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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 == | ||
It's currently only possible to [http://forums.facepunchstudios.com/showthread.php?t=529746 create ssbumps manually], since '''<code>height2ssbump</code>''' has yet to be released. Nevertheless, here are the command line parameters it will support: | |||
;<path/filename> | |||
:The [[heightmap]] source file (presumed). TGA only? | |||
;-r <int> | |||
:Set the number of 'rays' (default 250). More rays take more time. | |||
;-f <int> | |||
:Set smoothing filter radius (default 10, 0 to disable). | |||
;-n | |||
:Generate a conventional normal map. | |||
;-A | |||
:Generate ambient occlusion in the alpha channel. | |||
;-D | |||
:Write out filtered result as <code>filtered.tga</code>. | |||
[[Category:List of Shader Parameters|S]] | [[Category:List of Shader Parameters|S]] |
Revision as of 15:41, 29 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
It's currently only possible to create ssbumps manually, since height2ssbump
has yet to be released. Nevertheless, here are the command line parameters it will support:
- <path/filename>
- The heightmap source file (presumed). TGA only?
- -r <int>
- Set the number of 'rays' (default 250). More rays take more time.
- -f <int>
- Set smoothing filter radius (default 10, 0 to disable).
- -n
- Generate a conventional normal map.
- -A
- Generate ambient occlusion in the alpha channel.
- -D
- Write out filtered result as
filtered.tga
.