$bumpmap: Difference between revisions
		
		
		
		
		
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 Warning:
Warning: . Not enough data is stored in the vertices for normal mapping, so the engine has no choice but to fall back.
. Not enough data is stored in the vertices for normal mapping, so the engine has no choice but to fall back.
 Note:
Note:
		
	
| Deprecated (talk | contribs)  (Added $bumpmask from HL2) | Deprecated (talk | contribs)   (Added shaders for $nodiffusebumplighting) | ||
| Line 26: | Line 26: | ||
| {{MatParam|$bumpframe|int|The frame to start an animated bump map on.}} | {{MatParam|$bumpframe|int|The frame to start an animated bump map on.}} | ||
| {{MatParam|$nodiffusebumplighting|bool|Stops the bump map affecting the lighting of the material's [[albedo]], which help combat [[Material optimization#Overdraw|overdraw]]. Does not affect the [[specular]] map. | {{MatParam|$nodiffusebumplighting|bool|Stops the bump map affecting the lighting of the material's [[albedo]], which help combat [[Material optimization#Overdraw|overdraw]]. Does not affect the [[specular]] map. | ||
| : {{bug|Does not function beyond {{Game link|Source 2007}}.{{confirm}}}}}} | : {{bug|Does not function beyond {{Game link|Source 2007}}.{{confirm}}}}|shaders=LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition}} | ||
| {{MatParam|[[$ssbump]]|bool|Flags the bump map texture(s) as being self-shadowing. Click for more details.|since={{src07}}|shaders=LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition}} | {{MatParam|[[$ssbump]]|bool|Flags the bump map texture(s) as being self-shadowing. Click for more details.|since={{src07}}|shaders=LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition}} | ||
| {{MatParam|$forcebump|bool|If 0, use bumpmapping if the card says it can handle it. If 1, always force bumpmapping on.|dx8=1|removed={{l4d}}}} | {{MatParam|$forcebump|bool|If 0, use bumpmapping if the card says it can handle it. If 1, always force bumpmapping on.|dx8=1|removed={{l4d}}}} | ||
Revision as of 13:59, 25 August 2020
 
  A material's albedo (left) compared to its bump map.
Template:Shaderparam It specifies a texture that will provide three-dimensional lighting information for a material. The texture is a bump map, but the process it is used for is called normal mapping. The two terms are often used interchangeably, however.
 Warning:
Warning:$bumpmap will disable prop_static's per-vertex lighting in every Source game but  . Not enough data is stored in the vertices for normal mapping, so the engine has no choice but to fall back.
. Not enough data is stored in the vertices for normal mapping, so the engine has no choice but to fall back. Note:
Note:
Basic syntax
LightmappedGeneric
{
	$basetexture	brick/brickwall021a
	$surfaceprop	brick
	$bumpmap		brick/brickwall021a_normal
}
Additional parameters
$bumptransform
$bumpscale
$bumpframe
$nodiffusebumplighting
[[$ssbump|$ssbump]]
$forcebump
$bump_force_on
$addbumpmaps
$bumpmap2
$bumpframe2
$bumptransform2
$bumpmask
$bumpdetailscale1
Console commands
- mat_fastnobump <boolean>
- Quickly enables/disabled normal mapping.
- mat_normalmaps <boolean>
- Displays the bump map texture of all materials that have one in place of their albedo.
- (Yes, these two commands have bump and normal the wrong way around!)
- mat_bumpmap <boolean>
- Enable or disable normal mapping. Default 1.
