Difference between revisions of "Texture atlas"

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(An easy way to work with separate channels in a "combined texture")
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| [[File:Stefan-Morrell_modular-texture.jpg|thumb|Atlas of sub-maps.<br/>Image by [http://stefan-morrell.cgsociety.org/gallery/ Stefan Morrell].]]
| [[File:SneferTileExplain.jpg|thumb]]
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| [[File:SneferTileExplain.jpg|thumb|Channel Packing.<br/>Image by [http://www.torfrick.com/ Tor "Snefer" Frick].]]
 
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== Tutorials ==
 
== Tutorials ==
 
* 2013-04-08 [http://oliverm-h.blogspot.com/2013/04/how-to-create-ue3udk-texture-atlases.html How to create UE3/UDK Texture Atlases (tileable)] - by [http://oliverm-h.blogspot.com/ 'mAlkAv!An'], using a custom HLSL node to apply separate UVs for texturing vs. mipmapping.
 
* 2013-04-08 [http://oliverm-h.blogspot.com/2013/04/how-to-create-ue3udk-texture-atlases.html How to create UE3/UDK Texture Atlases (tileable)] - by [http://oliverm-h.blogspot.com/ 'mAlkAv!An'], using a custom HLSL node to apply separate UVs for texturing vs. mipmapping.
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* 2013-03-13 [http://www.georgesokol.blogspot.com/2013/03/pro-tip-easy-way-to-work-with-seperate.html An easy way to work with separate channels in a "combined texture"] - by [ George "gsokol" Sokol], using Photoshop's Layer Style to improve the texture editing process for [[ChannelPacking|channel packing]].
 
* 2012-06-07 [http://www.polycount.com/forum/showthread.php?t=100388 The Desert(What can you do with no diffuse maps?)] Polycount forum thread. Vertex blending using multiple [[ChannelPacking|channel packed]] modulation textures, in UDK. See also [http://artisaverb.info/DitchingDiffuse.html Ditching Diffuse Maps: A foray into artistic reasoning and technical details behind "procedural" texturing, with practical examples on today's tech] by [http://artisaverb.info/ Andrew 'd1ver' Maximov].
 
* 2012-06-07 [http://www.polycount.com/forum/showthread.php?t=100388 The Desert(What can you do with no diffuse maps?)] Polycount forum thread. Vertex blending using multiple [[ChannelPacking|channel packed]] modulation textures, in UDK. See also [http://artisaverb.info/DitchingDiffuse.html Ditching Diffuse Maps: A foray into artistic reasoning and technical details behind "procedural" texturing, with practical examples on today's tech] by [http://artisaverb.info/ Andrew 'd1ver' Maximov].
 
* 2012-05-28 [[http://www.polycount.com/forum/showthread.php?p=1595258#post1595258|[UDK] The Dunes]] Polycount Forum thread. Using two 256x256 textures to texture an entire scene, one as a normal map and the other [[ChannelPacking|channel packed]] to store four textures.
 
* 2012-05-28 [[http://www.polycount.com/forum/showthread.php?p=1595258#post1595258|[UDK] The Dunes]] Polycount Forum thread. Using two 256x256 textures to texture an entire scene, one as a normal map and the other [[ChannelPacking|channel packed]] to store four textures.

Revision as of 13:18, 18 November 2014

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.

Atlas of sub-maps.
Image by Stefan Morrell.
Channel Packing.
Image by Tor "Snefer" Frick.

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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