$envmap: Difference between revisions
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:*<code>95</code> (DirectX 9 with Shader Model 3) | :*<code>95</code> (DirectX 9 with Shader Model 3) | ||
; <code>$envmapsphere</code> | ; <code>$envmapsphere</code> | ||
: | : Determines whether the material's envmap should be a spheremap instead of a cubemap. Set this to 1 to use a spheremap. | ||
== Console commands == | == Console commands == |
Revision as of 19:55, 3 April 2011
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 reflection is not dynamic.
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.
- Todo: Document how to create a custom cube map for use. For now, the process can be found below.
http://www.facepunch.com/threads/969200-custom-cubemaps-in-source?p=23320997
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: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 overhead of an
$envmapmask
. $envmapcontrast <normal>
- Controls the contrast of the reflection. 0 is natural contrast, while 1 is the full squaring of the color (i.e. color*color).
Tip: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 natural 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)
$envmapsphere
- Determines whether the material's envmap should be a spheremap instead of a cubemap. Set this to 1 to use a spheremap.
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
- $envmapmask (specular mask)
- $phong (for diffuse reflection)
- Cubemap