$bumpmap
		
		
		
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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.