Ru/$envmapmask: Difference between revisions
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{{MatParam|$envmapmasktransform|matrix| | {{MatParam|$envmapmasktransform|matrix| | ||
: | : Transforms the specular mask texture. | ||
{{VMT UVtransform}}|dx9=1}} | {{VMT UVtransform}}|dx9=1}} | ||
{{MatParam|$envmapmaskscale|float|Масштабирует зеркальную маску до заданного значения. Также, выше посмотрите на <code>$envmapmasktransform</code>.|dx8=1}} | {{MatParam|$envmapmaskscale|float|Масштабирует зеркальную маску до заданного значения. Также, выше посмотрите на<code>$envmapmasktransform</code>.|dx8=1}} | ||
{{MatParam|$envmapmaskframe|int|Кадр для начала анимированной зеркальной маски.}} | {{MatParam|$envmapmaskframe|int|Кадр для начала анимированной зеркальной маски.}} | ||
====CS:GO WorldVertexTransition Parameters==== | ====CS:GO WorldVertexTransition Parameters==== | ||
{{MatParam|$envmapmask2|texture|Зеркальная маска для второго слоя {{ent|WorldVertexTransition}}.|only={{csgo}}| | {{MatParam|$envmapmask2|texture|Зеркальная маска для второго слоя {{ent|WorldVertexTransition}}.|only={{csgo}}|shaders=WorldVertexTransition}} | ||
{{MatParam|$envmapmasktransform2|matrix|Трансформация текстуры для <code>$envmapmask2</code>.|only={{csgo}}| | {{MatParam|$envmapmasktransform2|matrix|Трансформация текстуры для <code>$envmapmask2</code>.|only={{csgo}}|shaders=WorldVertexTransition}} | ||
{{MatParam|$envmapframe2|int|Кадр для начала анимации <code>$envmapmask2</code> on.|only={{csgo}}| | {{MatParam|$envmapframe2|int|Кадр для начала анимации <code>$envmapmask2</code> on.|only={{csgo}}|shaders=WorldVertexTransition}} | ||
==Альтернативные методы== | ==Альтернативные методы== |
Revision as of 00:38, 6 January 2021
$envmapmask - это параметр шейдера материала , доступный во всех играх на Template:Game name. 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. [нужно проверить в ?]
$envmapmask
will not work with materials using $bumpmap. See #Alternative_methods.Пример синтаксиса VMT
$envmapmask "текстура"
VertexLitGeneric { $envmap env_cubemap $envmapmask "props/tvscreen_test" }
Дополнительные параметры

$envmapmasktransform
$envmapmaskscale
$envmapmaskframe
CS:GO WorldVertexTransition Parameters
$envmapmask2
$envmapmasktransform2
$envmapframe2
Альтернативные методы
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.
Баг: In CSGO, this parameter breaks materials using $translucent, limiting its usefulness. Use $envmapmask instead. [нужно проверить в ?]
$normalmapalphaenvmapmask
$selfillum_envmapmask_alpha
$envmapmaskintintmasktexture
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