel]].<br> | * In all of: {{gmod}}{{src13}}{{tf2}}{{as}}{{csgo}} on {{ent|VertexLitGeneric}} ('''Without''' {{ent|$phong}}), <code>$normalmapalphaenvmapmask</code> cannot be used with [[Glowing_Textures#.24selfillum|$selfillumfresnel]].<br> | ||
:{{note| Using <code>$normalmapalphaenvmapmask</code> with {{ent|$phong}} and [[Glowing_Textures#.24selfillum|$selfillumfresnel]] has special caveats that should be considered. Check {{ent|$phong}} for for more information.}} | : {{note| Using <code>$normalmapalphaenvmapmask</code> with {{ent|$phong}} and [[Glowing_Textures#.24selfillum|$selfillumfresnel]] has special caveats that should be considered. Check {{ent|$phong}} for for more information.}} | ||
* In {{csgo}}, on {{ent|LightmappedGeneric}} and {{ent|WorldVertexTransition}}, {{code|[[$normalmapalphaenvmapmask]]}} cannot be used with [[$detail#Parameters and Effects|$detailblendmode]] "9" or {{ent|$envmapanisotropy}}.}} | * In {{csgo}}, on {{ent|LightmappedGeneric}} and {{ent|WorldVertexTransition}}, {{code|[[$normalmapalphaenvmapmask]]}} cannot be used with [[$detail#Parameters and Effects|$detailblendmode]] "9" or {{ent|$envmapanisotropy}}.}} | ||
}} | |||
: {{ | }} | ||
: {{ | |||
{{todo|This is not an alternative method to <code>$envmapmask</code> and in fact that parameter is required to use this. <code>Move it to Additional Parameters</code> and pray links on other pages don't break.}}}} | {{MatParamDef|$selfillum_envmapmask_alpha|float | ||
| text = Use the alpha channel of the {{code|$envmapmask}} as the {{ent|$selfillum}} mask instead of {{code|$basetexture}}'s alpha.<br> | |||
: {{Bug|This Parameter replaces {{code|$selfillum}}. If both are used it will result in an error. The material will not render.}} | |||
: {{Warning|Only on {{ent|VertexLitGeneric}} - Note that <code>$envmapmask</code> does not work '''with''' {{ent|$bumpmap}} or {{ent|$phong}} on VertexLitGeneric.}} | |||
{{todo|This is not an alternative method to <code>$envmapmask</code> and in fact that parameter is required to use this. <code>Move it to Additional Parameters</code> and pray links on other pages don't break.}} | |||
}} | |||
{{MatParamDef|$envmapmaskintintmasktexture|bool|shaders=VertexLitGeneric | |||
| text = Use the red channel of the {{ent|$tintmasktexture}} as the specular mask.|only={{csgo}} | |||
}} | |||
==Merging Specular Level into Normal Alpha in 3ds Max== | ==Merging Specular Level into Normal Alpha in 3ds Max== | ||
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These steps are automated in the [http://dev.wallworm.com/topic/34/alpha_spec.html Alpha Spec] tool in Wall Worm 2.72+. | These steps are automated in the [http://dev.wallworm.com/topic/34/alpha_spec.html Alpha Spec] tool in Wall Worm 2.72+. | ||
==See | ==See also== | ||
* [[$basetexture]] | * [[$basetexture]] | ||
* [[$envmap]] (environment map) | * [[$envmap]] (environment map) | ||
* [[$phong]] (diffuse reflection) | * [[$phong]] (diffuse reflection) | ||
* [[$selfillum ]] | * [[$selfillum ]] | ||
[[Category:Shader parameters|e]] | |||
[[Category:VMT Reflections]] |
Latest revision as of 09:47, 24 August 2025

$envmapmask
is a material shader parameter available in all Source games. It defines a specular mask which affects how strongly each pixel of a material reflects light from the $envmap. The mask should be a grayscale image in which entirely reflective areas are white and entirely matte areas are black. For diffuse type specularity which does not rely on
$envmap
, see $phong.


$envmapmask
which is not stored in a subfolder will cause the texture to fail loading in-game.
$envmapmask
will not work with materials using $bumpmap/ in most situations; see #Alternative_methods.

