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Feature request: Tool to create combined image by gathering channels from input images #839
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@tksuoran are you the same person I worked with in the OpenGL ES (and M3G?) working groups a lifetime ago? The use cases say what you want to do but not why. I'm curious why you would want to, e.g, put two normal maps in a single texture object. Please provide further explanation. |
@MarkCallow I've had a few people request this feature from glTF Transform, and can share the use cases behind that. The glTF format and its material-related extensions define a significant number of texture inputs to the PBR shading model. Many of these require ≤3 channels, and so can be combined. The most common example would be occlusion/roughness/metalness, in red/green/blue channels. Current texture inputs, and their assigned channels in glTF: Screenshot regex'd from glTF Transform codebase. I realize that combining uncorrelated data channels into a single texture with Basis Universal compression would require some care, so I'm unsure how practical this is, or how great the memory savings would be when all is said and done. Nevertheless it is a fairly popular request. I may eventually implement it with a pre-process merging the textures to PNGs before processing them with KTX2, but direct APIs to do this in KTX Software would be very welcome! |
Hi Mark, yes I am, indeed it has been a while.
My initial thinking was that I would like to avoid artificial limitations, and promote generic interface, where use would have the freedom to choose inputs and outputs as they wish. One remotely plausible use case would be material/shader which uses both normal map (encoded in RG) and tangent texture (encoded in BA), while using same encoding for tangent texture and normal map.. However, I am not sure if using the normal map encoding scheme for tangent textures is the good idea or not. |
The libktx API gives access to the memory where the images are stored in the |
@donmccurdy does glTF require these be combined or is it optional? |
Optional, there is no requirement that textures be packed. |
To me, this sounds like some sort of "image creation/preprocessing" that, at its core, is fairly independent of KTX-Software itself. (When PBR was introduced in glTF ~8 years ago, I hacked together https://javagl.github.io/MetallicRoughnessCreator/MetallicRoughnessCreator.html , because I thought that something like this might be useful - but I haven't used it ever since...). But of course, it might very well a a use case that is so common (and so badly supported by other tools) that it might fit into KTX-Software. |
Use cases:
In theory also these could be possible:
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