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. | ||
− | = Compression Artifacts = | + | See also [[Texture atlas]] and [[MultiTexture]]. |
+ | |||
+ | == 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]]. | ||
− | = Tools = | + | == Tools == |
+ | * [http://helpx.adobe.com/photoshop/using/channel-basics.html Photoshop alpha channels] | ||
+ | * [http://docs.gimp.org/en/gimp-channel-dialog.html Gimp alpha channels] | ||
* [http://www.polycount.com/forum/showthread.php?t=148082 Channel Shuffle] | * [http://www.polycount.com/forum/showthread.php?t=148082 Channel Shuffle] | ||
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− | = Examples = | + | == Examples == |
[[image:SneferTileExplain.jpg|thumb|600px|left|Two channel-packed textures, which store a total of six unique textures, see [http://www.polycount.com/forum/showthread.php?t=89682 An exercise in modular textures - Scifi lab UDK] on the Polycount Forum. Image by [http://www.torfrick.com/ Tor 'Snefer' Frick].]]<br clear="all"/> | [[image:SneferTileExplain.jpg|thumb|600px|left|Two channel-packed textures, which store a total of six unique textures, see [http://www.polycount.com/forum/showthread.php?t=89682 An exercise in modular textures - Scifi lab UDK] on the Polycount Forum. Image by [http://www.torfrick.com/ Tor 'Snefer' Frick].]]<br clear="all"/> | ||
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[[image:Marcan-MassEffect3-swizzle.jpg|thumb|600px|left|A channel-packed texture used in Mass Effect 3, see [http://www.polycount.com/forum/showthread.php?p=1881634#post1881634 Mass Effect 3 art - Marc-Antoine Hamelin] on the Polycount Forum. Image by [http://www.marc-antoine.ca/ Marc-Antoine 'Marcan' Hamelin].]]<br clear="all"/> | [[image:Marcan-MassEffect3-swizzle.jpg|thumb|600px|left|A channel-packed texture used in Mass Effect 3, see [http://www.polycount.com/forum/showthread.php?p=1881634#post1881634 Mass Effect 3 art - Marc-Antoine Hamelin] on the Polycount Forum. Image by [http://www.marc-antoine.ca/ Marc-Antoine 'Marcan' Hamelin].]]<br clear="all"/> | ||
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[[Category:TextureTechnique]] [[Category:Glossary]] | [[Category:TextureTechnique]] [[Category:Glossary]] |
Revision as of 10:49, 1 February 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.
See also Texture atlas and MultiTexture.
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