Support reading legacy DDS files where dwMipMapCount is 0. Updated NVTT to version 3.1.6. Both the plugin and the standalone exporter now export using DX9-style DDS headers when they can (i.e. Without the DX10 header extension). Added an option to always use the DX10 header extension, which is disabled by default. FO4 Derivative Map to Normal Map 2. FO4 Normal to Derivative 3. Invert Blue Channel 4. Cavity Mask (Remember that you use the normal map to make a Cavity Mask) 5. Transparency to Alpha (When Importing textures that have an alpha using Intel's Texture works plugin, it adds the alpha to transparency on all the channels this Action takes the transparency and makes an alpha channel with the.
After installing the MATLAB plug-in, you can view MATLAB image-processing results in Photoshop and combine MATLAB commands with Photoshop image-editing features. For information on using MATLAB with Photoshop, see Photoshop and MATLAB. Jun 21, 2016 I am using a fairly ancient version of Photoshop (CS6) from 2012 I think and am using the current plugin with Nvidia. It is working fine for me and I can avoid my earlier method of doing manipulations in PS, the copy pasting into Gimp to do the export to DDS. I am doing FO4 mods at the moment, and it wants BC1/DXT1 compression with mipmaps. THE PHOTOSHOP LINK!Photoshop CC for mac free full version download - Legal Linkhttps://www.youtube.com/redirect?v=jqhirUQGA6U&event=videodescription&q=https.
Development of the plug-in was sponsored by Walter Soyka of Keen Live and Cameron Yeary of UVLD. Walter inquired about hiring me to write a plug-in for him, and I said I'd do it for half price if I could make it open source. He agreed, and here we are.Intel has extended Photoshop* to take advantage of the latest image compression methods (BCn or DXT) via plugin. The purpose of this plugin is to provide a tool for artists to access superior compression results at optimized compression speeds within Photoshop.
Q: Why do we still need texture compression?
Total war attila activation key. A: Demand for more realism in games via textures has increased with every new graphics hardware improvement. Effective texture memory management (compression), is still required to keep pace with this demand.
Q: How can I minimize artifacts errors?
A: Higher bit depths and or finer (slower) compression formats (e.g. BC7 fine)
Q: Why would I use BCn over lossless PNG?
A1: PNG, JPG, etc. saves disk space and transmission time over the internet but have no impact on optimizing textures for use in graphics hardware memory whatsoever
A2: BCn optimizes textures for real-time use in graphics memory and saves space on disk. However, not all applications can read or load the newer BCn compression formats - This free sample code will allow you to implement optimized BCn in your app.
Q: Once I have a .DDS with BCn what do I do with it?
A: You can assign the texture to your object in any app that supports the chosen BCn format
Q: What game engines support DDS?
A1: Unreal* offers BC7 as a texture compression option on build
A2: Maya* 2015+ supports BC7 in Viewport2.0
Q: Is there support for Microsoft DirectX* 11.3 and 12?
A: Yes the newer BCn formats are supported in DirectX*11.2 and 12
Q: How do I know what compression is best for what?
A: See Export Formats table below
Q: What are the HW requirements for BCn
A1: Older graphics (< DirectX 10) won't support newer BC6 and BC7
A2: Low power graphics like PowerVR don't support BC compression
Q: Is a Mac* version available
A: No, not at this time
Allows you to apply a gaussian blur value across all individual layers (sides) of the cube map. Layers can then be saved directly to a single DDS file in the BCn format of choice or converted to a horizontal cube cross using the Convert Cube Map script provided to evaluate if desired.
Enables 2-way conversion from a horizontal cube cross to individual sides as layers for image processing and back again.
Available formats change based on Texture Type chosen. Contextual guidance in simple terms is also provided. Color format list shown at left. Full list shown below.
BC1 | RGB | 4BPP | aka DXT1 | Useful for color maps or normal maps if memory is tight. Contains RGB types of data |
BC1 | sRGB | 4BPP | aka DXT1 | Same as above with sRGB extended header only on DirectX10 + level hardware |
BC3 | RGBA | 8BPP | aka DXT5 | Useful for color maps with full alpha, packing color and mono maps together. Contains RGBA types of data. |
BC3 | sRGBA | 8BPP | aka DXT5 | Same as above with sRGB extended header only on DirectX10 + level hardware |
BC4 | R | 4BPP | Grayscale | Useful for height maps, gloss maps, font atlases or any other grey-scale image |
BC5 | RG | 8BPP | aka 3Dc | Useful for tangent space normal maps. A two Channel Tangent Map |
BC6H | RGB | 8BPP | Fast Compression | Useful for HDR 16 images only on DirectX11+ level hardware |
BC6H | RGB | 8BPP | Fine Compression | Same as above with longer optimized compression time for a finer result |
BC7 | RGBA | 8BPP | Fast Compression | Useful for high quality color maps, color maps with full alpha. It provides the best quality compression only on DirectX11+ level hardware |
BC7 | RGBA | 8BPP | Fine Compression | Same as above with longer optimized compression time for a finer result |
BC7 | sRGBA | 8BPP | Fast Compression | Same as BC7 Fast above with sRGB extended header only on DirectX10 + level hardware |
BC7 | sRGBA | 8BPP | Fine Compression | Same as BC7 Fine above with sRGB extended header only on DirectX10 + level hardware |
None | RGBA | 32BPP | Uncompressed |
* Other names and brands may be claimed by their owners.
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