$ssbump: Difference between revisions
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Tip:Self-shadowed normal mapping is actually faster than the standard method!
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== Creating self-shadowing bump maps == | == Creating self-shadowing bump maps == | ||
Valve's tools for creating ssbumps aren't in the SDK yet, [http://forums.facepunchstudios.com/showthread.php?t=529746 but there is a way to create them manually]. | Valve's tools ([[height2ssbump]]) for creating ssbumps aren't in the SDK yet, [http://forums.facepunchstudios.com/showthread.php?t=529746 but there is a way to create them manually]. | ||
[[Category:List of Shader Parameters|S]] | [[Category:List of Shader Parameters|S]] |
Revision as of 20:56, 27 December 2008
$ssbump is a material parameter that flags a $bumpmap as being self-shadowing. It is only supported with LightmappedGeneric
and requires the Orange Box.
You can read more about the technology behind it in this paper.

Example
LightmappedGeneric { $basetexture nature/rockwall_cave02a $surfaceprop concrete $bumpmap nature/rockwall_cave_02a_height-ssbump $ssbump 1 }
Creating self-shadowing bump maps
Valve's tools (height2ssbump) for creating ssbumps aren't in the SDK yet, but there is a way to create them manually.