$ssbump: Difference between revisions
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[[Image:Ssbump examples.jpg|right|thumb|256px|Comparing SSBump with standard bump mapping and no mapping at all.]] | [[Image:Ssbump examples.jpg|right|thumb|256px|Comparing SSBump with standard bump mapping and no mapping at all.]] | ||
{{Shaderparam|$ssbump|since=Source 2007|shader1=LightmappedGeneric|shader2=WorldVertexTransition}} It is a boolean parameter that flags a {{ent|$bumpmap}} texture as being a self-shadowing [[bump map]]. | |||
Standard bump maps only darken [[texel]]s that are facing away from a light source. Self-shadowing bump maps darken both texels facing away and also any texels which are 'behind' them. You can read more about the technology behind it [https://steamcdn-a.akamaihd.net/apps/valve/2007/SIGGRAPH2007_EfficientSelfShadowedRadiosityNormalMapping.pdf in this paper]. | Standard bump maps only darken [[texel]]s that are facing away from a light source. Self-shadowing bump maps darken both texels facing away and also any texels which are 'behind' them. You can read more about the technology behind it [https://steamcdn-a.akamaihd.net/apps/valve/2007/SIGGRAPH2007_EfficientSelfShadowedRadiosityNormalMapping.pdf in this paper]. | ||
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You can use '''<code>normal2ssbump</code>''', another SDK tool, to generate an SSBump from a ''normal'' bump map (as opposed to a height or displacement map) - Unlike '''<code>height2ssbump</code>''' you do not need to run through the [[command line]] or use any additional parameters; simply drag-and-drop your normal map onto the program or a shortcut. | You can use '''<code>normal2ssbump</code>''', another SDK tool, to generate an SSBump from a ''normal'' bump map (as opposed to a height or displacement map) - Unlike '''<code>height2ssbump</code>''' you do not need to run through the [[command line]] or use any additional parameters; simply drag-and-drop your normal map onto the program or a shortcut. | ||
{{tip|If you are generating an SSbump from a Valve-created heightmap, you may need to remove the alpha channel from the heightmap first, and then copy the Green channel into a replacement Alpha channel in order to generate the SSbump correctly. This can be caused by leftover [[Specular]] maps in the Alpha channel most likely used in the generation of [[$envmapmask|Env map masks]] that are stored in the alpha channel of a [[Normal_Maps|Normal map]] and enabled via the | {{tip|If you are generating an SSbump from a Valve-created heightmap, you may need to remove the alpha channel from the heightmap first, and then copy the Green channel into a replacement Alpha channel in order to generate the SSbump correctly. This can be caused by leftover [[Specular]] maps in the Alpha channel most likely used in the generation of [[$envmapmask|Env map masks]] that are stored in the alpha channel of a [[Normal_Maps|Normal map]] and enabled via the {{ent|$normalmapalphaenvmapmask}} material parameter.}} | ||
[[Image:Valve_Heightmap_SSbump_Alpha_differences.png|thumb|256px|Difference in generating an SSbump from Valve heightmaps that have a pre-existing alpha channels.]] | [[Image:Valve_Heightmap_SSbump_Alpha_differences.png|thumb|256px|Difference in generating an SSbump from Valve heightmaps that have a pre-existing alpha channels.]] |
Revision as of 08:24, 26 June 2019
Template:Shaderparam It is a boolean parameter that flags a $bumpmap texture as being a self-shadowing bump map.
Standard bump maps only darken texels that are facing away from a light source. Self-shadowing bump maps darken both texels facing away and also any texels which are 'behind' them. 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
$SSBumpMathFix 1 // seen in L4D2, modifies the amount of light received. Can be any number (0 removes the effect)
}
Limitations
The shadows cast by the bump map are permanently baked into the texture, meaning that they can only appear in one of three predefined locations. height2ssbump
generates shadows for light arriving from the right, top-left, and bottom-left of the texture. If light arrives from between those directions (such as from the left), the nearest available baked shadows are blended between, producing an acceptable but hardly ideal image.
Additionally, in order to preserve the illusion of height, low areas of a SSBumped material will receive less light even if it arrives head-on. This can look odd if you have too intense (rugged) a SSBump.
Creation
You need to use height2ssbump
, a command line SDK tool. The command is:
height2ssbump <options> <path\to\heightmap.tga> <float|bumpscale>
The output is <input name>-ssbump.tga
, in the same folder as the input file. Bumpscale
controls the intensity of the ssbump (i.e. coarseness of the surface).

You can use normal2ssbump
, another SDK tool, to generate an SSBump from a normal bump map (as opposed to a height or displacement map) - Unlike height2ssbump
you do not need to run through the command line or use any additional parameters; simply drag-and-drop your normal map onto the program or a shortcut.

Options
<path/filename>
- The source heightmap (TGA format).
-r <int>
- Set the number of 'rays' (default 250). More rays take more time.
-n
- Generate a conventional bump map as
<input name>-bump.tga
. - Template:L4D add
- Generate an ssbump detail texture. Todo: What is this for?
-A
- Generate ambient occlusion in the alpha channel.
-f <int>
- Set smoothing filter radius (default 10; 0 disables).
-D
- Write out filtered result as
filtered.tga
.
Third Party Tools
Third-party tools capable of generating SSbump maps:
|