$envmapmask: Difference between revisions
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ShiroDkxtro2 (talk | contribs) m ($EnvMapMask CAN! be used to tint the envmap per-pixel - Removed the (confirm)) |
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{{ModernWarning|<code>$envmapmask</code> will not work with materials using {{ent|$bumpmap}}. Except on {{ent|VertexLitGeneric}}{{mapbase|only}} and {{ent|LightmappedGeneric}}{{csgo|only}}. See [[#Alternative_methods]].}} | {{ModernWarning|<code>$envmapmask</code> will not work with materials using {{ent|$bumpmap}}. Except on {{ent|VertexLitGeneric}}{{mapbase|only}} and {{ent|LightmappedGeneric}}{{csgo|only}}. See [[#Alternative_methods]].}} | ||
{{ModernWarning|<code>$envmapmask</code> will not work with materials using {{ent|$phong}}, at all. By default it will use the $basetexture's alpha channel for masking the envmap.}} | {{ModernWarning|<code>$envmapmask</code> will not work with materials using {{ent|$phong}}, at all. By default it will use the $basetexture's alpha channel for masking the envmap.}} | ||
{{note|While specular masks are traditionally greyscale, they can be colored. In such an instance, the color data will act as a per-texel $envmaptint | {{note|While specular masks are traditionally greyscale, they can be colored. In such an instance, the color data will act as a per-texel $envmaptint.}} | ||
==VMT syntax example== | ==VMT syntax example== |
Revision as of 08:55, 29 December 2023
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.
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VMT syntax example
$envmapmask <texture>
VertexLitGeneric { $envmap env_cubemap $envmapmask "props/tvscreen_test" }
Additional parameters

$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.
$basealphaenvmapmask
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$normalmapalphaenvmapmask
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$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
- $basetexture
- $envmap (environment map)
- $phong (diffuse reflection)
- $selfillum