$detail: Difference between revisions
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'''$detail''' specifies a [[greyscale]] [[texture]] with which Source will add high-resolution detail when the material is viewed up close, by darkening the [[albedo]] appropriately. | [[Image:Detail.jpg|frame|right|A detail texture, and its effect when applied to a material.]] | ||
'''$detail''' specifies a [[greyscale]] [[texture]] with which Source will add high-resolution detail when the material is viewed up close, by darkening the [[albedo]] appropriately. It is very effective for increasing the apparent resolution of a texture, and was used extensively in [[Episode Two]]. | |||
== Syntax == | == Syntax == | ||
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; <code>$detailscale <[[float]]></code> | ; <code>$detailscale <[[float]]></code> | ||
: Fits the detail texture onto the material the given number of times. | : Fits the detail texture onto the material the given number of times. Generally around 7 or 8 for a 128px detail teture. | ||
; <code>$detailblendmode <int?></code> | ; <code>$detailblendfactor <[[normal]]></code> | ||
: Intensity of the detail's darkening of <code>$basetexture</code>. Effectively an <code>[[$alpha]]</code> value. | |||
; <code>$detailblendmode <[[int]]?></code> | |||
: {{todo|What are the modes?}} | : {{todo|What are the modes?}} | ||
; <code>$detailframe <int></code> | |||
; <code>$detailframe < | |||
: The frame of an animated texture to use. Requires DX9. | : The frame of an animated texture to use. Requires DX9. | ||
; <code>$detail_alpha_mask_base_texture <[[bool]]?></code> | ; <code>$detail_alpha_mask_base_texture <[[bool]]?></code> | ||
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Valve's stock detail textures (available in OB only) are best used with the following pre-configured values: | Valve's stock detail textures (available in OB only) are best used with the following pre-configured values: | ||
$detail detail | $detail detail\'''noise_detail_01''' ''// e.g. for brickwork, concrete...'' | ||
$detailscale 7.74 | $detailscale 7.74 | ||
$detailblendfactor 0.8 | $detailblendfactor 0.8 |
Revision as of 03:53, 15 July 2008
$detail specifies a greyscale texture with which Source will add high-resolution detail when the material is viewed up close, by darkening the albedo appropriately. It is very effective for increasing the apparent resolution of a texture, and was used extensively in Episode Two.
Syntax
$detail <texture>
You will probably want to use at least $detailscale
(see below) as well.
Additional parameters
While the additional $detail params are not strictly required, it is difficult to get good results without them.
$detailscale <float>
- Fits the detail texture onto the material the given number of times. Generally around 7 or 8 for a 128px detail teture.
$detailblendfactor <normal>
- Intensity of the detail's darkening of
$basetexture
. Effectively an$alpha
value. $detailblendmode <int?>
- Todo: What are the modes?
$detailframe <int>
- The frame of an animated texture to use. Requires DX9.
$detail_alpha_mask_base_texture <bool?>
- Todo: Something to do with maskingRequires DX9.
$basetexture
with$detail
's alpha channel?
Valve's detail textures
Valve's stock detail textures (available in OB only) are best used with the following pre-configured values:
$detail detail\noise_detail_01 // e.g. for brickwork, concrete... $detailscale 7.74 $detailblendfactor 0.8 $detailblendmode 0
$detail detail\metal_detail_01 $detailscale 4.283 $detailblendfactor .65 $detailblendmode 0
$detail detail\rock_detail_01 $detailscale 11 $detailblendfactor 1 $detailblendmode 0
$detail detail\plaster_detail_01 $detailscale 6.783 $detailblendfactor .8 $detailblendmode 0
There is also detail\wood_detail_01
, but not stock material seems to use it.