Difference between revisions of "AlphaChannel"

From polycount
Jump to: navigation, search
(cleaned up a little, it was pretty much good)
(more info)
Line 2: Line 2:
 
= Alpha Channel =
 
= Alpha Channel =
  
An optional channel in the texture file that usually defines the transparency of the texture’s [[Pixel|pixels]], but can also be used for other things like a [[HeightMap|height map]] or grey-scale [[Specular|specular map]]. The alpha can be anywhere from [[1Bit|1bit]] up to [[8Bits|8bits]], depending on the amount of detail you need. Generally, the lower the [[BitDepth|bit depth]] you use, the more [[Memory|memory]] you save, but the lower the image quality of the transparency.
+
An optional channel in the texture file that usually defines the transparency of the texture’s [[Pixel|pixels]].
 +
 
 +
It can also be used for other things like a [[HeightMap|height map]] or grey-scale [[Category:SpecularMap|specular map]].  
 +
 
 +
The alpha is usually anywhere from 1bit up to 8bits, depending on the amount of detail you need. Generally, the lower the [[BitDepth|bit depth]] you use, the more [[Memory|memory]] you save, but the less image quality you get. Some visual examples can be found on the Glossary page [[Transparency#Alpha_Bit_Depths]].
 +
 
 +
A [[Category:Shaders|shader]] can be written to extract particular color channels and use them for particular effects, like alpha for transparency, or red channel for glow and green channel for specular and blue channel for sound information, etc. In this way, a bitmap can store more information than just RGB color.
 +
 
 
----
 
----
 
[[Category:Glossary]]
 
[[Category:Glossary]]

Revision as of 12:49, 14 March 2011

Alpha Channel

An optional channel in the texture file that usually defines the transparency of the texture’s pixels.

It can also be used for other things like a height map or grey-scale.

The alpha is usually anywhere from 1bit up to 8bits, depending on the amount of detail you need. Generally, the lower the bit depth you use, the more memory you save, but the less image quality you get. Some visual examples can be found on the Glossary page Transparency#Alpha_Bit_Depths.

A can be written to extract particular color channels and use them for particular effects, like alpha for transparency, or red channel for glow and green channel for specular and blue channel for sound information, etc. In this way, a bitmap can store more information than just RGB color.


Personal tools
Namespaces

Variants
Actions
Navigation
Tools