$bumpmap: Difference between revisions

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(Added note on nodiffusebumplighting: it seems to function on 2013/ssbump)
(Buggered up formatting. fixed it)
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{{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|$nodiffusebumplighting|bool|Stops the bump map affecting the lighting of the material's [[albedo]], which help combat [[Material optimization#Overdraw|overdraw]]. Does not affect the [[specular]] map, making it useful for distorted reflections on flat surfaces.
{{MatParam|$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, making it useful for distorted reflections on flat surfaces.
: {{bug|Does not function beyond {{src07|2}}.{{confirm}}}}|shaders=LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition}}
: {{bug|Does not function beyond {{src07|2}}.{{confirm}}}}
: {{note|Functions with {{Shaderparam|$ssbump}} but not regular normals on {{game link|Source 2013}}.}}
: {{note|Functions with [[$ssbump]] but not regular normals on {{game link|Source 2013}}. More testing required?}}
|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 06:09, 2 July 2022

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A material's albedo (left) compared to its bump map.
The above material in-game.

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.pngWarning:$bumpmap will disable prop_static's per-vertex lighting in every Source game before CS:GO engine branch CS:GO engine branch. Not enough data is stored in the vertices for normal mapping, so the engine has no choice but to fall back.
Note.pngNote:

Basic Syntax

LightmappedGeneric
{
	$basetexture	brick/brickwall021a
	$surfaceprop	brick
	$bumpmap		brick/brickwall021a_normal
}

Additional Parameters

$bumptransform $bumpframe $nodiffusebumplighting [[$ssbump|$ssbump]] $forcebump $bump_force_on $addbumpmaps $bumpmap2 $bumpframe2 $bumptransform2 $bumpmask $bumpdetailscale1

Console Commands

mat_fastnobump <booleanRedirectInput/boolean>
Quickly enables/disabled normal mapping.
mat_normalmaps <booleanRedirectInput/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 <booleanRedirectInput/boolean>
Enable or disable normal mapping. Default 1.

See Also