$bumpmap/es

From Valve Developer Community
Jump to: navigation, search
Un albedo (izq.) comparado con un relieve.
El material de arriba en el juego.

Especifica una textura que tendrá iluminación tridimensional e información para un material. La textura es un relieve, pero el proceso es un mapeado normal. Aunque ambos términos se utilizan indistintivamente.

Warning.pngAviso:$bumpmap desactivará la iluminación por vértice de prop_static en los juegos Source previos a CS:GO rama de motor CS:GO rama de motor.
No hay mucha información en los vértices de un mapeado normal, por lo que el motor no tiene opción de retroceder.
Icon-Important.pngImportante:$bumpmap no existe para LightmappedReflective. En su lugar se debe usar $normalmap.
Note.pngNota:
  • En el sombreado Water, $bumpmap es para DX8 du/dv map. Se usa $normalmap en su lugar.
  • Los relieves no se pueden usar sobre texturas adhesivas, excepto en CS:GO rama de motor CS:GO rama de motor.
  • On VertexLitGeneric using $lightwarptexture will force bumpmapping even if $bumpmap is not in the VMT. A default one is bound instead, all $bumpmap caveats come with it.
Icon-Bug.pngError:$bumpmap causes some other Parameters to not work. Parameters that will break with $bumpmap are ( but not limited to ) :

Sintaxis básica

LightmappedGeneric
{
	$basetexture	brick/brickwall021a
	$surfaceprop	brick
	$bumpmap		brick/brickwall021a_normal
}

Parámetros adicionales

Transforms the bump map texture.
Blank image.pngPendiente: Does this actually require DX9? Present in DX8 fallback shaders.
Icon-Bug.pngError:Does not work when using $detail. This does work in CS:GO rama de motor.
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.pngNota:All values must be included!
Icon-Bug.pngError:Scaling the texture may cause odd issues where the Texture Lock tool in Hammer will not actually lock the texture in place.
Icon-Bug.pngError: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.
The frame to start an animated bump map on.
Shader(s): LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition
Stops the bump map affecting the lighting of the material's albedo, which help combat overdraw. Does not affect the specular map, making it useful for distorted reflections on flat surfaces.
Icon-Bug.pngError:Does not function beyond Source 2007 Source 2007.[confirmar]
Note.pngNota:Functions with $ssbump but not regular normals on Source 2013 Source 2013 . More testing required?
$ssbump <boolean> (en todos juegos desde Source 2007)
Shader(s): LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition
Flags the bump map texture(s) as being self-shadowing. Click for more details.
$forcebump <boolean> (DX8) (eliminado desde Left 4 Dead)
If 0, use bumpmapping if the card says it can handle it. If 1, always force bumpmapping on.
$bump_force_on <boolean> (en todos juegos desde Portal 2)
Shader(s): LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition
Force bump mapping on, even for low-end machines.
$addbumpmaps <boolean> (only in CS:GO rama de motor)
Shader(s): LightmappedGeneric
Enables the usage and blending of two bump maps together for LightmappedGeneric.
$bumpmap2 <texture> (DX9+)
Shader(s): LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition
The second bump map to use, either for WorldVertexTransition or for LightmappedGeneric in CS:GO rama de motor for bump map blending.
$bumpframe2 <integer> (DX9+)
Shader(s): LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition
Same as $bumpframe, but for the second bump map.
Shader(s): LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition
Same as $bumptransform, but for the second bump map.
Note.pngNota:$detail used with $detailscale will override this on LightmappedGeneric if the shader is using $addbumpmaps.
$bumpmask <texture> (DX9+)
Shader(s): LightmappedGeneric
If using two bump maps, use a third bump map to act as the base, with the alpha channel acting as a mask for the first two bump maps. The alpha channel of $bumpmask is also used as a specular mask.
Note.pngNota:Only used by Half-Life 2materials/nature/toxicslime002a.
Note.pngNota:Does not work with $detail and $seamless_scale.
Shader(s): LightmappedGeneric
The strength of the first and second bump maps for bump map blending.

Comandos de consola

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.
(¡Sí, los nombres de estos comandos están erróneos!)
mat_bumpmap <boolean>
Enable or disable normal mapping. Default 1.

Véase también