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Warning:
 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.
Important:
Note:
		
	
mNo edit summary  | 
				Thunder4ik (talk | contribs)  m (clean up, replaced: {{ModernWarning| → {{warning|, See Also → See also, {{ModernNote| → {{note|)  | 
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[[File:Example of bump mapping.jpg|thumb|The above material in-game.]]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 [[Wikipedia:Normal mapping|normal mapping]]. The two terms are often used interchangeably, however.  | [[File:Example of bump mapping.jpg|thumb|The above material in-game.]]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 [[Wikipedia:Normal mapping|normal mapping]]. The two terms are often used interchangeably, however.  | ||
{{  | {{warning|<code>$bumpmap</code> will disable {{ent|prop_static}}'s per-vertex lighting in every Source game before {{csgobranch|4}}.<br>  | ||
Not enough data is stored in the vertices for normal mapping, so the engine has no choice but to fall back.}}  | Not enough data is stored in the vertices for normal mapping, so the engine has no choice but to fall back.}}  | ||
{{Important|<code>$bumpmap</code> does not exist for {{code|[[LightmappedReflective]]}}. Use <code>$normalmap</code> instead.}}  | {{Important|<code>$bumpmap</code> does not exist for {{code|[[LightmappedReflective]]}}. Use <code>$normalmap</code> instead.}}  | ||
{{  | {{note|  | ||
* In the <code>[[Water_(shader)|Water]]</code> shader, <code>$bumpmap</code> is for a DX8 [[Du/dv_map|du/dv map]]. Use <code>$normalmap</code> instead.  | * In the <code>[[Water_(shader)|Water]]</code> shader, <code>$bumpmap</code> is for a DX8 [[Du/dv_map|du/dv map]]. Use <code>$normalmap</code> instead.  | ||
* Bump maps cannot be used on decal textures except in {{csgobranch|4}}.  | * Bump maps cannot be used on decal textures except in {{csgobranch|4}}.  | ||
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{{IO|mat_bumpmap|param=bool|Enable or disable normal mapping. Default 1.}}  | {{IO|mat_bumpmap|param=bool|Enable or disable normal mapping. Default 1.}}  | ||
==See   | ==See also==  | ||
* {{ent|$ssbump}}  | * {{ent|$ssbump}}  | ||
* [[Bump map]], for technical details and a guide to creation.  | * [[Bump map]], for technical details and a guide to creation.  | ||
Revision as of 23:40, 3 January 2024
A material's albedo (left) compared to its bump map.
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.
$bumpmap will disable prop_static's per-vertex lighting in every Source game before Not enough data is stored in the vertices for normal mapping, so the engine has no choice but to fall back.
$bumpmap does not exist for LightmappedReflective. Use $normalmap instead.- In the 
Watershader,$bumpmapis for a DX8 du/dv map. Use$normalmapinstead. - Bump maps cannot be used on decal textures except in 
 CS:GO engine branch. - On VertexLitGeneric using $lightwarptexture will force bumpmapping even if 
$bumpmapis not in the VMT. A default one is bound instead, all$bumpmapcaveats come with it. 
Basic Syntax
LightmappedGeneric
{
	$basetexture	brick/brickwall021a
	$surfaceprop	brick
	$bumpmap		brick/brickwall021a_normal
}
Additional Parameters
$bumptransform
$bumpframe
$nodiffusebumplighting
$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.