Difference between revisions of "ChannelPacking"

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(channel-packing)
(Compression Artifacts)
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= Channel Packing =
 
= 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|memory]], but increases [[Category:Shaders|shader]] 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|memory]], but increases [[Category:Shaders|shader]] complexity.
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== Compression Artifacts ==
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If you save a channel-packed texture using DXT compression, it will introduce blocky artifacts to your channels. For details, see [[NormalMap#Normal_Map_Compression]].
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== Examples ==
  
 
{| border="1" cellpadding="2" cellspacing="0"
 
{| border="1" cellpadding="2" cellspacing="0"
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|}
 
|}
  
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<<BR>>
 
{| border="1" cellpadding="2" cellspacing="0"
 
{| border="1" cellpadding="2" cellspacing="0"
 
| [[attachment:DistingTileExplain.jpg|[[Media:ChannelPacking$DistingTileExplain.jpg
 
| [[attachment:DistingTileExplain.jpg|[[Media:ChannelPacking$DistingTileExplain.jpg
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|}
 
|}
  
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<<BR>>
 
{| border="1" cellpadding="2" cellspacing="0"
 
{| border="1" cellpadding="2" cellspacing="0"
 
| [[attachment:Marcan-MassEffect3-swizzle.jpg|[[Media:ChannelPacking$Marcan-MassEffect3-swizzle.jpg
 
| [[attachment:Marcan-MassEffect3-swizzle.jpg|[[Media:ChannelPacking$Marcan-MassEffect3-swizzle.jpg
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|}
 
|}
  
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<<BR>>
 
* For more examples and tutorials see [[TextureAtlas]] and [[Multitexture]].
 
* For more examples and tutorials see [[TextureAtlas]] and [[Multitexture]].
  
 
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[[Category:TextureTechnique]] [[Category:Glossary]]
 
[[Category:TextureTechnique]] [[Category:Glossary]]

Revision as of 17:34, 25 June 2014

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 complexity.

Compression Artifacts

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

Examples

[[attachment:SneferTileExplain.jpg|[[Media:ChannelPacking$SneferTileExplain.jpg

<
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[[attachment:DistingTileExplain.jpg|[[Media:ChannelPacking$DistingTileExplain.jpg

<
>

[[attachment:Marcan-MassEffect3-swizzle.jpg|[[Media:ChannelPacking$Marcan-MassEffect3-swizzle.jpg

<
>


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