$envmap
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The $envmap VMT parameter defines the 'environment map' of a material, normally reflecting the nearest env_cubemap.
This creates 'specular' reflections (seen on smooth surfaces).
VMT syntax
$envmap env_cubemap
env_cubemap is normally used, as it tells VBSP to substitute it for the name of the nearest env_cubemap entity when the map compiles. However it is also possible to enter the name of a texture directly.
Additional Parameters
$envmapcontrast <normal>
- Controls the contrast of the reflection.
- 0 is the normal contrast, while 1 is the full squaring of the color (i.e. color*color).
Tip:Use higher contrasts to diminish relatively darker areas and increase "hot spots".
$envmapsaturation <normal>
- Controls the colour saturation of the reflection.
- 0 is greyscale, while 1 is normal saturation.
$envmapmask <texture>
- Texture which determines reflection intensity. See
$envmapmask
. $envmaptint "[<red float> <green float> <blue float>]"
- Controls the colour tint (red, green and blue channels) of the reflection. Any positive number can be used.
- Default value is
"[1 1 1]"
. You must use quotemarks. Tip:This command is useful for controlling the brightness of a specular reflection without an
$envmapmask
.$envmapframe <integer>
- The frame of an animated texture to use for reflections.
$envmapmode <int?>
- Todo: ?
$basetexturenoenvmap <bool>
$basetexture2noenvmap <bool>
- Probably used for materials with two albedos, to make one or the other matte.
- Require DirectX 9; see also
$basetexture
and$basetexture2
. $envmapoptional <choices>
- Sets the oldest DirectX version that should draw the reflection. Choose from:
80
(DirectX 8)81
(DirectX 8.1)90
(DirectX 9)95
(DirectX 9 with Shader Model 3)98
(DirectX 9 with DirectX 10 hardware)
Console commands
buildcubemaps
- Generates cubemaps for use in materials. If this isn't run, objects will reflect the skybox (OB) or have an invalid, white reflection (Ep1).
- Click for more details and further commands.
r_showenvcubemap <bool>
- Debug command to display cubemaps on all dynamic objects at full intensity. It was used to create the image at the start of this article.
See Also
- DirectX Versions
- Tutorial: Cubemaps in Level Design.
- Tutorial: Reflective Materials