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  1. Documentation
  2. Textures
  3. Bump map

$ssbump

$ssbump is a material shader parameter available in all Source games since Source 2007.

Previous$bumpmapNextCube Mapping

Last updated 5 years ago

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$ssbump is a parameter available in all Source games since for , , . It is a boolean parameter that flags a texture as being a self-shadowing .

Standard bump maps only darken that are facing away from a light source. Self-shadowing bump maps darken both texels facing away and also any texels which are 'behind' them. You can read more about the technology behind it .

**Tip:**Self-shadowed normal mapping actually renders faster than standard normal maps!

Example

LightmappedGeneric
{
	$basetexture	nature/rockwall_cave02a
	$surfaceprop	concrete
	$bumpmap	nature/rockwall_cave_02a_height-ssbump

	$ssbump		1
	$SSBumpMathFix	1 // seen in L4D2, modifies the amount of light received. Can be any number (0 removes the effect)
}

Limitations

Additionally, in order to preserve the illusion of height, low areas of a SSBumped material will receive less light even if it arrives head-on. This can look odd if you have too intense (rugged) a SSBump.

Creation

height2ssbump <options> <path\to\heightmap.tga> <float|bumpscale>

**Tip:**Self-shadowed normal mapping actually renders faster than standard normal maps!

Options

<path/filename>

Set the number of 'rays' (default 250). More rays take more time.

-n

Generate a conventional bump map as <input name>-bump.tga.

-d

(New with Left 4 Dead)Generate an ssbump detail texture. To do: What is this for?

-A

Generate ambient occlusion in the alpha channel.

-f <int>

Set smoothing filter radius (default 10; 0 disables).

-D

Write out filtered result as filtered.tga.

The shadows cast by the bump map are permanently baked into the texture, . height2ssbump generates shadows for light arriving from the right, top-left, and bottom-left of the texture. If light arrives from between those directions (such as from the left), the nearest available baked shadows are blended between, producing an acceptable but hardly ideal image.

You need to use height2ssbump, a SDK tool. The command is:

The output is <input name>-ssbump.tga, in the same folder as the input file. Bumpscale controls the intensity of the ssbump (i.e. coarseness of the surface). **Note:**Bizarrely, the tool examines only the of the input TGA. The original alpha channel will be passed on to the output TGA, but serves no purpose and should be deleted.

You can use normal2ssbump, another SDK tool, to generate an SSBump from a normal bump map (as opposed to a height or displacement map) - Unlike height2ssbump you do not need to run through the or use any additional parameters; simply drag-and-drop your normal map onto the program or a shortcut. **Tip:**If you are generating an SSbump from a Valve-created heightmap, you may need to remove the alpha channel from the heightmap first, and then copy the Green channel into a replacement Alpha channel in order to generate the SSbump correctly. This can be caused by leftover maps in the Alpha channel most likely used in the generation of that are stored in the alpha channel of a and enabled via the material parameter.

The source (TGA format).

-r <>

Source:

meaning that they can only appear in one of three predefined locations
command line
heightmap
int
https://developer.valvesoftware.com/wiki/$ssbump
material
shader
Source 2007
LightmappedGeneric
WorldVertexTransition
Lightmapped_4WayBlend
$bumpmap
bump map
texels
in this paper
alpha channel
command line
Specular
Env map masks
Normal map
$normalmapalphaenvmapmask
Comparing SSBump with standard bump mapping and no mapping at all.
rockwall_cave_02a_height-ssbump.vtf