- LightmappedReflective (uses $normalmap)
- (only in
) VertexLitGeneric
- (only in
)LightmappedGeneric

$envmapmask
will not work with materials using $phong, at all. By default it will use the $basetexture's alpha channel for masking the envmap.
VMT syntax example
$envmapmask <texture>
VertexLitGeneric { $envmap env_cubemap $envmapmask "props/tvscreen_test" }
Additional parameters
- Transforms the specular mask texture.

- The default position is center .5 .5 scale 1 1 rotate 0 translate 0 0.
- center defines the point of rotation. Only useful if rotate is being used.
- scale fits the texture into the material the given number of times. 2 1 is a 50% scale in the horizontal X axis while the vertical Y axis is still at original scale.
- rotate rotates the texture counter-clockwise in degrees. Accepts any number, including negatives.
- translate shifts the texture by the given numbers. .5 will shift it half-way. 1 will shift it once completely over, which is the same as not moving it at all.
Note:All values must be included!
Bug:Scaling the texture may cause odd issues where the Texture Lock tool in Hammer will not actually lock the texture in place. [todo tested in ?]
Bug:Rotating textures applied on brushes will rotate around the map origin (confirm: Orangebox engine only?). A fix for this is to change the center position in the VMT to the brush's origin. [todo tested in ?]
$envmapmasktransform
, above.CS:GO WorldVertexTransition Parameters
$envmapmask2
.$envmapmask2
on.Alternative methods
Rather than creating a whole new texture for a specular mask, you can embed one into the alpha channel of the $basetexture or $bumpmap. Model materials with $bumpmap must do this. Unfortunately, it won't reduce memory usage.
If you do use these commands, transformations and other such parameters applied to $basetexture / $bumpmap will also apply to the specular mask.

- Alpha channels embedded in $basetexture work in reverse. Transparent areas are reflective, opaque areas are matte. This is because, say, a window texture's alpha mask would be mostly black to allow for transparency -- yet that black part of the mask would also be the most reflective part. To avoid having to duplicate a texture file simply to invert the alpha mask, you can use this material parameter instead.
- The alpha channel is not inverted in
Source 2007 and
Counter-Strike: Global Offensive for models, but the alpha channel is inverted for brushes!
- In
, the alpha channel is only inverted for models if $phong is disabled!
- In

- In CSGO, this parameter breaks materials using $translucent. Use $envmapmask or $normalmapalphaenvmapmask instead.
- In all of:
on VertexLitGeneric (Without $phong), WorldVertexTransition and LightmappedGeneric,
$basealphaenvmapmask
cannot be used with $bumpmap.
- In all of:
on LightmappedGeneric and WorldVertexTransition,
$basealphaenvmapmask
cannot be used with $selfillum, $seamless_detail or $distancealpha.
- In
, on LightmappedGeneric and WorldVertexTransition,
$basealphaenvmapmask
cannot be used with $detailblendmode "9" or $envmapanisotropy.
- In
, on Lightmapped_4WayBlend,
$basealphaenvmapmask
cannot be used with $selfillum. - This cannot be used with $bumpmap on LightmappedGeneric

There are additional caveats when using $phong. See its entry for more information about possible issues.

- In all of:
on VertexLitGeneric (Without $phong),
$normalmapalphaenvmapmask
cannot be used with $selfillumfresnel.
Note: Using
$normalmapalphaenvmapmask
with $phong and $selfillumfresnel has special caveats that should be considered. Check $phong for for more information.
- In
, on LightmappedGeneric and WorldVertexTransition, $normalmapalphaenvmapmask cannot be used with $detailblendmode "9" or $envmapanisotropy. [todo tested in ?]
Bug:This Parameter replaces $selfillum. If both are used it will result in an error. The material will not render. [todo tested in ?]
Warning:Only on VertexLitGeneric - Note that
$envmapmask
does not work with $bumpmap or $phong on VertexLitGeneric.
$envmapmask
and in fact that parameter is required to use this. Move it to Additional Parameters
and pray links on other pages don't break.Merging Specular Level into Normal Alpha in 3ds Max
To merge a Specular Level map into the Normal Map alpha, you can create a Composite Map node with the normal map in Layer 1 and the specular map in Mask 1. Then right-click the composite map, click Render Map and save this new image to file (remembering to keep the Gamma at 1.0 and using 32 bits per pixel in the save options).
These steps are automated in the Alpha Spec tool in Wall Worm 2.72+.
See also
- $basetexture
- $envmap (environment map)
- $phong (diffuse reflection)
- $selfillum