Difference between revisions of "Du/dv map"
m (Added a new way to create du/dv maps) |
(elaborated on tutorial a bit) |
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{{note|<code>$dudvmap</code> is now defunct and is replaced by the <code>[[Refract]]</code> shader. Though, the <code>[[Water_(shader)|Water]]</code> shader still uses a du/dv map for <code>[[$bumpmap]]</code>.}} | {{note|<code>$dudvmap</code> is now defunct and is replaced by the <code>[[Refract]]</code> shader. Though, the <code>[[Water_(shader)|Water]]</code> shader still uses a du/dv map for <code>[[$bumpmap]]</code>.}} | ||
− | '''du/dv maps''' are used for [[DirectX Versions|DirectX 8]] refractions. If you're a Photoshop user, it's easy to create du/dv maps using [http://developer.nvidia.com/object/nv_texture_tools.html nVidia's texture tools] | + | '''du/dv maps''' are used for [[DirectX Versions|DirectX 8]] refractions. If you're a Photoshop user, it's easy to create du/dv maps using [http://developer.nvidia.com/object/nv_texture_tools.html nVidia's texture tools]. |
− | + | == Creating a du/dv map from a normal map == | |
− | + | A du/dv map can be easily created from a normal map in just two steps. You can also do this if you don't want to bother with the nVidia tools. {{note|Work from the source texture (such as a .tga) if possible.}} | |
− | + | === Photoshop === | |
+ | #Open the normal map and invert the colours (''Image > Adjustments > Invert'' or {{Key|Ctrl|I}}). | ||
+ | #Go to ''Colors > Adjust > Brightness/Contrast''. | ||
+ | ##Check "Use Legacy" | ||
+ | ##Set Brightness to -17 | ||
+ | ##Set Contrast to 100 | ||
− | + | === Paint Shop Pro === | |
+ | #Open the normal map and invert the colours (''Colors > Negative Image''). | ||
+ | #Adjust the contrast as high as it will go. | ||
+ | ---- | ||
+ | |||
+ | You now have a finished du/dv map. When converting to a VTF, set the [[Valve Texture Format#Image data format table|format]] to UV88. | ||
+ | |||
+ | <!--- This doesn't improve du/dv maps at all in my experience. | ||
+ | DuDv maps with only pure yellow, green, red and black tend to have some artifacts ingame. There you should mix it up a bit with the original normal map. In Photoshop this is best done by puting the normal map as a layer on top of you dudv image set opacity to 50% and blending mode to hard light. --> | ||
==See also== | ==See also== | ||
* [[Normal2dudv]] - utility to convert normal maps to dudv maps | * [[Normal2dudv]] - utility to convert normal maps to dudv maps | ||
* [[Height2Normal]] - utility to convert height maps to normal maps | * [[Height2Normal]] - utility to convert height maps to normal maps | ||
* [http://www.filterforge.com/filters/9557.html Filter Forge] | * [http://www.filterforge.com/filters/9557.html Filter Forge] | ||
+ | |||
+ | [[Category:Material System]] |
Latest revision as of 19:50, 22 July 2011

$dudvmap
is now defunct and is replaced by the Refract
shader. Though, the Water
shader still uses a du/dv map for $bumpmap
.du/dv maps are used for DirectX 8 refractions. If you're a Photoshop user, it's easy to create du/dv maps using nVidia's texture tools.
Creating a du/dv map from a normal map
A du/dv map can be easily created from a normal map in just two steps. You can also do this if you don't want to bother with the nVidia tools.

Photoshop
- Open the normal map and invert the colours (Image > Adjustments > Invert or Ctrl+I).
- Go to Colors > Adjust > Brightness/Contrast.
- Check "Use Legacy"
- Set Brightness to -17
- Set Contrast to 100
Paint Shop Pro
- Open the normal map and invert the colours (Colors > Negative Image).
- Adjust the contrast as high as it will go.
You now have a finished du/dv map. When converting to a VTF, set the format to UV88.
See also
- Normal2dudv - utility to convert normal maps to dudv maps
- Height2Normal - utility to convert height maps to normal maps
- Filter Forge