Difference between revisions of "$envmapmask"

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(Alternative methods)
(Nope! That has not been fixed.)
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: Use the alpha channel of <code>[[$basetexture]]</code> as the specular mask.
 
: Use the alpha channel of <code>[[$basetexture]]</code> as the specular mask.
 
: {{bug|Alpha channels embedded in $basetexture work in reverse. Black areas are reflective, white areas are matte.}}
 
: {{bug|Alpha channels embedded in $basetexture work in reverse. Black areas are reflective, white areas are matte.}}
:: {{todo|This seems to have been fixed in Source SDK Base 2007, where black areas are matte and white are reflective.}}
 
 
; <code>$normalmapalphaenvmapmask <bool></code>
 
; <code>$normalmapalphaenvmapmask <bool></code>
 
: Use the alpha channel of <code>[[$bumpmap]]</code> as the specular mask.
 
: Use the alpha channel of <code>[[$bumpmap]]</code> as the specular mask.

Revision as of 10:59, 1 July 2010

$envmapmask defines a specular mask, which affects how strongly each pixel of a material reflects light from the $envmap. The mask should be a greyscale image in which entirely reflective areas are white and entirely matte areas are black

Warning.png Warning: $envmapmask will not work in model materials using $bumpmap. See #Alternative_methods.

VMT syntax example

$envmapmask <texture>
VertexLitGeneric
{
	$envmap			env_cubemap
	$envmapmask		"props/tvscreen_test"
}

Additional parameters

npc_cscanner's mask.
$envmapmasktransform <matrix>
Adjusts UV mapping of the specular mask.
DirectX 8 and below use $envmapmaskscale instead.
The default position is "center .5 .5 scale 1 1 rotate 0 translate 0 0".
  1. center defines the point of rotation. Only useful if rotate is being used.
  2. scale fits the texture into the material the given number of times. '2 1' is a 50% scale in the horizontal X axis while the vertical Y axis is still at original scale.
  3. rotate rotates the texture counter-clockwise in degrees. Accepts any number, including negatives.
  4. translate shifts the texture by the given numbers. '.5' will shift it half-way. 1 will shift it once completely over, which is the same as not moving it at all.
Note.png Note: All values must be included!
Bug.png Bug: Scaling the texture may cause odd issues where the Texture Lock tool in Hammer will not actually lock the texture in place.
Bug.png 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.
$envmapmaskscale <float>
Scales the specular mask by the given value.
See also $envmapmasktransform, above.
Requires DirectX 8.
$envmapmaskframe <integer>
The frame to start an animated specular mask on.

Alternative methods

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 <bool>
Use the alpha channel of $basetexture as the specular mask.
Bug.png Bug: Alpha channels embedded in $basetexture work in reverse. Black areas are reflective, white areas are matte.
$normalmapalphaenvmapmask <bool>
Use the alpha channel of $bumpmap as the specular mask.
$selfillum_envmapmask_alpha <bool>
Use alpha channel of $selfillum.

See Also