$bumpmap: Difference between revisions

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(cleanup, removed bug note (never heard anyone complain about that, ever))
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[[Image:Example of bump mapping.jpg|thumb|The above material in-game.]]
[[Image:Example of bump mapping.jpg|thumb|The above material in-game.]]


The '''$bumpmap''' [[VMT]] parameter specifies a [[texture]] that will provide three-dimensional lighting information for a material. The texture is a [[bump map]], but the process it is used for is called [[Wikipedia:Normal mapping|normal mapping]]; the two terms are often used interchangeably, however.
The '''$bumpmap''' [[VMT]] parameter specifies a [[texture]] that will provide three-dimensional lighting information for a material. The texture is a [[bump map]], but the process it is used for is called [[Wikipedia:Normal mapping|normal mapping]]. The two terms are often used interchangeably, however.


{{warning|$bumpmap will disable [[prop_static]]'s per-vertex lighting. Not enough data is stored in the vertices for normal mapping, so the engine has no choice but to fall back.}}
{{warning|$bumpmap will disable [[prop_static]]'s per-vertex lighting. Not enough data is stored in the vertices for normal mapping, so the engine has no choice but to fall back.}}


{{bug|Some users have reported that [[HLMV]] does not display $bumpmaps, even though the engine itself does. This may be related to a model having [[$texturegroup|multiple materials]].}}
{{note|In the <code>[[Water_(shader)|Water]]</code> shader, $bumpmap is for a DX8 [[Du/dv_map|du/dv map]]. Use <code>$normalmap</code> instead.}}
 
{{note|When <code>$bumpmap</code> is used with the <code>[[Water_(shader)|Water]]</code> shader, the texture should be a [[Du/dv_map|du/dv map]].}}


== Basic syntax ==
== Basic syntax ==


$bumpmap <texture>
<syntaxhighlight lang=php highlight=5>
 
LightmappedGeneric
[[LightmappedGeneric]]
{
{
$basetexture brick/brickwall021a
[[$basetexture]] brick/brickwall021a
$surfaceprop brick
[[$surfaceprop]] brick
$bumpmap brick/brickwall021a_normal
'''$bumpmap brick/brickwall021a_normal'''
}
}
</syntaxhighlight>


== Additional parameters ==
== Additional parameters ==
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== Console commands ==
== Console commands ==


; <code>mat_fastnobump <bool></code>
; <code>mat_fastnobump <[[bool]]></code>
: Quickly enables/disabled normal mapping.
: Quickly enables/disabled normal mapping.
; <code>mat_normalmaps <bool></code>
; <code>mat_normalmaps <bool></code>
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== See also ==
== See also ==
* <code>[[$ssbump]]</code>
* [[Bump map]], for technical details and a guide to creation.
* [[Bump map]], for technical details and a guide to creation.


[[Category:List of Shader Parameters|B]]
[[Category:List of Shader Parameters|B]]

Revision as of 07:52, 10 July 2011

A material's albedo (left) compared to its bump map.
The above material in-game.

The $bumpmap VMT parameter specifies a texture that will provide three-dimensional lighting information for a material. The texture is a bump map, but the process it is used for is called normal mapping. The two terms are often used interchangeably, however.

Warning.pngWarning:$bumpmap will disable prop_static's per-vertex lighting. Not enough data is stored in the vertices for normal mapping, so the engine has no choice but to fall back.
Note.pngNote:In the Water shader, $bumpmap is for a DX8 du/dv map. Use $normalmap instead.

Basic syntax

LightmappedGeneric
{
	$basetexture	brick/brickwall021a
	$surfaceprop	brick
	$bumpmap		brick/brickwall021a_normal
}

Additional parameters

$bumptransform <matrix>
Transforms the bump map texture. Requires DirectX 9 or above.
The default position is center .5 .5 scale 1 1 rotate 0 translate 0 0.
  1. center defines the point of rotation. Only useful if rotate is being used.
  2. 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.
  3. rotate rotates the texture counter-clockwise in degrees. Accepts any number, including negatives.
  4. 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.pngNote:All values must be included!
Icon-Bug.pngBug: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 ?]
Icon-Bug.pngBug: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 ?]
$ssbump
Flags the bump map texture as being self-shadowing. Click for more details.
$bumpscale <float>
Scales the bump map by the given value in DirectX 8.
$bumpframe <integer>
The frame to start an animated bump map on.
$nodiffusebumplighting <bool>
Stops the bump map affecting the lighting of the material's albedo, which help combat overdraw. Does not affect the specular map.
$forcebump <bool>
Forces DirectX 8 cards to render the bump map. They normally don't for performance reasons.
$bumpoffset <?>
Confirm:DX8 version of center?
$bumpmap2 <texture>
$bumpframe2 <integer>
Used by the WorldVertexTransition shader in blend materials that display two textures. DirectX 9 required.

Console commands

mat_fastnobump <bool>
Quickly enables/disabled normal mapping.
mat_normalmaps <bool>
Displays the bump map texture of all materials that have one in place of their albedo.

(Yes, these two commands have bump and normal the wrong way around!)

See also