$detail: Difference between revisions
(Added bug that $detailtexturetransform is currently broken in CSGO) |
|||
Line 17: | Line 17: | ||
{{MatParam|$detailtexturetransform|matrix|Rotates, scales, etc. the detail texture. {{VMT UVtransform}}|dx9=1}} | {{MatParam|$detailtexturetransform|matrix|Rotates, scales, etc. the detail texture. {{VMT UVtransform}}|dx9=1}} | ||
:{{bug|Does not currently function at all in {{csgo}}.}} | |||
{{MatParam|$detailscale|float|Fits the detail texture onto the material the given number of times (default {{=}} 4). Generally used instead of <code>$detailtexturetransform</code> with a value of around 7 or 8 for a 128px detail texture.}} | {{MatParam|$detailscale|float|Fits the detail texture onto the material the given number of times (default {{=}} 4). Generally used instead of <code>$detailtexturetransform</code> with a value of around 7 or 8 for a 128px detail texture.}} | ||
{{MatParam|$detailblendfactor|normal|Controls the amount that the detail texture affects the base texture. The precise use of this depends on the blend factor; in most cases it acts similarly to [[$alpha]]. A value of 0 usually makes the detail texture have no effect, whilst a value of 1 applies the full effect.}} | {{MatParam|$detailblendfactor|normal|Controls the amount that the detail texture affects the base texture. The precise use of this depends on the blend factor; in most cases it acts similarly to [[$alpha]]. A value of 0 usually makes the detail texture have no effect, whilst a value of 1 applies the full effect.}} |
Revision as of 09:20, 4 March 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
Bug:Does not currently function at all in
. [todo tested in ?]
$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