Difference between revisions of "ChannelPacking"
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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. | 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. | ||
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= 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 [[Normal map#Normal_Map_Compression]]. | 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]]. | ||
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+ | = Tools = | ||
+ | * [http://www.polycount.com/forum/showthread.php?t=148082 Channel Shuffle] | ||
+ | * [http://helpx.adobe.com/photoshop/using/channel-basics.html Photoshop Channels] | ||
= Examples = | = Examples = |
Revision as of 20:59, 30 January 2015
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.
Tools
Examples
- For more examples and tutorials see Texture atlas and MultiTexture.