$blendmodulatetexture: Difference between revisions
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Note:Incompatible with $basetexturetransform and $detail.
Note:In the 2006 engine, incompatible with $envmaptint and $envmapmask.
Bug:Incompatible with $normalmapalphaenvmapmask. Use $envmapmask(and or 2) instead. [todo tested in ?]
Tip:The best way to create a modulation texture is to import the two albedos to an image editor as layers, and create an alpha channel there by hand.
Biohazard 90 (talk | contribs) m (7.5 was introduced by asw, so i guess this is to be expected?) |
TrojanMonkey (talk | contribs) (→Modulate Texture: 7.5 incompatible.) |
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{{note|Incompatible with [[$basetexturetransform]] and [[$detail]].}} (transform works at Alienswarm, confirm is needed for other games) | {{note|Incompatible with [[$basetexturetransform]] and [[$detail]].}} (transform works at Alienswarm, confirm is needed for other games) | ||
{{note|In the 2006 engine, incompatible with [[$envmaptint]] and [[$envmapmask]].}} | {{note|In the 2006 engine, incompatible with [[$envmaptint]] and [[$envmapmask]].}} | ||
[[note|A modulate texture set to '''version 7.5''' is incompatible with '''L4D2'''{{L4d2}}, '''HL2'''{{HL2}} ~ '''EP2'''{{Ep2}}. (known) Use '''7.4''' instead. | |||
{{bug|Incompatible with [[$normalmapalphaenvmapmask]]. Use [[$envmapmask]](and or 2) instead.}} | {{bug|Incompatible with [[$normalmapalphaenvmapmask]]. Use [[$envmapmask]](and or 2) instead.}} | ||
Revision as of 00:58, 15 April 2011
$blendmodulatetexture
is a material parameter for the WorldVertexTransition
shader. It changes the transition between the textures from a smooth, linear gradient to one "stamped" with a pattern.
You should use $blendmodulatetexture
wherever possible, as the improvement in visual quality is immense!

(transform works at Alienswarm, confirm is needed for other games)

[[note|A modulate texture set to version 7.5 is incompatible with L4D2, HL2
~ EP2
. (known) Use 7.4 instead.

Blend modulate textures

Only two colour channels are read from the texture:
- Green
- Biases toward
$basetexture2
. 128 is normal. - The idea is to paint noise and patterns into this channel, so that the edge between the two textures becomes irregular. Valve's snow texture (see right) has lots of ragged edges in the green channel, and even some bootprints. There are also lines painted along the edges of the albedo's bricks that give them a tendency to have snow along their edges.
- Red
- Sharpens. 0 makes the transition binary, 255 effectively disables modulation.
- The red channel of Valve's snow modulation texture is a constant 99, which produces a fairly sharp falloff. Using different values in different places has the potential to produce a more complex effect.
There is not always a need for the texture to be high resolution - high frequency blends can be produced from low-re textures.