Thanks for the link. The documentation that comes with the install is really brief, hardly cover this topic. This is my take on their notation: Let's say that your precomputed normal map has three channels, RGB. A DXT5 has four channels for you to use, RGBA. A "xGBR" would be as follows R: x (nothing/black) G: G (you…
I don't know about Maya's 3Dc support... I haven't had the chance to use the format in production, I've just been interested in checking it out. It could be either that your card doesn't support it (unlikely these days) or that Maya's hardware shader doesn't (more likely). DXT5_nm written in your notation would be xRxBG I…
Hey guys, I was enlightened by one of my colleagues today on how DDS channel weighting works and we also discussed a few concepts on how to optimize this when it comes to normal maps. So far my test environment has been Maya 2011 (64-bit), a simple custom CGFX shader and Photoshop CS4 with the Nvidia DDS plugin. Also tried…
This was the link I read up on and got some sample code that I implemented in my test shader. http://developer.nvidia.com/object/real-time-normal-map-dxt-compression.html
New comparison today. This time with a normal map which simulating a more realistic scenario. Yesterday was just a polygon plane trying to be a quite bulgy surface. It's arguable that a difference in shape of that caliber ought to justify altering the geometry of the low poly to match the shape better. This time I used The…
cman2k> I can imagine. It definitely feels like something worth looking into if you haven't already for a game production. The Compressonator has some tweakable fields where you can weight the channels yourself. I have noticed that it does make a difference, but it seems minimal. I had expected that one could get very…
I got this explained for me quite briefly today. From what I could understand you store data to be able to recreate blocks of 4x4 pixels. Within this 4x4 block only the first and second pixel has stored color values. You also store how to interpolate between these two stored color values across the 4x4 block. Since we…
Cool tests! I do know that Nvidia's DDS plugin has some problems reading the 3Dc it creates, and they look bad in other tools too, like XnView. I bet Nvidia is writing the file incorrectly. I would depend more on AMD to get it right. I don't quite understand the reasoning behind sticking X in both red and green, as you…