$detail: Difference between revisions
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| [[File:Detail.jpg|frame|right|A detail texture (noise_detail_01), and its effect when applied to a material (brickwall031a).]] | [[File:Detail.jpg|frame|right|A detail texture (noise_detail_01), and its effect when applied to a material (brickwall031a).]] | ||
Revision as of 11:58, 10 May 2025
$detail  is a   material shader parameter  available in all  Source games. 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 diffuse appropriately, depending on the $detailblendmode. You can also use a full color (as opposed to grayscale) image and blend it using
 Source games. 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 diffuse 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
 Half-Life 2: Episode Two, as well as  Portal 2 for the white tile textures's bumps.
 Portal 2 for the white tile textures's bumps.
 Bug:
Bug: $detail textures do not work in conjunction with some parameters:
- In     on LightmappedGeneric, Does not work with $seamless_scale. on LightmappedGeneric, Does not work with $seamless_scale.
- In     on VertexLitGeneric. Does not work with $selfillumfresnel, if $bumpmap is used. on VertexLitGeneric. Does not work with $selfillumfresnel, if $bumpmap is used.
- In    on LightmappedGeneric, Does not work with $lightwarptexture on LightmappedGeneric, Does not work with $lightwarptexture
 Note: Note:- In  , LightmappedGeneric does not appear to even have $lightwarptexture as a parameter... So it cannot "not work". , LightmappedGeneric does not appear to even have $lightwarptexture as a parameter... So it cannot "not work".
- In   on VertexLitGeneric, Does not work with $desaturatewithbasealpha on VertexLitGeneric, Does not work with $desaturatewithbasealpha
- In  , Does not work with $blendmodulatetexture and $bumpmap , Does not work with $blendmodulatetexture and $bumpmap
 
- In 
- Todo: Document issues from other branches of source.
 Bug:Using Bug:Using- $detailwith $blendmodulatetexture will cause a graphical issue (stripes over the surface), only works correctly in and and .   (tested in: .   (tested 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
 WorldVertexTransition Parameters
$detailscale2
$detailblendfactor2
$detailframe2
$detailtint2

 SolidEnergy Parameters
 SolidEnergy Parameters
 Confirm:Is SolidEnergy available in
 Confirm:Is SolidEnergy available in  –branch games?
–branch games? Note:$detail1tint and $detail2tint do not exist on this Shader, they are missing in this list intentionally!
Note:$detail1tint and $detail2tint do not exist on this Shader, they are missing in this list intentionally! Important:
Important:$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 and in  Half-Life 2: Episode One using the following parameters.
 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




























