$envmap: Difference between revisions

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The other form of reflection supported by Source is the diffuse [[phong]] type.
The other form of reflection supported by Source is the diffuse [[phong]] type.


== VMT syntax==
== Syntax==


  $envmap env_cubemap
  $envmap env_cubemap
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: See <code>[[$envmapmask]]</code>. A [[VTF]] file that determines per-[[texel]] reflection intensity.
: See <code>[[$envmapmask]]</code>. A [[VTF]] file that determines per-[[texel]] reflection intensity.
; <code>$envmaptint "[<red [[float]]> <green float> <blue float>]"</code>
; <code>$envmaptint "[<red [[float]]> <green float> <blue float>]"</code>
: Controls the intensity of the reflection's [[RGB|red, green and blue]] color channels. Any positive number can be used. Default is <code>"[1 1 1]"</code>, which means 100% intensity. {{note|You ''must'' use quotemarks, as there are space characters within the value.}} {{tip|This command widely used to dim the brightness of a specular reflection without an <code>$envmapmask</code> texture.}}
: Controls the intensity of the reflection's [[RGB|red, green and blue]] color channels. Any positive number can be used. Default is <code>"[1 1 1]"</code>, which means 100% intensity. {{note|You ''must'' use quotemarks, as there are space characters within the value.}} {{tip|This command is often used to dim the brightness of a specular reflection without the expense of an <code>$envmapmask</code>.}}
; <code>$envmapcontrast <[[normal]]></code>
; <code>$envmapcontrast <[[normal]]></code>
: Controls the [[Wikipedia:Contrast (vision)|contrast]] of the reflection. 0 is the normal contrast, while 1 is the full squaring of the color (i.e. color*color).
: Controls the [[Wikipedia:Contrast (vision)|contrast]] of the reflection. 0 is the normal contrast, while 1 is the full squaring of the color (i.e. color*color).

Revision as of 05:46, 29 July 2009

Specular reflections.

The $envmap VMT parameter creates specular reflections, which are seen on smooth surfaces. It does this by defining an "environment map" (specifically a cubemap) to draw as a reflection; normally that of the nearest env_cubemap entity.

The other form of reflection supported by Source is the diffuse phong type.

Syntax

$envmap env_cubemap

"env_cubemap" is normally used, as it tells VBSP to swap in the name of the nearest env_cubemap when the map compiles. However it is also possible to enter the name of a texture directly.

Additional Parameters

$envmapmask <texture>
See $envmapmask. A VTF file that determines per-texel reflection intensity.
$envmaptint "[<red float> <green float> <blue float>]"
Controls the intensity of the reflection's red, green and blue color channels. Any positive number can be used. Default is "[1 1 1]", which means 100% intensity.
Note.pngNote:You must use quotemarks, as there are space characters within the value.
Tip.pngTip:This command is often used to dim the brightness of a specular reflection without the expense of an $envmapmask.
$envmapcontrast <normal>
Controls the contrast of the reflection. 0 is the normal contrast, while 1 is the full squaring of the color (i.e. color*color).
Tip.pngTip:Use higher contrasts to diminish relatively darker areas and increase "hot spots".
$envmapsaturation <normal>
Controls the colour saturation of the reflection. 0 is greyscale, while 1 is normal saturation.
$envmapframe <int>
The frame to start an animated cubemap on.
$envmapmode <int?>
Todo: ?
$basetexturenoenvmap <bool>
$basetexture2noenvmap <bool>
Probably used for materials with two albedos, to make one or the other matte. Require DirectX 9; see also $basetexture and $basetexture2.
$envmapoptional <choices>
Sets the oldest DirectX version that should draw the reflection. Choose from:
  • 80 (DirectX 8)
  • 81 (DirectX 8.1)
  • 90 (DirectX 9)
  • 95 (DirectX 9 with Shader Model 3)
  • 98 (DirectX 9 with DirectX 10 hardware)

Console commands

buildcubemaps
Generates cubemaps for use in materials. If this isn't run, objects will reflect the skybox (OB) or have an invalid, white reflection (Ep1).
r_showenvcubemap <bool>
Debug command to display cubemaps on all dynamic objects at full intensity. It was used to create the image at the start of this article.

See Also