$detail specifies a texture with which Source will add high-resolution detail when the material is viewed up close, by darkening or lightening the albedo appropriately, depending on the $detailblendmode. You can also use a full color (as opposed to grayscale) image and blend it using "$detailblendmode" "2". It is very effective for increasing the apparent resolution of a texture, and was used extensively in Episode Two. The effect is useable in all Source Engine based games.
You will probably want to use at least
$detailscale (see below) as well.
- Rotates, scales, etc. the detail texture. Requires DX9.
- The default position is
"center .5 .5 scale 1 1 rotate 0 translate 0 0".
centerdefines the point of rotation. Only useful if
rotateis being used.
scalefits the texture into the material the given number of times. '
2 1' is a 50% scale in the X axis.
rotaterotates the texture anti-clockwise. Accepts any number, including negatives.
translateshifts the texture by the given number of heights/widths. '
.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.
- Fits the detail texture onto the material the given number of times (default = 4). Generally used instead of
$detailtexturetransformwith a value of around 7 or 8 for a 128px detail texture.
- Effectively an
$alphavalue for the detail texture. The set value will determine the visibility of the detail texture.
For example, a value of 0.1 will make your texture nearly invisible; while a value of 0.98 will be almost fully visible
- How to combine the detail material with the albedo.
There are 12 different detail blend methods that can be used. Taken from common_ps_fx.h
- 0 = original mode
- 1 = ADDITIVE base.rgb+detail.rgb*fblend
- 2 = alpha blend detail over base
- 3 = straight fade between base and detail.
- 4 = use base alpha for blend over detail
- 5 = add detail color post lighting
- 6 = TCOMBINE_RGB_ADDITIVE_SELFILLUM_THRESHOLD_FADE 6
- 7 = use alpha channel of base to select between mod2x channels in r+a of detail
- 8 = multiply
- 9 = use alpha channel of detail to mask base
- 10 = use detail to modulate lighting as an ssbump
- 11 = detail is an ssbump but use it as an albedo. shader does the magic here - no user needs to specify mode 11
- 12 = there is no detail texture
$detailtint "<RGB matrix>"
- Modifies the colour of the detail texture.
- The frame to start animated detail texture on. Requires DX9.
WorldVertexTransitiononly. 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
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 (
$detailscale is lower than the others. With the exception of
$detail detail\wood_detail_01 $detailscale 2.563 $detailblendfactor .8 $detailblendmode 0
Additionally, there are 2 other stock detail textures.
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