Compress Images with the Intel® Texture Works Plug-in for Adobe Photoshop*

ID 673035
Updated 10/9/2024
Version Latest
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Overview

A plug-in from Intel extends Adobe Photoshop* to take advantage of the latest image compression methods for BCn (also known as DXT). This plug-in allows artists to access superior compression results at optimized compression speeds within Photoshop.

More Information on BCn

Requirements:

  • Windows* 32 or 64, versions 7, 8, and 10
    Note A Mac* version is unavailable.
  • Photoshop with Creative Suite* 6 and Creative Cloud* 2015
  • Microsoft DirectX* 10 (older versions do not support BC6 and BC7 formats)

Note Low-power graphics chips like PowerVR* do not support BC compression.

Download the Plug-in

Benefits

This application provides:

  • Access to hardware-supported superior compression results
  • Compression at optimized speeds
  • A feature preview to aid productivity
  • An ability to run within an established content tool
  • Pluggable architecture for future compression schemes

 

Figure 1. Image options

Figure 1. Image options

Features

  • Support for multiple BCn image formats
  • Save files through a plug-in
  • Microsoft DirectX* 10 extended header for sRGB
  • Load extended-header .DDS files from Microsoft DirectX* into Photoshop
  • Choose between fast and fine (more accurate) compression
  • Support for alpha maps, color maps, and normal maps
  • Support for cube maps:
    • BCn compression
    • Gaussian blur script
  • Convert a horizontal cube cross from a Layers script
  • Load or edit mipmaps levels as layers and repack mipmaps upon saving
  • Real-time preview to visualize quality trade-offs
  • Support for performing batch or single-action tasks in Photoshop
  • Save plug-in settings as presets

Fine Compression

  Figure 2. Before compression, this image was 769 k and in a .TGA format.

   Figure 2. Before compression, this image was 769 k and in a .TGA format.

Figure 3. After a BC7 fine compression, the image is 257 k and in a .DDS format.

Figure 3. After a BC7 fine compression, the image is 257 k and in a .DDS format.

Cube Map Tools

Figure 4. Examples of cube map tools.

Figure 4. Examples of cube map tools.

Gaussian Blur Script

This feature 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 a BCn format
  • Converted to a horizontal cube cross using the Convert Cube Map script provided in the plug-in

Figure 5. Individual layers in a cube map

Figure 5. Individual layers in a cube map

Convert Cube Map Script

This script enables a two-way conversion from a horizontal cube cross to individual sides as layers for image processing.

Export Formats

The available formats change based on the Texture Type you choose. Contextual guidance in simple terms is also provided. The list of color formats is on the left of the Compression dropdown menu.

Figure 6. A list of available color formats.

Figure 6. A list of available color formats.

The following table shows details about the list:

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 the previous row with an sRGB extended header only on DirectX 10 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 the previous row with an sRGB extended header only on DirectX 10 hardware.

BC4

R

4BPP

Grayscale

Useful for height maps, gloss maps, font atlases, or any other greyscale 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 DirectX 11 hardware.

BC6H

RGB

8BPP

Fine compression

Same as the previous row with a longer optimized compression time for a finer result.

BC7

RGBA

8BPP

Fast compression

Useful for high-quality color maps and color maps with full alpha. It provides the best quality compression only on DirectX 11 hardware.

BC7

RGBA

8BPP

Fine compression

Same as the previous row with longer optimized compression time for a finer result.

BC7

sRGBA

8BPP

Fast Compression

Same as the BC7 for fast compression with an sRGB extended header only on DirectX 10 hardware.

BC7

sRGBA

8BPP

Fine Compression

Same as BC7 Fine above with sRGB extended header only on DirectX10 + level hardware

None

RGBA

32BPP

Uncompressed

 

 

Comparisons

Figure 7. Compression with the BC3 RGBA 8bpp option.

Figure 7. Compression with the BC3 RGBA 8bpp option.

Figure 8. Compression with the BC7 RGBA 8bpp Fast option.

Figure 8. Compression with the BC7 RGBA 8bpp Fast option.

Figure 9. Compression with the BC7 RGBA 8bpp Fine option.

Figure 9. Compression with the BC7 RGBA 8bpp Fine option.

FAQ

Why do we still need texture compression?
The demand for more realism in games through textures has increased with each improvement in graphics hardware. Effective texture memory management (compression) is required to keep pace with this demand.

How can I minimize artifact errors?
Use higher bit depths and or finer (slower) compression formats (for example, BC7 fine).

Why should I use BCn over lossless .PNG?
File formats like .PNG and .JPG save disk space and transmission time over the internet but have no impact on optimizing textures for use in graphics hardware memory.

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. To implement optimized BCn in your application, use the code examples in Texture Compressor.

How do I use .DDS with BCn?
You can assign the texture to your object in any application that supports the chosen BCn format.

Which game engines support .DDS?

  • Unreal* offers BC7 as a texture compression option on build.
  • Autodesk Maya* 2015 and later supports BC7 in Viewport 2.0.

Is there support for Microsoft DirectX*?

Yes, newer BCn formats are supported in DirectX 11.2 and 12.

How do I know which compression to use?
For details, see Export Formats.