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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 19:56, 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.