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…
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
Ah, weird way to identify them. Do they have docs explaining exactly what each DXT5 method means? Doesn't make much sense just looking at it. Like, what would the difference be between xGBR and RBxG? For DXT, this page was helpful for me... http://msdn.microsoft.com/en-us/library/bb694531%28VS.85%29.aspx
Eric> Thanks :) Sorry if my text elements are confusing. I'm writing which channels i use of the RGBA space and which original input. So for example the DXT5_nm example i wrote "xGxR". I took the contents of the red channel and put it in the alpha channel. Then I blanked (black) the red and blue channel. I then saved this…
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…
This looks pretty much right to me. The only one you aren't showing which is used a fair bit is half-res with uncompressed, which is pretty common. Recently at my job we started supporting DXT5 with xRBG (I think?) similar to what is described here ->…
I updated the pic in the original post. Included your suggestion cman2k. Works quite nice with this particular scenario. One thing that does not come through in my examples is that the half-res version would not have as crisp details if there were any? I mean my normal map in this case is mimicking a quite soft shape. A…
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…