Ru/$envmapmask

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$envmapmask - это параметр шейдера материала , доступный во всех играх на Template:Game name. 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.pngБаг:В играх, сделанных на Source 2007, использование маски $envmapmask, которая не хранится во вложенной папке/подпапке [subfolder], приведет к сбою загрузки текстуры в игре.  [нужно проверить в ?]
Warning.pngПредупреждение:$envmapmask не будет работать с материалами, использующими карты нормалей. Посмотрите #Альтернативные_методы.

Пример синтаксиса VMT

$envmapmask "текстура"
VertexLitGeneric
{
	$envmap			env_cubemap
	$envmapmask		"props/tvscreen_test"
}

Дополнительные параметры

Маска у npc_cscanner.

$envmapmasktransform $envmapmaskscale $envmapmaskframe

CS:GO WorldVertexTransition Parameters

$envmapmask2 $envmapmasktransform2 $envmapframe2

Альтернативные методы

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.pngБаг: In CSGO, this parameter breaks materials using $translucent, limiting its usefulness. Use $envmapmask instead.  [нужно проверить в ?]

$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+.

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