$detail: Difference between revisions
Line 42: | Line 42: | ||
:{{bug|Not compatible with [[$phong]] due to missing shader combinations.}} | :{{bug|Not compatible with [[$phong]] due to missing shader combinations.}} | ||
;*9 {{=}} Base Mask via Detail Alpha | ;*9 {{=}} Base Mask via Detail Alpha | ||
: Only the detail alpha channel is used. It is multiplied with the base alpha channel to produce the final alpha value. | : Only the detail alpha channel is used. It is multiplied with the base texture's alpha channel to produce the final alpha value. | ||
;*10 {{=}} Self-Shadowed Bumpmap | ;*10 {{=}} Self-Shadowed Bumpmap | ||
: The detail texture is used as a (possibly additional) [[$ssbump]] bumpmap. The blend factor is ignored. | : The detail texture is used as a (possibly additional) [[$ssbump]] bumpmap. The blend factor is ignored. |
Revision as of 15:39, 13 January 2020
Template:Shaderparam It specifies a texture which Source will use to add high-resolution detail to a material when it is viewed up close, by darkening or lightening the albedo appropriately, depending on the $detailblendmode
. You can also use a full color (as opposed to grayscale) image and blend it using $detailblendmode 2
. It is very effective for increasing the apparent resolution of a texture, and was used extensively in Episode Two.

Syntax
$detail <texture>
You will probably want to use at least $detailscale
(see below) as well.
Parameters and Effects
$detailtexturetransform
$detailscale
$detailblendfactor
$detailblendmode
$detailtint
$detailframe
$detail_alpha_mask_base_texture
Valve's detail textures
Valve's stock detail textures (available in OB only) are best used with the following pre-configured values:
$detail detail\noise_detail_01 // e.g. for brickwork, concrete... $detailscale 7.74 $detailblendfactor 0.8 $detailblendmode 0
$detail detail\metal_detail_01 $detailscale 4.283 $detailblendfactor .65 $detailblendmode 0
$detail detail\rock_detail_01 $detailscale 11 $detailblendfactor 1 $detailblendmode 0
$detail detail\plaster_detail_01 $detailscale 6.783 $detailblendfactor .8 $detailblendmode 0
The below parameters come from models\props_forest\LadderWood.vmt
It is the only Valve Stock texture VMT file to use this particular detail texture.
Because the detail texture (detail\wood_detail_01
) is a high resolution (1024x1024
), the $detailscale
is lower than the others. With the exception of rock_detail_01
.
$detail detail\wood_detail_01 $detailscale 2.563 $detailblendfactor .8 $detailblendmode 0
Additionally, there are 2 other stock detail textures. detail\detailash001a
and detail\detaildirt001a
.
These files were used in the "leaked" version of Half-Life 2 & in Half-Life 2: Episode One using the following parameters;
(Concrete/concretefloor009a
in Episode One materials)
$detail detail/detaildirt001a $detailscale 0.27
(Metal/metalfloor005a
in Episode One materials)
$detail detail/detailash001a $detailscale 0.50
See Also
Hiding large-scale tiling with detail textures - How to make texture repeating less noticeable using $detail