DCC production guide
Texture Packing, Compression, and Virtual Texture Guide
Direct answer: Pack channels only when they share resolution, UVs, update frequency, and compatible sampling rules. Choose compression per data type and artifact tolerance, not by filename. Use virtual texturing for large, streamable surface data when page-table cost and residency behavior are justified; it is not a substitute for sane texture budgets.
Texture PackingCompression FormatVirtual Texture
Packing is a runtime decision
Channel packing reduces texture samples and file count by placing grayscale signals such as occlusion, roughness, and metallic into separate channels of one image. It works best when those signals use the same UV set, dimensions, mip policy, and material lifetime. Packing unrelated data can waste memory because every channel inherits the largest resolution and must stream together. Document the channel order because thumbnails cannot reveal semantics.
Production workflow from source to engine
Author source textures at justified resolution, preserve uncompressed masters, and export through a named preset. Build the packed texture, inspect every channel independently, then import with color conversion disabled when it contains data. Select the engine compression profile, generate mips, and test at representative camera distances. Compare GPU memory, sample count, streaming behavior, and visible artifacts. Keep source channels so the package can be rebuilt when specifications change.
Compression and resolution settings
Base color usually tolerates color compression; normal maps need a profile designed for directional data; masks may need high precision if thresholds or smooth roughness expose banding. Alpha can change the chosen block format and memory cost. Use power-of-two dimensions where the platform requires them. Set maximum size per platform rather than shipping every source at authoring resolution. Inspect mips, not only mip zero, because distant artifacts often dominate play.
Tiling, unique detail, and virtual pages
A seamless tiling surface is efficient for repeated material detail, while unique maps preserve authored wear and identity. Trim sheets and decals can bridge the two. Virtual texturing divides large images into pages and streams visible regions, which helps landscapes, UDIM-like surfaces, and expansive unique materials. It adds page tables, feedback, cache pressure, and latency. Small props, rapidly changing textures, or platforms with tight support may be better served by conventional mips.
Decision example: an open-world cliff
A cliff set uses repeated rock detail, unique macro variation, and sparse decals. Keep the high-frequency rock as a seamless tiling texture, pack compatible masks, and reserve a lower-resolution unique map for macro breakup. Consider virtual texturing only if many large unique surfaces exceed conventional residency and profiling shows stable page reuse. Choose compressed formats on target hardware, then test camera flight for cache misses rather than approving a still frame.
Failure diagnosis by symptom
Colored masks usually indicate accidental sRGB conversion or channel swizzle. Roughness banding points to compression precision, bit depth, or an overly sensitive material range. Dark seams at distance suggest insufficient padding or bad mip generation. Sparkling normals indicate the wrong compression profile. Blurry virtual textures can result from low residency, feedback delay, or cache pressure. Sudden memory growth may come from alpha, oversized dimensions, or packing channels with mismatched needs.
Evidence checklist for platform approval
For each texture, record source dimensions, delivered maximum size, channel semantics, color-data flag, alpha use, compression profile, mip policy, and estimated GPU memory. Capture mip-zero detail and typical gameplay distance on each target tier. For virtual textures, profile page faults, cache occupancy, feedback cost, and visible recovery during fast motion. Confirm that the material uses the documented channel swizzle and that source masters can regenerate every packed output.
Multilingual workflow handoff
Keep each Chinese, English, and Japanese production label together with the action it controls. This table is intended for review tickets, presets, and export notes rather than isolated vocabulary study.
| 中文 | English | 日本語 | Workflow usage note |
|---|---|---|---|
| 通道打包 | Channel Packing | チャンネルパック | Combine compatible grayscale signals and document the channel order. |
| ORM 贴图 | Occlusion Roughness Metallic Map | ORMマップ | Use this exact order only when the target material expects it. |
| 无缝纹理 | Seamless Texture | シームレステクスチャ | Use for repeatable surface detail without visible tile boundaries. |
| 高光光泽度流程 | Specular/Glossiness Workflow | スペキュラー/グロスネスワークフロー | Keep its channel meaning separate from metallic/roughness presets. |
| 纹理分辨率 | Texture Resolution | テクスチャ解像度 | Set from texel needs and target memory, not source availability alone. |
| 平铺纹理 | Tiling Texture | タイリングテクスチャ | Profile repetition, anisotropy, and distant mip behavior in context. |
| 程序化纹理 | Procedural Texture | プロシージャルテクスチャ | Bake or evaluate it according to runtime and reproducibility constraints. |
| 智能材质 | Smart Material | スマートマテリアル | Preserve its authored source while exporting deterministic maps. |
| 虚拟纹理 | Virtual Texture | 仮想テクスチャ | Use only when profiling supports streamed page residency. |
Related references and next step
Open SEELE AI workspaceFAQ
Does channel packing always save memory?
No. It can waste memory when channels require different resolutions, update rates, color handling, or compression precision.
Should roughness be stored as sRGB color?
No. Roughness is data and should normally bypass sRGB conversion.
When is virtual texturing worth the complexity?
When large, mostly static surfaces exceed practical conventional residency and platform profiling shows stable page streaming.
Why does a packed mask look correct in one engine but not another?
The shader may expect a different channel order, color conversion, alpha interpretation, or compression profile. Verify each channel numerically.