Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Split color map into two 3-3-2 RGB encoded values. #360

Open
Xtarsia opened this issue Apr 28, 2024 · 2 comments
Open

Split color map into two 3-3-2 RGB encoded values. #360

Xtarsia opened this issue Apr 28, 2024 · 2 comments
Labels
enhancement New feature or request
Milestone

Comments

@Xtarsia
Copy link
Contributor

Xtarsia commented Apr 28, 2024

Description

This would allow seperate color map values for base and overlay with near 0 visual loss in quality due to how the color map is currently used and interpolated anyways.

currently we have 24 bits color, and 8 bits roughness.

this could instead be
8 bits color (base) + 4bits mix value
8 bits color (overlay) + 4bits mix value
8 bits roughness. (unchanged)

This would also allow something more flexible than the current subtractive multiply.

refrence shot from wikipedia:
image

just throwing this here for something to potentially look at later on.

@TokisanGames TokisanGames added the enhancement New feature or request label Apr 29, 2024
@TokisanGames TokisanGames added this to the Future milestone Apr 29, 2024
@TokisanGames
Copy link
Owner

So this would give us 8 extra bits to do whatever. What do you have in mind? 🤔

I do intend to change the roughness from (0-.5 = less rough, .5-1 = more rough) to (0-.5 less rough, .5-1 puddle [flatting normals]).

@Xtarsia
Copy link
Contributor Author

Xtarsia commented Apr 29, 2024

If we don't use them for mix values sure.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
enhancement New feature or request
Projects
Status: Future Ideas
Development

No branches or pull requests

2 participants