$bumpmap: Difference between revisions
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Warning:$bumpmap will disable prop_static's per-vertex lighting in every Source game but
. Not enough data is stored in the vertices for normal mapping, so the engine has no choice but to fall back.
Note:
(it don't work) |
Deprecated (talk | contribs) (Rewrote $forcebump with code comment, use DirectX templates, todos for $bumptransform, $bumpscale and $bumpoffset, add $bumptransform2, misc fixes) |
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The '''$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 in every Source game but | {{warning|$bumpmap will disable [[prop_static]]'s per-vertex lighting in every Source game but {{csgo}}. Not enough data is stored in the vertices for normal mapping, so the engine has no choice but to fall back.}} | ||
{{note| | {{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. | * In the <code>[[Water_(shader)|Water]]</code> shader, $bumpmap is for a DX8 [[Du/dv_map|du/dv map]]. Use <code>$normalmap</code> instead. | ||
* The $bumpmap parameter is not compatible with | * The $bumpmap parameter is not compatible with decal textures.}} | ||
==Basic syntax== | ==Basic syntax== | ||
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==Additional parameters== | ==Additional parameters== | ||
; <code>$bumptransform <matrix></code> | ; <code>$bumptransform <matrix></code> {{dx9}} | ||
: Transforms the bump map texture. | : Transforms the bump map texture. {{todo|Does this actually require DX9? Present in DX8 fallback shaders.}} | ||
{{VMT UVtransform}} | {{VMT UVtransform}} | ||
; <code>[[$ssbump]]</code> | ; <code>[[$ssbump]]</code> | ||
: Flags the bump map texture as being self-shadowing. Click for more details. | : Flags the bump map texture as being self-shadowing. Click for more details. | ||
; <code>$bumpscale <[[float]]></code> | ; <code>$bumpscale <[[float]]></code> {{dx8}} | ||
: Scales the bump map by the given value in DirectX 8. | : Scales the bump map by the given value in DirectX 8. {{Todo|Does this actually exist? Seemingly not present in DX8 fallback shaders.}} | ||
; <code>$bumpframe <[[integer]]></code> | ; <code>$bumpframe <[[integer]]></code> | ||
: The frame to start an animated bump map on. | : The frame to start an animated bump map on. | ||
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: Stops the bump map affecting the lighting of the material's [[albedo]], which help combat [[Material optimization#Overdraw|overdraw]]. Does not affect the [[specular]] map. | : Stops the bump map affecting the lighting of the material's [[albedo]], which help combat [[Material optimization#Overdraw|overdraw]]. Does not affect the [[specular]] map. | ||
::{{bug|Does not function in Orange Box builds and later.}} | ::{{bug|Does not function in Orange Box builds and later.}} | ||
;<code>$forcebump <bool></code> | ;<code>$forcebump <bool></code> {{dx8}} | ||
: | : If 0, use bumpmapping if the card says it can handle it. If 1, always force bumpmapping on. | ||
; <code>$bumpoffset <?></code> | ; <code>$bumpoffset <?></code> | ||
: {{confirm|DX8 version of center?}} | : {{confirm|DX8 version of center?}} {{todo|Does this actually exist?}} | ||
; <code>$bumpmap2 <texture></code> | ; <code>$bumpmap2 <texture></code> {{dx9}} | ||
; <code>$bumpframe2 <integer></code> | ; <code>$bumpframe2 <integer></code> {{dx9}} | ||
: Used by the [[WorldVertexTransition]] shader in blend materials that display two textures | ; <code>$bumptransform2 <matrix></code> {{dx9}} | ||
: Used by the [[WorldVertexTransition]] shader in blend materials that display two textures. | |||
==Console commands== | ==Console commands== |
Revision as of 19:22, 4 May 2019

A material's albedo (left) compared to its bump map.
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.



Basic syntax
LightmappedGeneric
{
$basetexture brick/brickwall021a
$surfaceprop brick
$bumpmap brick/brickwall021a_normal
}
Additional parameters
$bumptransform <matrix>
(DX9 SM2)- Transforms the bump map texture. Todo: Does this actually require DX9? Present in DX8 fallback shaders.
- 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 ?]
$ssbump
- Flags the bump map texture as being self-shadowing. Click for more details.
$bumpscale <float>
(DX8)- Scales the bump map by the given value in DirectX 8. Todo: Does this actually exist? Seemingly not present in DX8 fallback shaders.
$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.
Bug:Does not function in Orange Box builds and later. [todo tested in ?]
$forcebump <bool>
(DX8)- If 0, use bumpmapping if the card says it can handle it. If 1, always force bumpmapping on.
$bumpoffset <?>
Confirm:DX8 version of center?
Todo: Does this actually exist?$bumpmap2 <texture>
(DX9 SM2)$bumpframe2 <integer>
(DX9 SM2)$bumptransform2 <matrix>
(DX9 SM2)- Used by the WorldVertexTransition shader in blend materials that display two textures.
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!)