Difference between revisions of "DDS Files"

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NOTES: Compression for the RGB channels does not differ between DXT1, 3, and 5.  The differences lie in the manner in which the alpha channel is compressed.  DXT1 compresses the alpha map as all-white, which is highly compressible.  DXT2 has a two-bit alpha channel, either white or black.  DXT3 has a larger grayscale available ("Explicit"), and DXT5 has as wide an alpha map grayscale as it has for the color channels ("Interpolated").
NOTES: Compression for the RGB channels does not differ between DXT1, 3, and 5.  The differences lie in the manner in which the alpha channel is compressed.  DXT1 compresses the alpha map as all-white, which is highly compressible.  DXT1 has a two-bit alpha channel, either white ("Implicit") or black (the color-channels are set to 0).  DXT3 has a larger grayscale available ("Explicit"), and DXT5 has as wide an alpha map grayscale as it has for the color channels ("Interpolated").


Because of this, saving a Normal map as DXT1 has the unwanted side effect of causing full specular highlighting over the whole mesh to which the texture is assigned to.  DXT3 or DXT5 are strongly recommended for normal maps.
Because of this, saving a Normal map as DXT1 has the unwanted side effect of causing full specular highlighting over the whole mesh to which the texture is assigned to.  DXT3 or DXT5 are strongly recommended for normal maps.
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Though both DXT3 and DXT5 have alpha channels that can function as specular maps, DXT3 has a noticeable step in the gradients; DXT5's more gradual gradient may be better suited to some situations.
Though both DXT3 and DXT5 have alpha channels that can function as specular maps, DXT3 has a noticeable step in the gradients; DXT5's more gradual gradient may be better suited to some situations.


Though parallax and transparency mapping can function at the same time, the formats in which the alpha channel must be configured for the two effects is usually incompatible and may produce unwanted effects.
Though parallax mapping and transparency can function at the same time, the formats in which the alpha channel must be configured for the two effects is usually incompatible and may produce unwanted effects.


Oblivion can also use uncompressed texture files, specifically 8.8.8.8 Unsigned format.  This completely eliminates compression artifacts not pre-existing, but is significantly larger in file size (and thus harder on the video RAM resources).  You may be able to afford reducing the size of the texture to a smaller size since there are no DXT compression artifacts to be concerned about.
Oblivion can also use uncompressed texture files, specifically 8.8.8.8 Unsigned format.  This completely eliminates compression artifacts not pre-existing, but is significantly larger in file size (and thus harder on the video RAM resources).  You may be able to afford reducing the size of the texture to a smaller size since there are no DXT compression artifacts to be concerned about.
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