Difference between revisions of "ChannelPacking"

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= Channel Packing =
 
= Channel Packing =
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|memory]], but increases [[Category:Shaders|shader]] complexity.
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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.
  
 
== 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 [[NormalMap#Normal_Map_Compression]].
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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]].
  
 
== Examples ==
 
== Examples ==
  
{| border="1" cellpadding="2" cellspacing="0"
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[[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"/>
| [[attachment:SneferTileExplain.jpg|[[Media:ChannelPacking$SneferTileExplain.jpg
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| [[attachment:DistingTileExplain.jpg|[[Media:ChannelPacking$DistingTileExplain.jpg
 
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[[image:DistingTileExplain.jpg|thumb|400px|left|A channel-packed texture used to texture an entire scene, see [http://www.polycount.com/forum/showthread.php?p=1588220#post1588220 [UDK] Oil Rig Observation Outpost] on the Polycount Forum. Image by [http://artbywiktor.com/ Wiktor 'Disting' Öhman].]]<br clear="all"/>
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| [[attachment:Marcan-MassEffect3-swizzle.jpg|[[Media:ChannelPacking$Marcan-MassEffect3-swizzle.jpg
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* For more examples and tutorials see [[TextureAtlas]] and [[Multitexture]].
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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"/>
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* For more examples and tutorials see [[Texture atlas]] and [[Multitexture]].
  
 
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[[Category:TextureTechnique]] [[Category:Glossary]]
 
[[Category:TextureTechnique]] [[Category:Glossary]]

Revision as of 16:21, 13 September 2014

Channel Packing

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.

Examples

Two channel-packed textures, which store a total of six unique textures, see An exercise in modular textures - Scifi lab UDK on the Polycount Forum. Image by Tor 'Snefer' Frick.


A channel-packed texture used to texture an entire scene, see [UDK Oil Rig Observation Outpost] on the Polycount Forum. Image by Wiktor 'Disting' Öhman.


A channel-packed texture used in Mass Effect 3, see Mass Effect 3 art - Marc-Antoine Hamelin on the Polycount Forum. Image by Marc-Antoine 'Marcan' Hamelin.



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