$bumpmap
Jump to navigation
Jump to search

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 $normalmap
instead.
- In the
Water
shader,$bumpmap
is for a DX8 du/dv map. Use$normalmap
instead. - Bump maps cannot be used on decal textures except in
CS:GO engine branch.
- On VertexLitGeneric using $lightwarptexture will force bumpmapping even if
$bumpmap
is not in the VMT. A default one is bound instead, all$bumpmap
caveats 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.