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