So I want to share with yall a bit of the process involved in bringing a texture from a graphics editor into the Wiz/Caanoo.
Hopefully, most of this will be technically correct. Kurt (or anybody for that matter, please correct me if I make a mistake).
You start with an image, PNG perhaps. As I understand it, if you pretty stick a PNG into a Wiz, it it’s graphics processor will do its darndest to show it on the screen ... but that means that it will have to convert it into 16bit image (different from 16bit per pixel, or 8bit per pixel in Photoshop).
This causes unpredictable results that usually do not satisfy (though I did have a moment recently where I discovered I liked the converted image more than the source). As a visual designer, we want as much control over the image as absolutely possible.
Therefor, previewing the possible results during the production process is totally invaluable. Before this post, I linked to an excellent piece of software that allowed myself to convert/encode a source PNG image into compatible arrangements of 16bits and preview the various results in a PNG before exporting into the final Wiz compatible file (that retained the correct bit information).
Below, I will detail these different arrangements and their trade-offs so artists can be better informed as to how their texture work will/might be mangled when they stick it on a Wiz
The source PNG. Beautiful. Features smooth gradients and an alpha channel. The right side alpha is a smooth transition. The heart’s alpha edge is nicely anti-aliased. If only this is what we could keep. Unfortunately, we have to make sacrifices.
Encoding at
4-4-4-4.
Check out those gradients. Banding and very horrible dithering. The only benefit to this encoding is it gives you relatively smooth alphas. This can be a strong selling point, hard edged, aliased alpha edges can be very ugly and often produce the dreaded “white halos”. This encoding relieves you of that problem.
Encoding at
5-5-5-1.
Alright, those colors are not longer scaring away children. Banding is visible, but it isn’t going to kill anyone. The problem is now the alpha. The heart on the left does have an alpha, but the edges are rough. Also, note the right side, there is an alpha there, but the edge was cut off hard. There is no gradual fade. Remember, this is also the type of encoding that creates white halos!
Encoding at
5-6-5.
Finally, colors a designer can love. There is a teeny bit of banding and dithering, but not enough to get really worked up about. Certainly, this is a fairly unique situation as long smooth gradients tend to really bring out the worst in compression encoding. The trade-off here is a total lack of an alpha channel. Transparent areas are converted to white (or some odd color depending how the software is feeling). So the heart on the right is just cut off ... and while that part is white ... the alpha does not exist.
Hopefully this will be interesting for a handful of folks. It has lead to some interesting experimenting on my part. Picking and choosing the best encoding for the best situation and working around the trade-offs.