$envmapmask: Difference between revisions

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(→‎Alternative methods: added note about basealphaenvmapmask not working in l4d2 either if $bumpmap is present. added workaround note)
m (→‎Alternative methods: $normalmapalphaenvmapmask is probably the better option here)
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==Alternative methods==
==Alternative methods==


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|$bumpmap}}. Model materials with {{code|$bumpmap}} '''must''' do this. Unfortunately, it ''won't'' reduce memory usage.


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


{{MatParam|$basealphaenvmapmask|bool|Use the alpha channel of the <code>$basetexture</code> as the specular mask. {{note|Alpha channels embedded in <code>$basetexture</code> work in reverse. Transparent areas are reflective, opaque areas are matte. This is because, say, a window texture's alpha mask would be mostly black to allow for transparency -- yet that black part of the mask would also be the most reflective part. To avoid having to duplicate a texture file simply to invert the alpha mask, you can use this material parameter instead.}}
{{MatParam|$basealphaenvmapmask|bool|Use the alpha channel of the {{code|$basetexture}} as the specular mask. {{note|Alpha channels embedded in {{code|$basetexture}} work in reverse. Transparent areas are reflective, opaque areas are matte. This is because, say, a window texture's alpha mask would be mostly black to allow for transparency -- yet that black part of the mask would also be the most reflective part. To avoid having to duplicate a texture file simply to invert the alpha mask, you can use this material parameter instead.}}
: {{note|The alpha channel '''''isn't''''' inverted in the Source 2007 engine for models, but the alpha channel '''''is''''' inverted for brushes!}}}}
: {{note|The alpha channel '''''isn't''''' inverted in the Source 2007 engine for models, but the alpha channel '''''is''''' inverted for brushes!}}}}
: {{bug| In CSGO, this parameter breaks materials using $translucent, limiting its usefulness. Use $envmapmask instead.}}
: {{bug| In CSGO, this parameter breaks materials using $translucent, limiting its usefulness. Use {{code|$envmapmask}} instead.}}
: {{bug| It won't work in {{gmod}} and {{l4d2}} if [[$bumpmap]] is present. Use $envmapmask as a workaround.}}
: {{bug| It won't work in {{gmod}} and {{l4d2}} if {{code|[[$bumpmap]]}} is present. Use {{code|$normalmapalphaenvmapmask}} or {{code|$envmapmask}} as a workaround.}}
{{MatParam|$normalmapalphaenvmapmask|bool|Use the alpha channel of the <code>$bumpmap</code> as the specular mask.
{{MatParam|$normalmapalphaenvmapmask|bool|Use the alpha channel of the {{code|$bumpmap}} or {{code|$normalmap}} as the specular mask.
: {{note|Will not work if <code>[[$phong|$basemapalphaphongmask]]</code> or <code>[[$phong|$basemapluminancephongmask]]</code> are used.}}}}
: {{note|Will not work if {{code|[[$phong|$basemapalphaphongmask]]}} or {{code|[[$phong|$basemapluminancephongmask]]}} are used.}}}}
{{MatParam|$selfillum_envmapmask_alpha|float|Use the alpha channel of the <code>$envmapmask</code> as the {{ent|$selfillum}} mask instead of <code>$basetexture</code>'s alpha. In this event this command replaces <code>$selfillum</code> - do not use both.}}
{{MatParam|$selfillum_envmapmask_alpha|float|Use the alpha channel of the {{code|$envmapmask}} as the {{ent|$selfillum}} mask instead of {{code|$basetexture}}'s alpha. In this event this command replaces {{code|$selfillum}} - do not use both.}}
{{MatParam|$envmapmaskintintmasktexture|bool|Use the red channel of the {{ent|$tintmasktexture}} as the specular mask.|only={{csgo}}|shaders=VertexLitGeneric}}
{{MatParam|$envmapmaskintintmasktexture|bool|Use the red channel of the {{ent|$tintmasktexture}} as the specular mask.|only={{csgo}}|shaders=VertexLitGeneric}}



Revision as of 11:24, 10 December 2022

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Template:Shaderparam 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.pngBug:In Source 2007 games, using an $envmapmask which is not stored in a subfolder will cause the texture to fail loading in-game.  [todo tested in ?]
Warning.pngWarning:$envmapmask will not work with materials using $bumpmap. See #Alternative_methods.

VMT syntax example

$envmapmask <texture>
VertexLitGeneric
{
	$envmap			env_cubemap
	$envmapmask		"props/tvscreen_test"
}

Additional parameters

npc_cscanner's mask.

$envmapmasktransform $envmapmaskscale $envmapmaskframe

CS:GO WorldVertexTransition Parameters

$envmapmask2 $envmapmasktransform2 $envmapframe2

Alternative methods

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.pngBug: In CSGO, this parameter breaks materials using $translucent, limiting its usefulness. Use $envmapmask instead.  [todo tested in ?]
Icon-Bug.pngBug: It won't work in Garry's Mod and Left 4 Dead 2 if $bumpmap is present. Use $normalmapalphaenvmapmask or $envmapmask as a workaround.  [todo tested in ?]

$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