$bumpmap: Difference between revisions
Jump to navigation
Jump to search
Warning:
. Not enough data is stored in the vertices for normal mapping, so the engine has no choice but to fall back.
Note:
Deprecated (talk | contribs) (Added shaders for $nodiffusebumplighting) |
|||
Line 29: | Line 29: | ||
{{MatParam|[[$ssbump]]|bool|Flags the bump map texture(s) as being self-shadowing. Click for more details.|since={{src07}}|shaders=LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition}} | {{MatParam|[[$ssbump]]|bool|Flags the bump map texture(s) as being self-shadowing. Click for more details.|since={{src07}}|shaders=LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition}} | ||
{{MatParam|$forcebump|bool|If 0, use bumpmapping if the card says it can handle it. If 1, always force bumpmapping on.|dx8=1|removed={{l4d}}}} | {{MatParam|$forcebump|bool|If 0, use bumpmapping if the card says it can handle it. If 1, always force bumpmapping on.|dx8=1|removed={{l4d}}}} | ||
{{MatParam|$bump_force_on|bool|Force bump mapping on, even for low-end machines.| | {{MatParam|$bump_force_on|bool|Force bump mapping on, even for low-end machines.|since={{portal2}}|shaders=LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition}} | ||
{{MatParam|$addbumpmaps|bool|Enables the usage and blending of two bump maps together for {{ent|LightmappedGeneric}}.|only={{csgo}}|shaders=LightmappedGeneric}} | {{MatParam|$addbumpmaps|bool|Enables the usage and blending of two bump maps together for {{ent|LightmappedGeneric}}.|only={{csgo}}|shaders=LightmappedGeneric}} | ||
{{MatParam|$bumpmap2|texture|The second bump map to use, for either {{ent|WorldVertexTransition}} or for <code>LightmappedGeneric</code> in {{csgo}} for bump map blending.|dx9=1|shaders=LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition}} | {{MatParam|$bumpmap2|texture|The second bump map to use, for either {{ent|WorldVertexTransition}} or for <code>LightmappedGeneric</code> in {{csgo}} for bump map blending.|dx9=1|shaders=LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition}} |
Revision as of 10:47, 25 March 2021

A material's albedo (left) compared to its bump map.
Template:Shaderparam It 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.

$bumpmap
will disable prop_static's per-vertex lighting in every Source game but 

Basic syntax
LightmappedGeneric
{
$basetexture brick/brickwall021a
$surfaceprop brick
$bumpmap brick/brickwall021a_normal
}
Additional parameters
$bumptransform
$bumpscale
$bumpframe
$nodiffusebumplighting
[[$ssbump|$ssbump]]
$forcebump
$bump_force_on
$addbumpmaps
$bumpmap2
$bumpframe2
$bumptransform2
$bumpmask
$bumpdetailscale1
Console commands
- mat_fastnobump <boolean >
- Quickly enables/disabled normal mapping.
- mat_normalmaps <boolean >
- 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!)
- mat_bumpmap <boolean >
- Enable or disable normal mapping. Default 1.