Difference between revisions of "ChannelPacking"

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= Channel Packing =
 
 
Channel packing is a game art term for a bitmap that has different grayscale images in each of its channels... Red, Green, and Blue. Alpha can also be used as a fourth channel. This saves [[Memory]], but increases [[Shaders]] complexity.
 
Channel packing is a game art term for a bitmap that has different grayscale images in each of its channels... Red, Green, and Blue. Alpha can also be used as a fourth channel. This saves [[Memory]], but increases [[Shaders]] complexity.
  
== Compression Artifacts ==
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= Compression Artifacts =
 
If you save a channel-packed texture using DXT compression, it will introduce blocky artifacts to your channels. For details, see [[Normal map#Normal_Map_Compression]].
 
If you save a channel-packed texture using DXT compression, it will introduce blocky artifacts to your channels. For details, see [[Normal map#Normal_Map_Compression]].
  
== Examples ==
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= Examples =
  
 
[[image:SneferTileExplain.jpg|thumb|600px|left|Two channel-packed textures, which store a total of six unique textures, see [http://www.polycount.com/forum/showthread.php?t=89682 An exercise in modular textures - Scifi lab UDK] on the Polycount Forum. Image by [http://www.torfrick.com/ Tor 'Snefer' Frick].]]<br clear="all"/>
 
[[image:SneferTileExplain.jpg|thumb|600px|left|Two channel-packed textures, which store a total of six unique textures, see [http://www.polycount.com/forum/showthread.php?t=89682 An exercise in modular textures - Scifi lab UDK] on the Polycount Forum. Image by [http://www.torfrick.com/ Tor 'Snefer' Frick].]]<br clear="all"/>

Revision as of 03:52, 26 November 2014

Channel packing is a game art term for a bitmap that has different grayscale images in each of its channels... Red, Green, and Blue. Alpha can also be used as a fourth channel. This saves Memory, but increases Shaders complexity.


Compression Artifacts

If you save a channel-packed texture using DXT compression, it will introduce blocky artifacts to your channels. For details, see Normal map#Normal_Map_Compression.

Examples

Two channel-packed textures, which store a total of six unique textures, see An exercise in modular textures - Scifi lab UDK on the Polycount Forum. Image by Tor 'Snefer' Frick.


A channel-packed texture used to texture an entire scene, see [UDK Oil Rig Observation Outpost] on the Polycount Forum. Image by Wiktor 'Disting' Öhman.


A channel-packed texture used in Mass Effect 3, see Mass Effect 3 art - Marc-Antoine Hamelin on the Polycount Forum. Image by Marc-Antoine 'Marcan' Hamelin.



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