$bumpmap
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		$bumpmap  es un parámetro de un shader   disponible en todos los juegos de 
 Source.
Un albedo (izq.) comparado con un relieve.
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.
$bumpmap desactivará la iluminación por vértice de prop_static en los juegos Source previos a No hay mucha información en los vértices de un mapeado normal, por lo que el motor no tiene opción de retroceder.
$bumpmap no existe para LightmappedReflective. En su lugar se debe usar $normalmap.- En el sombreado 
Water,$bumpmapes para DX8 du/dv map. Se usa$normalmapen su lugar. - Los relieves no se pueden usar sobre texturas adhesivas, excepto en 
 CS:GO rama de motor. - On VertexLitGeneric using $lightwarptexture will force bumpmapping even if 
$bumpmapis not in the VMT. A default one is bound instead, all$bumpmapcaveats come with it. 
$bumpmap causes some other Parameters to not work. Parameters that will break with $bumpmap are ( but not limited to ) :
- Will not work with materials using $envmapmask. Except on VertexLitGeneric(only in 
) and LightmappedGeneric(only in 
). See Alternative methods. - In 
 LightmappedGeneric, $detailblendmode 9 cannot be used. - In 
 VertexLitGeneric, $detailblendmode 5, 6, 8, 9, 10 and 11 not usable. With $phong 5 and 6 can be used. - In 


 VertexLitGeneric, $detailblendmode 5-11 not usable. With $phong 5 and 6 can be used. - In 



 $detailtint won't work. - $distancealpha, $outline, $softedges won't work.
 - On LightmappedGeneric, cannot be used with $basealphaenvmapmask
 
Sintaxis básica
LightmappedGeneric
{
	$basetexture	brick/brickwall021a
	$surfaceprop	brick
	$bumpmap		brick/brickwall021a_normal
}
Parámetros adicionales
Transforms the bump map texture. 
Pendiente: Does this actually require DX9? Present in DX8 fallback shaders.
- The default position is 
center .5 .5 scale 1 1 rotate 0 translate 0 0.centerdefines the point of rotation. Only useful ifrotateis being used.scalefits the texture into the material the given number of times.2 1is a 50% scale in the horizontal X axis while the vertical Y axis is still at original scale.rotaterotates the texture counter-clockwise in degrees. Accepts any number, including negatives.translateshifts the texture by the given numbers..5will shift it half-way. 1 will shift it once completely over, which is the same as not moving it at all.
Nota:All values must be included!
Error:Scaling the texture may cause odd issues where the Texture Lock tool in Hammer will not actually lock the texture in place.  [todo tested in ?]
Error: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.  [todo tested in ?]
 
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.
Error:Does not function beyond 
 Source 2007.[confirmar]  [todo tested in ?]
Nota:Functions with $ssbump but not regular normals on 
 Source 2013. More testing required?
	 Shader(s): LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition
Flags the bump map texture(s) as being self-shadowing. Click for more details.
If 0, use bumpmapping if the card says it can handle it. If 1, always force bumpmapping on.
	 Shader(s): LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition
Force bump mapping on, even for low-end machines.
	 Shader(s): LightmappedGeneric
Enables the usage and blending of two bump maps together for LightmappedGeneric.
	 Shader(s): LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition
The second bump map to use, either for WorldVertexTransition or for 
 for bump map blending.
LightmappedGeneric in 
	 Shader(s): LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition
Same as 
$bumpframe, but for the second bump map.
	 Shader(s): LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition
Same as 
$bumptransform, but for the second bump map.
Nota:$detail used with $detailscalewill override this onLightmappedGenericif the shader is using$addbumpmaps.
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.
Nota: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
- (¡Sí, los nombres de estos comandos están erróneos!)
 
| Cvar/Command | Parameters or default value | Descriptor | Effect | 
|---|---|---|---|
| mat_fastnobump | bool | Quickly enables/disabled normal mapping. | |
| mat_normalmaps | bool | Displays the bump map texture of all materials that have one in place of their albedo. | |
| mat_bumpmap | 1 | bool | Enable or disable normal mapping. |