Intel® Texture Works Plugin for Photoshop*

ID 673035
Updated 3/11/2016
Version Latest
Public

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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.

Download Plugin

 

Before Compression 769k TGA

Test strip before compression

After BC7 Fine Compression 257k DDS

Test Strip After BC7 (Fine) Compression

 

Benefits

Context Menu

  • Access to hardware supported superior compression results
  • Compression at optimized speeds
  • Previewing and convenience features to aid productivity
  • Runs within established content tool
  • Pluggable architecture for future compression schemes

FAQ

Q: Why do we still need texture compression?
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

Key Features

  • Multiple image format support for BCn,
  • Save with
  • Microsoft DirectX 10 extended header for sRGB
  • Read DirectX10 extended header DDS files into Photoshop
  • Choice of Fast and Fine (more accurate) compression
  • Support for alpha maps, color maps, normal maps
  • Support for cube maps
    • BCn Compression
    • Gaussian Blur Script
    • Convert Horizontal cube cross to from Layers script
  • Load or Edit mipmaps levels as layers - Repack mipmaps upon save
  • Real-time preview to visualize quality trade-offs
  • Photoshop Batch or Action support
  • Save plugin settings as Presets
  • Extensible

 

Cube Map Tools

 

Gaussian Blur Script

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.

Convert Cube Map Script

Enables 2-way conversion from a horizontal cube cross to individual sides as layers for image processing and back again.

Export Formats

Formats Menu

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  

Requirements

  • Windows* (32 or 64) versions 7, 8, 10
  • Photoshop* CS6 through CC2015

 

Comparisons

Preview BC7 Fast Comparison

Preview BC7 Fine Comparison