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| {{td| {{csgo}} |dark=1}} | | {{td| {{csgo}} |dark=1}} | ||
{{td| {{ent|VertexLitGeneric}} }} | {{td| {{ent|VertexLitGeneric}} }} | ||
{{td| Modes 10+11 are not supported.<br> | {{td| Modes 10+11 are not supported.<br>0-4 and 7 always work (with or without {{ent|$bumpmap}})<br>5+6 only work with {{ent|$phong}} or without {{ent|$bumpmap}}.<br>8+9 only work without {{ent|$bumpmap}}. }} | ||
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| {{td| {{src13}} {{tf2}} |dark=1}} | | {{td| {{src13}} {{tf2}} |dark=1}} | ||
{{td| {{ent|LightmappedGeneric}}<br>{{ent|WorldVertexTransition}} }} | {{td| {{ent|LightmappedGeneric}}<br>{{ent|WorldVertexTransition}} }} | ||
{{td| Modes 2-9 are not supported. }} | {{td| Modes 2-9 are not supported.<br>Modes 0+1 and 10+11 always work. }} | ||
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{{tr | {{tr | ||
| {{td| {{src13}} {{tf2}} {{as}} |dark=1}} | | {{td| {{src13}} {{tf2}} {{as}} |dark=1}} | ||
{{td| {{ent|VertexLitGeneric}} }} | {{td| {{ent|VertexLitGeneric}} }} | ||
{{td| Modes 10+11 are not supported.<br> | {{td| Modes 10+11 are not supported.<br>0-4 always work (with or without {{ent|$bumpmap}})<br>5+6 only work with {{ent|$phong}} or without {{ent|$bumpmap}}.<br>7-9 only work without {{ent|$bumpmap}}. }} | ||
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Revision as of 12:34, 29 January 2024

Template:Shaderparam It specifies a texture which Source will use to add high-resolution detail to a material when it is viewed up close, by darkening or lightening the albedo appropriately, depending on the $detailblendmode. You can also use a full color (as opposed to grayscale) image and blend it using $detailblendmode 2. It is very effective for increasing the apparent resolution of a texture, and was used extensively in Half-Life 2: Episode Two, as well as
Portal 2 for the white tile textures's bumps.

- In
on LightmappedGeneric, Does not work with $seamless_scale.
- In
on VertexLitGeneric. Does not work with $selfillumfresnel, if $bumpmap is used.
- In
on LightmappedGeneric, Does not work with $lightwarptexture
Note:
- In
, LightmappedGeneric does not appear to even have $lightwarptexture as a parameter... So it 'cannot not' work.
- In
on VertexLitGeneric, Does not work with $desaturatewithbasealpha
- In
, Does not work with $blendmodulatetexture and $bumpmap
- In
- Todo: Document issues from other branches of source.
Note: Using $detail with $blendmodulatetexture will cause a graphical issue (stripes over the surface), only works correctly in
.
Syntax
$detail <texture>
You will probably want to use at least $detailscale
(see below) as well.
Parameters and Effects
$detailframe
$detail_alpha_mask_base_texture
WorldVertexTransition Parameters
$detailscale2
$detailblendfactor2
$detailframe2
$detailtint2

SolidEnergy Parameters




$detail
has very similar parameter names, but they are not the same! $detail1
$detail1blendmode
$detail1scale
$detail1blendfactor
$detail1frame
$detail2
$detail2blendmode
$detail2scale
$detail2blendfactor
$detail2frame
Valve's Detail Textures
Valve's stock detail textures (available in OB only) are best used with the following pre-configured values:
$detail detail\noise_detail_01 // e.g. for brickwork, concrete... $detailscale 7.74 $detailblendfactor 0.8 $detailblendmode 0
$detail detail\metal_detail_01 $detailscale 4.283 $detailblendfactor .65 $detailblendmode 0
$detail detail\rock_detail_01 $detailscale 11 $detailblendfactor 1 $detailblendmode 0
$detail detail\plaster_detail_01 $detailscale 6.783 $detailblendfactor .8 $detailblendmode 0
The below parameters come from models\props_forest\LadderWood.vmt. It is the only Valve Stock texture VMT file to use this particular detail texture. Because the detail texture (detail\wood_detail_01) is a high resolution (1024×1024), the $detailscale
is lower than the others, with the exception of rock_detail_01.
$detail detail\wood_detail_01 $detailscale 2.563 $detailblendfactor .8 $detailblendmode 0
Additionally, there are 2 other stock detail textures. detail\detailash001a and detail\detaildirt001a. These files were used in the "leaked" version of Half-Life 2 and in
Half-Life 2: Episode One using the following parameters.
Concrete/concretefloor009a in Episode One materials:
$detail detail/detaildirt001a $detailscale 0.27
Metal/metalfloor005a in Episode One materials:
$detail detail/detailash001a $detailscale 0.50
See also
Hiding large-scale tiling with detail textures - How to make texture repeating less noticeable using $detail