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Optimizing compression without artifacts


Mangaclub

Question

Greetings,

there is a small problem i encountered when i did my Vivid clouds and Fog mod.

It is all about this texture: https://www.dropbox.com/s/uetr5c224nr2kkn/skyrimcloudslower02.dds?dl=0

wich i where forced to save as uncompressed dds because the artifacts generated from the dxt-5 compression of GIMP are too noticeable.

This is the only texture where this happend and i guess its because the low contrast of the clouds.

So i would like to know your opinion how ddsopt could be set that i can generate a moderate compressed texture without having too much artifacts, if that is possible.

 

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Removing the alpha channel shows several artifacts even before compression.. so with added compression it is just going to be worse I would imagine. 

 

Anyways.... if dxt5 compression produce artifacts then you are more or less going to have to rework the texture since you are not going to get much better then that. My first approach would be to go to 4k, which will reduce size of the tone gradients and perhaps remove the artifacts that way. 

 

Other then that then I only see a rework of the texture from the ground up as an option sadly! 

 

Clouds are annoying since they require delicate alpha channels, cover a rather large area relative to the pixel size of the textures... and must most often cover a rather large amount of greyscale values. Not the most optimal conditions to work under. Part reason I dislike working with them at all. 

 

On a side note... it seems like there is a vertical pattern in your alpha channel... like you used a brush with vertical lock on every other place on the texture! Dunno if that was relevant... but something I noticed, might also be part of it due to how touchy cloud textures are with the alphas. 

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I noticed that as well. There is also a hard vertical line right down the center on the alpha channel. Mixing the channels you can see that the texture could use quite a bit of smoothing and a little better blending from shade to shade. There also seems to be some "overspray" in some area. Assuming that is the uncompressed texture and with all that in mind, I can see where you would be getting some noticeable artifacts with compression.

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