Difference between revisions of "$detail"
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{{tip|A [[bump map]] can perform the same job as a detail texture, but is more [[expensive]].}} | {{tip|A [[bump map]] can perform the same job as a detail texture, but is more [[expensive]].}} | ||
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+ | {{bug|Detail textures do not currently work in conjunction with [[$seamless_scale]]. Enabling them to work together would require a programmer to edit the used shader.}} | ||
== Syntax == | == Syntax == |
Revision as of 15:34, 13 July 2011
$detail specifies a grayscale 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
$detailtexturetransform <matrix>
- Rotates, scales, etc. the detail texture. Requires DX9.
- The default position is
"center .5 .5 scale 1 1 rotate 0 translate 0 0"
.center
defines the point of rotation. Only useful ifrotate
is being used.scale
fits the texture into the material the given number of times. '2 1
' is a 50% scale in the X axis.rotate
rotates the texture counter-clockwise in degrees. Accepts any number, including negatives.translate
shifts the texture by the given numbers. '.5
' will shift it half-way.
Note: All values must be included!
Bug: Scaling the texture may cause odd issues where the Texture Lock tool in Hammer will not actually lock the texture in place.
Bug: Rotating textures applied on brushes will rotate around the map origin (confirm: Orangebox engine only?). A fix for this is to change the center position in the VMT to the brush's origin.
$detailscale <float>
- Fits the detail texture onto the material the given number of times (default = 4). Generally used instead of
$detailtexturetransform
with a value of around 7 or 8 for a 128px detail texture. $detailblendfactor <normal>
- Effectively an
$alpha
value for the detail texture. $detailblendmode <int>
- How to combine the detail material with the albedo.
- 0 = normal (darken)
- 1 = additive (lighten)
- 2 = alpha blend detail over base
- 3 = crossfade
$detailtint "<RGB matrix>"
- Modifies the colour of the detail texture.
$detailframe <int>
- The frame to start animated detail texture on. Requires DX9.
$detail_alpha_mask_base_texture <bool>
WorldVertexTransition
only. When enabled, causes the level of detail alpha to determine "base texture blending". To do: Which base texture?
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
The below parameters come from models\props_forest\LadderWood.vmt
It is the only Valve Stock texture VMT file to use this particular detail texture.
Because the detail texture (detail\wood_detail_01
) is a high resolution (1024x1024
), the $detailscale
is lower than the others. With the exception of rock_detail_01
.
$detail detail\wood_detail_01 $detailscale 2.563 $detailblendfactor .8 $detailblendmode 0
Additionally, there are 2 other stock detail textures. detail\detailash001a
and detail\detaildirt001a
.
These files were used in the "leaked" version of Half-Life 2 & in Half-Life 2: Episode One using the following parameters;
(Concrete/concretefloor009a
in Episode One materials)
$detail detail/detaildirt001a $detailscale 0.27
(Metal/metalfloor005a
in Episode One materials)
$detail detail/detailash001a $detailscale 0.50