$bumpmap: Difference between revisions

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[[File:Example of bump mapping.jpg|thumb|The above material in-game.]]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 [[Wikipedia:Normal mapping|normal mapping]]. The two terms are often used interchangeably, however.
[[File:Example of bump mapping.jpg|thumb|The above material in-game.]]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 [[Wikipedia:Normal mapping|normal mapping]]. The two terms are often used interchangeably, however.


{{ModernWarning|<code>$bumpmap</code> will disable {{ent|prop_static}}'s per-vertex lighting in every Source game before {{csgobranch|4}}.<br>
{{warning|<code>$bumpmap</code> will disable {{ent|prop_static}}'s per-vertex lighting in every Source game before {{csgobranch|4}}.<br>
Not enough data is stored in the vertices for normal mapping, so the engine has no choice but to fall back.}}
Not enough data is stored in the vertices for normal mapping, so the engine has no choice but to fall back.}}
{{Important|<code>$bumpmap</code> does not exist for {{code|[[LightmappedReflective]]}}. Use <code>$normalmap</code> instead.}}
{{Important|<code>$bumpmap</code> does not exist for {{code|[[LightmappedReflective]]}}. Use <code>$normalmap</code> instead.}}


{{ModernNote|
{{note|
* In the <code>[[Water_(shader)|Water]]</code> shader, <code>$bumpmap</code> is for a DX8 [[Du/dv_map|du/dv map]]. Use <code>$normalmap</code> instead.
* In the <code>[[Water_(shader)|Water]]</code> shader, <code>$bumpmap</code> is for a DX8 [[Du/dv_map|du/dv map]]. Use <code>$normalmap</code> instead.
* Bump maps cannot be used on decal textures except in {{csgobranch|4}}.
* Bump maps cannot be used on decal textures except in {{csgobranch|4}}.
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{{IO|mat_bumpmap|param=bool|Enable or disable normal mapping. Default 1.}}
{{IO|mat_bumpmap|param=bool|Enable or disable normal mapping. Default 1.}}


==See Also==
==See also==
* {{ent|$ssbump}}
* {{ent|$ssbump}}
* [[Bump map]], for technical details and a guide to creation.
* [[Bump map]], for technical details and a guide to creation.

Revision as of 00:40, 4 January 2024

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

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.

Warning.pngWarning:$bumpmap will disable prop_static's per-vertex lighting in every Source game before CS:GO engine branch CS:GO engine branch.
Not enough data is stored in the vertices for normal mapping, so the engine has no choice but to fall back.
Icon-Important.pngImportant:$bumpmap does not exist for LightmappedReflective. Use $normalmap instead.
Note.pngNote:

Template:ModernBug

Basic Syntax

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

Additional Parameters

$bumptransform $bumpframe $nodiffusebumplighting $ssbump $forcebump $bump_force_on $addbumpmaps $bumpmap2 $bumpframe2 $bumptransform2 $bumpmask $bumpdetailscale1

Console Commands

mat_fastnobump <booleanRedirectInput/boolean>
Quickly enables/disabled normal mapping.
mat_normalmaps <booleanRedirectInput/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 <booleanRedirectInput/boolean>
Enable or disable normal mapping. Default 1.

See also