Difference between revisions of "ChannelPacking"

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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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See also [[Texture atlas]] and [[MultiTexture]].
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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]].
  
= Tools =
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== Tools ==
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* [http://helpx.adobe.com/photoshop/using/channel-basics.html Photoshop alpha channels]
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* [http://docs.gimp.org/en/gimp-channel-dialog.html Gimp alpha channels]
 
* [http://www.polycount.com/forum/showthread.php?t=148082 Channel Shuffle]
 
* [http://www.polycount.com/forum/showthread.php?t=148082 Channel Shuffle]
* [http://helpx.adobe.com/photoshop/using/channel-basics.html Photoshop Channels]
 
  
= 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"/>
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[[image:Marcan-MassEffect3-swizzle.jpg|thumb|600px|left|A channel-packed texture used in Mass Effect 3, see [http://www.polycount.com/forum/showthread.php?p=1881634#post1881634 Mass Effect 3 art - Marc-Antoine Hamelin] on the Polycount Forum. Image by [http://www.marc-antoine.ca/ Marc-Antoine 'Marcan' Hamelin].]]<br clear="all"/>
 
[[image:Marcan-MassEffect3-swizzle.jpg|thumb|600px|left|A channel-packed texture used in Mass Effect 3, see [http://www.polycount.com/forum/showthread.php?p=1881634#post1881634 Mass Effect 3 art - Marc-Antoine Hamelin] on the Polycount Forum. Image by [http://www.marc-antoine.ca/ Marc-Antoine 'Marcan' Hamelin].]]<br clear="all"/>
  
 
* For more examples and tutorials see [[Texture atlas]] and [[MultiTexture]].
 
  
 
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[[Category:TextureTechnique]] [[Category:Glossary]]
 
[[Category:TextureTechnique]] [[Category:Glossary]]

Revision as of 10:49, 1 February 2015

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.

See also Texture atlas and MultiTexture.

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.

Tools

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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