Difference between revisions of "Normal Map Compression"

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== DXT5nm Compression ==
 
== DXT5nm Compression ==
DXT5nm is the same file format as DXT5 except before compression the red channel is moved into the alpha channel, the green channel is left as-is, and the red and blue channels are blanked with the same solid color. This re-arranging of the normal map axes is called ''swizzling'' or [[ChannelPacking|channel packing]].
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DXT5nm is the same file format as [[DXT#DXT5|DXT5]] except before compression the red channel is moved into the alpha channel, the green channel is left as-is, and the red and blue channels are blanked with the same solid color. This re-arranging of the normal map axes is called [[ChannelPacking#Swizzle|swizzling]].
  
The Green and Alpha channels are used because in the DXT format they are compressed using somewhat higher bit depths than the Red and Blue channels. Red and Blue have to be filled with the same solid color because DXT uses a compression system that compares differences between the three color channels. If you try to store some kind of texture in Red and/or Blue (specular power, height map, etc.) then the compressor will create more compression artifacts because it has to compare all three channels.
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The Green and Alpha channels are used because in the [[DXT]] format they are compressed using somewhat higher bit depths than the Red and Blue channels. Red and Blue have to be filled with the same solid color because DXT uses a compression system that compares differences between the three color channels. If you try to store some kind of texture in Red and/or Blue (specular power, height map, etc.) then the compressor will create more compression artifacts because it has to compare all three channels.
  
 
There are some options in the NVIDIA DXT compressor that help reduce the artifacts if you want to add texture to the Red or Blue channels. The artifacts will be greater than if you keep Red and Blue empty, but it might be a tradeoff worth making. Some notes about this on the [http://developer.nvidia.com/forums/index.php?showtopic=1366 NVIDIA Developer Forums].
 
There are some options in the NVIDIA DXT compressor that help reduce the artifacts if you want to add texture to the Red or Blue channels. The artifacts will be greater than if you keep Red and Blue empty, but it might be a tradeoff worth making. Some notes about this on the [http://developer.nvidia.com/forums/index.php?showtopic=1366 NVIDIA Developer Forums].
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== 3Dc Compression ==
 
== 3Dc Compression ==
3Dc compression is also known as BC5 in DirectX 10. It works similar to DXT5nm, because it only stores the X and Y channels (see [[ChannelPacking]]). The difference is it stores both the same way as the DXT5 Alpha channel, which is a slightly higher bit depth than DXT5nm's Green channel. 3Dc yields the best results of any listed algorithm for tangent space normal map compression, and requires no extra processing time or unique hardware. See [[3Dc]] for more information.
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3Dc compression is also known as BC5 in DirectX 10. It works similar to DXT5nm, because it only stores the X and Y channels (see [[ChannelPacking#Swizzle|Swizzle]]). The difference is it stores both the same way as the DXT5 Alpha channel, which is a slightly higher bit depth than DXT5nm's Green channel. 3Dc yields the best results of any listed algorithm for tangent space normal map compression, and requires no extra processing time or unique hardware. See [[3Dc]] for more information.
  
  
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[[Normal Map]] [[Category:Texturing]] [[Category:TextureTypes]] [[Category:Bump map]]
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[[Category:Texturing]] [[Category:TextureTypes]] [[Category:Bump map]]

Latest revision as of 08:47, 28 April 2016

Normal maps can take up a lot of memory. Compression can reduce the size of a map to 1/4 of what it was uncompressed, which means you can either increase the resolution or you can use more maps.

Usually the compression method is to throw away the Blue channel, because this can be re-computing at minimal cost in the shader code. Then the bitmap only has to store two color channels, instead of four (red, green, blue, and alpha).


DXT5nm Compression

DXT5nm is the same file format as DXT5 except before compression the red channel is moved into the alpha channel, the green channel is left as-is, and the red and blue channels are blanked with the same solid color. This re-arranging of the normal map axes is called swizzling.

The Green and Alpha channels are used because in the DXT format they are compressed using somewhat higher bit depths than the Red and Blue channels. Red and Blue have to be filled with the same solid color because DXT uses a compression system that compares differences between the three color channels. If you try to store some kind of texture in Red and/or Blue (specular power, height map, etc.) then the compressor will create more compression artifacts because it has to compare all three channels.

There are some options in the NVIDIA DXT compressor that help reduce the artifacts if you want to add texture to the Red or Blue channels. The artifacts will be greater than if you keep Red and Blue empty, but it might be a tradeoff worth making. Some notes about this on the NVIDIA Developer Forums.


DXT1 Compression

DXT1 is also used sometimes for tangent-space normal maps, because it is half the size of a DXT5. The downside though is that it causes many more compression artifacts, so much so that most people end up not using it.


3Dc Compression

3Dc compression is also known as BC5 in DirectX 10. It works similar to DXT5nm, because it only stores the X and Y channels (see Swizzle). The difference is it stores both the same way as the DXT5 Alpha channel, which is a slightly higher bit depth than DXT5nm's Green channel. 3Dc yields the best results of any listed algorithm for tangent space normal map compression, and requires no extra processing time or unique hardware. See 3Dc for more information.


A8L8 Compression

The DDS format A8L8 isn't actually compressed, it's just two 8bit grayscale channels (256 grays each). It does save you from having to store all three color channels. Your shader has to recompute the blue channel for it to work. However, A8L8 does not actually save any space in texture memory, it is typically converted to a four-channel 32bit texture when it's sent to the card. This format really only helps save disk space.


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