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 Warning:
Warning: 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.
 Important:Bumpmapped brushes and displacements generate four lightmaps per-surface (one for each light direction, plus non-bumped version), instead of one. If
Important:Bumpmapped brushes and displacements generate four lightmaps per-surface (one for each light direction, plus non-bumped version), instead of one. If  Note:This does not apply to maps compiled using the
Note:This does not apply to maps compiled using the 
 Important:
Important:
 Note:
Note:
 Bug:
Bug: 
	
		
	
|  (varcom) | SirYodaJedi (talk | contribs)  | ||
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| {{MatParam|$bumpframe|int|The frame to start an animated bump map on.}} | {{MatParam|$bumpframe|int|The frame to start an animated bump map on.}} | ||
| {{MatParam|$nodiffusebumplighting|bool|Stops the bump map affecting the lighting of the material's [[albedo]], which help combat [[Material optimization#Overdraw|overdraw]]. Does not affect the [[specular]] map, making it useful for distorted reflections on flat surfaces. | {{MatParam|$nodiffusebumplighting|bool|Stops the bump map affecting the lighting of the material's [[albedo]], which help combat [[Material optimization#Overdraw|overdraw]]. Does not affect the [[specular]] map, making it useful for distorted reflections on flat surfaces. | ||
| : {{bug|Does not function beyond {{src07|2}}.{{confirm}} | : {{bug|Does not function beyond {{src07|2}}.{{confirm}} {{note|Functions with [[$ssbump]] but not regular normals on {{game link|Source 2013}}. More testing required?}} }} | ||
| : Default behavior if the surface lacks {{cmd|SURF_BUMPLIGHT}}, regardless of this command. | |||
| |shaders=LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition}} | |shaders=LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition}} | ||
| {{MatParam|$ssbump|bool|Flags the bump map texture(s) as being self-shadowing. Click for more details.|since={{src07}}|shaders=LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition}} | {{MatParam|$ssbump|bool|Flags the bump map texture(s) as being self-shadowing. Click for more details.|since={{src07}}|shaders=LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition}} | ||
Revision as of 09:06, 1 May 2025
$bumpmap  is a   material shader parameter  available in all  Source games.
 Source games.
 
  A material's diffuse (left) compared to its normal 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.
 normal mapping. The two terms are often used interchangeably, however.
 Warning:
Warning:$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.
 Important:Bumpmapped brushes and displacements generate four lightmaps per-surface (one for each light direction, plus non-bumped version), instead of one. If
Important:Bumpmapped brushes and displacements generate four lightmaps per-surface (one for each light direction, plus non-bumped version), instead of one. If $bumpmap or $normalmap is added to a VMT that did not have it at the time of compilation, the map must be recompiled.
 Note:This does not apply to maps compiled using the
Note:This does not apply to maps compiled using the -bumpall VBSP parameter (Which creates 4 lightmaps for all faces, regardless of if they are bumpmapped). This parameter should not be used often, however, as it significantly increases lightmap usage. Important:
Important:$bumpmap does not exist for LightmappedReflective. Use $normalmap instead. Note:
Note:
- In the Watershader,$bumpmapis for a DX8 du/dv map. Use$normalmapinstead.
- Bump maps cannot be used on decal textures except in  CS:GO engine branch. CS:GO engine branch.
- On VertexLitGeneric using $lightwarptexture will force bumpmapping even if $bumpmapis not in the VMT. A default one is bound instead, all$bumpmapcaveats come with it.
 Bug:
Bug: $bumpmap causes some other Parameters to not work. Parameters that will break with $bumpmap are ( but not limited to ) :
- Will not work with materials using $envmapmask. Except on VertexLitGeneric(only in  ) and LightmappedGeneric(only in ) and LightmappedGeneric(only in ). See Alternative methods. ). See Alternative methods.
- In  LightmappedGeneric, $detailblendmode 9 cannot be used. LightmappedGeneric, $detailblendmode 9 cannot be used.
- In  VertexLitGeneric, $detailblendmode 5, 6, 8, 9, 10 and 11 not usable. With $phong 5 and 6 can be used. VertexLitGeneric, $detailblendmode 5, 6, 8, 9, 10 and 11 not usable. With $phong 5 and 6 can be used.
- In    VertexLitGeneric, $detailblendmode 5-11 not usable. With $phong 5 and 6 can be used. VertexLitGeneric, $detailblendmode 5-11 not usable. With $phong 5 and 6 can be used.
- In     $detailtint won't work. $detailtint won't work.
- $distancealpha, $outline, $softedges won't work.
- On LightmappedGeneric, cannot be used with $basealphaenvmapmask
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
| Cvar/Command | Parameters or default value | Descriptor | Effect | 
|---|---|---|---|
| mat_fastnobump | bool | Quickly enables/disabled normal mapping. | |
| mat_normalmaps | bool | Displays the bump map texture of all materials that have one in place of their diffuse. | |
| mat_bumpmap | 1 | bool | Enable or disable normal mapping. | 



























