$bumpmap: Difference between revisions

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* Bump maps cannot be used on decal textures except in {{csgobranch|4}}.
* Bump maps cannot be used on decal textures except in {{csgobranch|4}}.
* On {{ent|VertexLitGeneric}} using {{ent|$lightwarptexture}} will force bumpmapping even if <code>$bumpmap</code> is not in the VMT. A default one is bound instead, all <code>$bumpmap</code> caveats come with it.}}
* On {{ent|VertexLitGeneric}} using {{ent|$lightwarptexture}} will force bumpmapping even if <code>$bumpmap</code> is not in the VMT. A default one is bound instead, all <code>$bumpmap</code> caveats come with it.}}
{{ModernBug| <code>$bumpmap</code> causes some other Parameters to not work. Parameters that will break with <code>$bumpmap</code> are ( but not limited to ) :
{{bug| <code>$bumpmap</code> causes some other Parameters to not work. Parameters that will break with <code>$bumpmap</code> are ( but not limited to ) :
* Will not work with materials using {{ent|$envmapmask}}. Except on {{ent|VertexLitGeneric}}{{mapbase|only}} and {{ent|LightmappedGeneric}}{{csgo|only}}. See [[$envmapmask#Alternative_methods|Alternative methods]].
* Will not work with materials using {{ent|$envmapmask}}. Except on {{ent|VertexLitGeneric}}{{mapbase|only}} and {{ent|LightmappedGeneric}}{{csgo|only}}. See [[$envmapmask#Alternative_methods|Alternative methods]].
* In {{csgo}} {{ent|LightmappedGeneric}}, [[$detail#Parameters and Effects|$detailblendmode]] 9 cannot be used.
* In {{csgo}} {{ent|LightmappedGeneric}}, [[$detail#Parameters and Effects|$detailblendmode]] 9 cannot be used.

Revision as of 11:46, 6 January 2024

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A material's albedo (left) compared to its bump map.
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 normal mapping. The two terms are often used interchangeably, however.

Warning.pngWarning:$bumpmap will disable prop_static's per-vertex lighting in every Source game before CS:GO engine branch CS:GO engine branch.
Not enough data is stored in the vertices for normal mapping, so the engine has no choice but to fall back.
Icon-Important.pngImportant:$bumpmap does not exist for LightmappedReflective. Use $normalmap instead.
Note.pngNote:
Icon-Bug.pngBug: $bumpmap causes some other Parameters to not work. Parameters that will break with $bumpmap are ( but not limited to ) :   [todo tested in ?]

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 <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