Difference between revisions of "Texture atlas"

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There are two common atlas methods, one divides a single bitmap into multiple sub-maps (usually called Atlas), another packs different grayscale maps into each color channel (sometimes called [[ChannelPacking|channel packing]]). The two methods can be used together as well.
 
There are two common atlas methods, one divides a single bitmap into multiple sub-maps (usually called Atlas), another packs different grayscale maps into each color channel (sometimes called [[ChannelPacking|channel packing]]). The two methods can be used together as well.
  
{| border="1" cellpadding="2" cellspacing="0"
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{| cellpadding="2" cellspacing="0"
 
| [[File:Stefan-Morrell_modular-texture.jpg|thumb]]
 
| [[File:Stefan-Morrell_modular-texture.jpg|thumb]]
|-
 
|}
 
 
{| border="1" cellpadding="2" cellspacing="0"
 
 
| [[File:SneferTileExplain.jpg|thumb]]
 
| [[File:SneferTileExplain.jpg|thumb]]
 
|-
 
|-

Revision as of 01:13, 4 August 2014

Texture Atlas

When many separate textures are packed together into a single texture, this is called a texture atlas. Other common names for this are decal sheet, packed texture.

Atlas Methods

There are two common atlas methods, one divides a single bitmap into multiple sub-maps (usually called Atlas), another packs different grayscale maps into each color channel (sometimes called channel packing). The two methods can be used together as well.

Stefan-Morrell modular-texture.jpg
SneferTileExplain.jpg

Tutorials

More Info

Gutters

When a game model is textured using a single texture sheet, the texture will have typically have UV'd areas (UV shells) and blank areas between them (gutters).

The width of the gutter needs to be wide enough to accommodate how much EdgePadding you need. This varies depending on how large the texture is and the texture filtering type used by the game renderer.

Packing Tools


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