This article's documentation is for anything that uses the Source engine. Click here for more information.


From Valve Developer Community
(Redirected from $nodiffusebumplighting)
Jump to: navigation, search
English (en)Français (fr)Español (es)

$bumpmap is a material shader parameter available in all Source Source games.

A material's albedo (left) compared to its bump map.
The above material in-game.

It specifies a texture that will provide three-dimensional lighting information for a material. The texture is a bump map, but the process it is used for is called Wikipedia icon normal mapping. The two terms are often used interchangeably, however.

Warning.pngWarning:$bumpmap will disable prop_static's per-vertex lighting in every Source game before CS:GO engine branch CS:GO engine branch.
Not enough data is stored in the vertices for normal mapping, so the engine has no choice but to fall back.
Icon-Important.pngImportant:Bumpmapped brushes and displacements generate four lightmaps per-surface (one for each light direction, plus non-bumped version), instead of one. If $bumpmap or $normapmap is added to a VMT that did not have it at the time of compilation, the map must be recompiled.
Note.pngNote:This does not apply to maps compiled using the -bumpall VBSP parameter (Which creates 4 lightmaps for all faces, regardless of if they are bumpmapped). This parameter should not be used often, however, as it significantly increases lightmap usage.
Icon-Important.pngImportant:$bumpmap does not exist for LightmappedReflective. Use $normalmap instead.
Icon-Bug.pngBug:$bumpmap causes some other Parameters to not work. Parameters that will break with $bumpmap are ( but not limited to ) :

Basic Syntax

	$basetexture	brick/brickwall021a
	$surfaceprop	brick
	$bumpmap		brick/brickwall021a_normal

Additional Parameters

Transforms the bump map texture.
Blank image.pngTodo: Does this actually require DX9? Present in DX8 fallback shaders.
Icon-Bug.pngBug:Does not work when using $detail. This does work in CS:GO engine branch.
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.pngNote:All values must be included!
Icon-Bug.pngBug:Scaling the texture may cause odd issues where the Texture Lock tool in Hammer will not actually lock the texture in place.
Icon-Bug.pngBug: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.pngBug:Does not function beyond Source 2007 Source 2007.[confirm]
Note.pngNote:Functions with $ssbump but not regular normals on Source 2013 Source 2013 . More testing required?
$ssbump <boolean> (in all games since 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) (removed since 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> (in all games since Portal 2)
Shader(s): LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition
Force bump mapping on, even for low-end machines.
$addbumpmaps <boolean> (only in CS:GO engine branch)
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 engine branch 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 $bumptransform, but for the second bump map.
Note.pngNote:$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.pngNote:Only used by Half-Life 2materials/nature/toxicslime002a.
Note.pngNote:Does not work with $detail and $seamless_scale.
Shader(s): LightmappedGeneric
The strength of the first and second bump maps for bump map blending.

Console Commands

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.
mat_bumpmap <boolean>
Enable or disable normal mapping. Default 1.

See also