$ssbump: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(paths have speach marks :P)
(they don't have to...I don't know why we're using them in QCs.)
Line 11: Line 11:
  LightmappedGeneric
  LightmappedGeneric
  {
  {
  $basetexture "nature/rockwall_cave02a"
  $basetexture nature/rockwall_cave02a
  $surfaceprop concrete
  $surfaceprop concrete
  $bumpmap "nature/rockwall_cave_02a_height-ssbump"
  $bumpmap nature/rockwall_cave_02a_height-ssbump
  '''$ssbump''' 1
  '''$ssbump''' 1
  }
  }

Revision as of 04:05, 10 January 2009

$ssbump is a boolean 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.

Tip.pngTip:Self-shadowed normal mapping is actually faster than the standard method!

Example

rockwall_cave_02a_height-ssbump.vtf
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 source heightmap (TGA format).
-r <int>
Set the number of 'rays' (default 250). More rays take more time.
-f <int>
Set smoothing filter radius (default 10; 0 disables).
-n
Generate a conventional normal map.
-A
Generate ambient occlusion in the alpha channel.
-D
Write out filtered result as filtered.tga.