Difference between revisions of "ChannelPacking"
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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 | + | 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 == | == Compression Artifacts == | ||
− | If you save a channel-packed texture using DXT compression, it will introduce blocky artifacts to your channels. For details, see [[ | + | 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 == | == 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"/> | |
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− | + | [[image:DistingTileExplain.jpg|thumb|400px|left|A channel-packed texture used to texture an entire scene, see [http://www.polycount.com/forum/showthread.php?p=1588220#post1588220 [UDK] Oil Rig Observation Outpost] on the Polycount Forum. Image by [http://artbywiktor.com/ Wiktor 'Disting' Öhman].]]<br clear="all"/> | |
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− | * For more examples and tutorials see [[ | + | [[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"/> |
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+ | * 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 15:21, 13 September 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 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
- For more examples and tutorials see Texture atlas and Multitexture.