Difference between revisions of "AlphaChannel"

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An optional channel in the texture file that usually defines the [[Transparency map|transparency]] of the texture’s [[Pixel|pixels]].  
 
An optional channel in the texture file that usually defines the [[Transparency map|transparency]] of the texture’s [[Pixel|pixels]].  
  
It can also be used for other things like a [[Height map|height map]] or grey-scale [[Category:Specular map|specular map]].  
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It can also be used for other things like a [[Height map|height map]] or grey-scale [[:Category:Specular map|specular map]].  
  
 
The alpha is usually anywhere from 1bit up to 8bits, depending on the amount of detail you need. Generally, the lower the [[BitDepth|bit depth]] you use, the more [[Memory|memory]] you save, but the less image quality you get. See [[Transparency map]] for more information, and some visual examples can be found on the Glossary page [[Transparency#Alpha_Bit_Depths]].
 
The alpha is usually anywhere from 1bit up to 8bits, depending on the amount of detail you need. Generally, the lower the [[BitDepth|bit depth]] you use, the more [[Memory|memory]] you save, but the less image quality you get. See [[Transparency map]] for more information, and some visual examples can be found on the Glossary page [[Transparency#Alpha_Bit_Depths]].
  
Different image channels can be extracted by a [[Category:Shaders|shader]] to use them for particular effects, like alpha for physics info, red channel for glow and green channel for specular and blue channel for sound types, etc. In this way, a bitmap can store more information than just RGB color.
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Different image channels can be extracted by a [[:Category:Shaders|shader]] to use them for particular effects, like alpha for physics info, red channel for glow and green channel for specular and blue channel for sound types, etc. In this way, a bitmap can store more information than just RGB color.
  
 
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[[Category:Glossary]]
 
[[Category:Glossary]]

Revision as of 10:39, 1 February 2015

An optional channel in the texture file that usually defines the transparency of the texture’s pixels.

It can also be used for other things like a height map or grey-scale specular map.

The alpha is usually anywhere from 1bit up to 8bits, depending on the amount of detail you need. Generally, the lower the bit depth you use, the more memory you save, but the less image quality you get. See Transparency map for more information, and some visual examples can be found on the Glossary page Transparency#Alpha_Bit_Depths.

Different image channels can be extracted by a shader to use them for particular effects, like alpha for physics info, red channel for glow and green channel for specular and blue channel for sound types, etc. In this way, a bitmap can store more information than just RGB color.


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