$bumpmap: Difference between revisions
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Warning:
CS:GO engine branch.
Not enough data is stored in the vertices for normal mapping, so the engine has no choice but to fall back.
Important:
Note:
mNo edit summary |
Thunder4ik (talk | contribs) m (clean up, replaced: {{ModernWarning| → {{warning|, See Also → See also, {{ModernNote| → {{note|) |
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[[File:Example of bump mapping.jpg|thumb|The above material in-game.]]It specifies a [[texture]] that will provide three-dimensional lighting information for a material. The texture is a [[bump map]], but the process it is used for is called [[Wikipedia:Normal mapping|normal mapping]]. The two terms are often used interchangeably, however. | [[File:Example of bump mapping.jpg|thumb|The above material in-game.]]It specifies a [[texture]] that will provide three-dimensional lighting information for a material. The texture is a [[bump map]], but the process it is used for is called [[Wikipedia:Normal mapping|normal mapping]]. The two terms are often used interchangeably, however. | ||
{{ | {{warning|<code>$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.}} | ||
{{ | {{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 | ==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

A material's albedo (left) compared to its bump map.
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 before 
Not enough data is stored in the vertices for normal mapping, so the engine has no choice but to fall back.

$bumpmap
does not exist for LightmappedReflective. Use $normalmap
instead.
- In the
Water
shader,$bumpmap
is for a DX8 du/dv map. Use$normalmap
instead. - Bump maps cannot be used on decal textures except in
CS:GO engine branch.
- On VertexLitGeneric using $lightwarptexture will force bumpmapping even if
$bumpmap
is not in the VMT. A default one is bound instead, all$bumpmap
caveats come with it.
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 <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.