Wrinkle maps: Difference between revisions
No edit summary |
No edit summary |
||
Line 6: | Line 6: | ||
{{note|WrinkleMaps can only work with models that get compiled from .dmx files.}} | {{note|WrinkleMaps can only work with models that get compiled from .dmx files.}} | ||
{{note|DMXEDIT.exe will need to be used to author them (found in the SFM SDK)}} | {{note|DMXEDIT.exe will need to be used to author them (found in the SFM SDK)}} | ||
== The WrinkleMap diference == | |||
Here is a picture showing the difference of utilizing this feature. | |||
Image:Wrinklemaps_src_small.png | |||
Revision as of 21:05, 14 June 2013
WrinkleMaps are texture maps that occupancy wrinkles in low polygon models for games. Since there is a limit to the amount of polygons a model can be for game engines artists bake out these so called wrinklemaps from the high polygon meshes and utilize them in the engine to produce the same render as if it was a high polygon model. This same concept is also done with normalmaps and is very useful in game engines. Source has no documentation of wrinklemaps so I have decided to write this article to help other people understand the concept and learn how to go about producing them for Source.


The WrinkleMap diference
Here is a picture showing the difference of utilizing this feature. Image:Wrinklemaps_src_small.png
Using WrinkleMaps
Example VMT Syntax
The following example is taken from Left 4 Dead from the model material located in L4D root/materials/models/survivors/teenangst/teenangst_eyeball_l.vmt
EyeRefract { $Iris "models/survivors/green_iris2" $AmbientOcclTexture "models/survivors/survivor_eye_ao" $Envmap "Engine/eye-reflection-cubemap-" $CorneaTexture "Engine/eye-cornea" $EyeballRadius "0.6" $AmbientOcclColor "[.4 .4 .4]" Default 0.33, 0.33, 0.33 $Dilation ".5" $ParallaxStrength "0.25" $CorneaBumpStrength ".5" $halflambert 1 $nodecal 1 $ambientocclusion 1 $RaytraceSphere 1 $SphereTexkillCombo 0 }
VMT Parameters
The following is a list of VMT parameters that are needed to enable the WrinkleMaps:
$AmbientOcclusion "0/1"
- Disable/Enable WrinkleMaps. (1 = enabled, 0 = disabled)

$AmbientOcclusion
actually toggle the effect?$AmbientOcclColor "[.n .n .n]"
- Replacing n with a number of the color (RGB format)$AmbientOcclTexture "path/to/vtf"
- Filename of the WrinkleMaps texture to use
$ambientocclusiontexture
fit in with all of this?Source Filmmaker
$AmbientOcclusion "0"
can be used to toggle SSAO off on a specific model; for example, a prop in a skybox.
See also
- Phong materials
- $phong
- $basetexture
- $envmapmask (specular mask)
- $envmap (environment map)
- $selfillum