GameTechDev / Intel-Texture-Works-Plugin

Intel has extended Photoshop* to take advantage of the latest image compression methods (BCn/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*.
https://software.intel.com/en-us/articles/intel-texture-compression-plugin-for-photoshop
Apache License 2.0
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miplevels are clamped to LDR when compressing to BC6H with auto-generate mipmaps #10

Closed ghost closed 8 years ago

ghost commented 8 years ago

Hi,

It looks like if we compress HDR images to BC6H with auto-generate mipmaps turned on, miplevels other than 0 are clamped to LDR (or somewhat lower intensity value than miplevel 0). Please see the images attached.

We use export settings as below: output format is BC6H, and miplevels are auto-generated.

image2016-2-25 16-32-32

Then if we load compressed BC6H dds and slightly darken miplevels, miplevels other than 0 are clamped to lower intensity.

image2016-2-25 15-44-30

If we manually generate miplevels and compress to BC6H with them (using From Layers setting), the result is just as expected: miplevels are not clamped. image2016-2-25 16-36-49

Source image file (tif) and output file (dds) are attached below. test_bake6-pasted__FeMovableUV22SG-pSphere11.zip test_bake6-pasted__FeMovableUV22SG-pSphere11_encoded.zip

We are using Photoshop CS6 (64bit) and plug-in version is Beta1.

Thanks, Jun

jawilli312 commented 8 years ago

Thank you very much. Checking into this now.

christop4D commented 8 years ago

Hi where did you load it back into and did the darken? what did you use to darken it, can you post the steps in more detail?

thanks

ghost commented 8 years ago

Hi,

To darken we lowered exposure value by using exposure adjustment layers.

We loaded the dds to Photoshop with miplevels on separate layers (as suggested by the plugin), then created exposure adjustment layers on top of them, and lowered exposure value.

Hope that helps, Jun

jawilli312 commented 8 years ago

Corrected in pending release 1.0.4 Thanks again.