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|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 == | ||
+ | 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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|} | |} | ||
+ | <<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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|} | |} | ||
+ | <<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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|} | |} | ||
+ | <<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 |
<
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[[attachment:Marcan-MassEffect3-swizzle.jpg|[[Media:ChannelPacking$Marcan-MassEffect3-swizzle.jpg |
<
>
- For more examples and tutorials see TextureAtlas and Multitexture.