Edit images by channel?
Posted 09 February 2007 - 01:49 PM
Basically to do a heightmap on one channel, and other tasks on the other channels, but edit them independent of each other as to not confuse oneself with all the pretty colors?
If its not a standard operation, does anyone know of such an application?
Posted 09 February 2007 - 02:50 PM
So my idea is to use a 24bit/32bit image and hold data in each channel:
Would this be a good technique, or is there a better way to go about it?
Posted 09 February 2007 - 03:29 PM
I'm not sure I follow you on objects & textures. Textures are usually 24/32bpp and contain colour detail. If you use only one channel, all the objects in your world will be painted that colour. Unless your intent is to use that part as a means of lighting your terrain then that's fine, but extra work since you're going to have to extract the texture components before uploading it into your graphics API. You're better off just to separate everything.
As for objects, you should have some kind of database. Store the position, scaling values, materials used, scripts required, etc... in that database. Much easier to maintain.
Posted 09 February 2007 - 03:44 PM
What i meant by object and texture was storing the greyscale value as an id that links to an object or texture to place there, but i think your idea is better.
Posted 10 February 2007 - 01:32 AM
Some other things people frequently do with channels: store a full-color diffuse texture in RGB and its gloss map or glow map in the alpha channel; or store a normal map in RGB and its height map (for parallax mapping) in the alpha channel.
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