Ru/$envmapmask: Difference between revisions

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{{warning|<code>$envmapmask</code> will not work with materials using {{ent|$bumpmap}}. See [[#Alternative_methods]].}}
{{warning|<code>$envmapmask</code> will not work with materials using {{ent|$bumpmap}}. See [[#Alternative_methods]].}}


==VMT syntax example==
==Пример синтаксиса VMT==


  $envmapmask "текстура"
  $envmapmask "текстура"
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  }
  }


==Additional parameters==
==Дополнительные параметры==


[[Image:Scanner mask.jpg|thumb|250px|[[npc_cscanner]]'s mask.]]
[[Image:Scanner mask.jpg|thumb|250px|Маска у [[npc_cscanner]].]]


{{MatParam|$envmapmasktransform|matrix|
{{MatParam|$envmapmasktransform|matrix|
: Transforms the specular mask texture.
: Трансформирует зеркальную маску текстуры. [Specular mask = Зеркальная маска]
{{VMT UVtransform}}|dx9=1}}
{{VMT UVtransform}}|dx9=1}}
{{MatParam|$envmapmaskscale|float|Scales the specular mask by the given value. See also <code>$envmapmasktransform</code>, above.|dx8=1}}
{{MatParam|$envmapmaskscale|float|Масштабирует зеркальную маску до заданного значения. Также, выше посмотрите на <code>$envmapmasktransform</code>.|dx8=1}}
{{MatParam|$envmapmaskframe|int|The frame to start an animated specular mask on.}}
{{MatParam|$envmapmaskframe|int|Кадр для начала анимированной зеркальной маски.}}
====CS:GO WorldVertexTransition Parameters====
====CS:GO WorldVertexTransition Parameters====
{{MatParam|$envmapmask2|texture|Specular mask for {{ent|WorldVertexTransition}}'s second layer.|only={{csgo}}|shaders=WorldVertexTransition}}
{{MatParam|$envmapmask2|texture|Зеркальная маска для второго слоя {{ent|WorldVertexTransition}}.|only={{csgo}}|шейдеры=WorldVertexTransition}}
{{MatParam|$envmapmasktransform2|matrix|Texture transformation for <code>$envmapmask2</code>.|only={{csgo}}|shaders=WorldVertexTransition}}
{{MatParam|$envmapmasktransform2|matrix|Трансформация текстуры для <code>$envmapmask2</code>.|only={{csgo}}|шейдеры=WorldVertexTransition}}
{{MatParam|$envmapframe2|int|The frame to start an animated <code>$envmapmask2</code> on.|only={{csgo}}|shaders=WorldVertexTransition}}
{{MatParam|$envmapframe2|int|Кадр для начала анимации <code>$envmapmask2</code> on.|only={{csgo}}|шейдеры=WorldVertexTransition}}


==Alternative methods==
==Альтернативные методы==


Rather than creating a whole new texture for a specular mask, you can embed one into the [[alpha channel]] of the {{ent|$basetexture}} or <code>$bumpmap</code>. Model materials with <code>$bumpmap</code> '''must''' do this. Unfortunately, it ''won't'' reduce memory usage.
Rather than creating a whole new texture for a specular mask, you can embed one into the [[alpha channel]] of the {{ent|$basetexture}} or <code>$bumpmap</code>. Model materials with <code>$bumpmap</code> '''must''' do this. Unfortunately, it ''won't'' reduce memory usage.

Revision as of 00:36, 6 January 2021

Template:Otherlang2

INFO: Перевод страницы не завершен! [The translation of the page is not completed!]

$envmapmask - это параметр шейдера материала , доступный во всех играх на Template:Game name. It defines a specular mask which affects how strongly each pixel of a material reflects light from the $envmap. The mask should be a grayscale image in which entirely reflective areas are white and entirely matte areas are black. For diffuse type specularity which does not rely on $envmap, see $phong.

Icon-Bug.pngБаг:In Source 2007 games, using an $envmapmask which is not stored in a subfolder will cause the texture to fail loading in-game.  [нужно проверить в ?]
Warning.pngПредупреждение:$envmapmask will not work with materials using $bumpmap. See #Alternative_methods.

Пример синтаксиса VMT

$envmapmask "текстура"
VertexLitGeneric
{
	$envmap			env_cubemap
	$envmapmask		"props/tvscreen_test"
}

Дополнительные параметры

Маска у npc_cscanner.

$envmapmasktransform $envmapmaskscale $envmapmaskframe

CS:GO WorldVertexTransition Parameters

$envmapmask2 $envmapmasktransform2 $envmapframe2

Альтернативные методы

Rather than creating a whole new texture for a specular mask, you can embed one into the alpha channel of the $basetexture or $bumpmap. Model materials with $bumpmap must do this. Unfortunately, it won't reduce memory usage.

If you do use these commands, transformations and other such parameters applied to $basetexture / $bumpmap will also apply to the specular mask.

$basealphaenvmapmask

Icon-Bug.pngБаг: In CSGO, this parameter breaks materials using $translucent, limiting its usefulness. Use $envmapmask instead.  [нужно проверить в ?]

$normalmapalphaenvmapmask $selfillum_envmapmask_alpha $envmapmaskintintmasktexture

Merging Specular Level into Normal Alpha in 3ds Max

To merge a Specular Level map into the Normal Map alpha, you can create a Composite Map node with the normal map in Layer 1 and the specular map in Mask 1. Then right-click the composite map, click Render Map and save this new image to file (remembering to keep the Gamma at 1.0 and using 32 bits per pixel in the save options).

These steps are automated in the Alpha Spec tool in Wall Worm 2.72+.

See Also