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612 Chapter 20: Managing Scenes and Projects
A8 R8 G8 B8—32 bits per pixel: 8 bits each for
the RGB and a lpha channels.
A1 R5 G5 B5—16 bits per pixel: 5 bits each for
theRGBchannels,andonebitforthealpha
channel.
A4 R4 G4 B4—16 bits per pixel: 4 bits each for
the RGB and a lpha channels.
R8 G8 B8—24 bits per pixel: 8 bits each for the
RGB channels; no a lpha.
R5 G6 B5—16 bits per pixel: 5 bits each for the
R and B channels, 6 bits for the G channel; no
alpha.
A2 R10 G10 B 10—32 bits per pixel: 10 bits
each for the RGB channels; 2 bits for the alpha
channel.
X8 R8 G8 B 8—32 bits per pixel: 8 bits each for
the RGB channels; 8 bits unused; no alpha.
X1 R5 G5 B 5—16 bits per pixel: 5 bits each for
the RGB channels; 1 bit unused; no alpha.
R3 G3 B2—8bitsperpixel:3eachfortheRand
G channels, 2 bits for the B channel; no alpha.
A8 R3 G3 B2—16bitsperpixel:3eachfortheR
and G channels, 2 bits for the B channel; 8 bits
for the alpha channel
X4 R4 G4 B 4—16 bits per pixel: 4 each for the
RGB channels and 4 u nused bits.
A16 B 16 G16 R16—64bitsperpixel:16bitseach
for the RGB and alpha channels.
DXT 1 Compressed format with 1-bit alpha.
DXT 2 Compressed format with 4-bit
premultiplied alpha (page 3–997).
DXT 3 Compressed format with 4-bit alpha,
no premultiplication.
DXT 4 Compressed format with interpolated
premultiplied alpha.
DXT 5 Compressed format with interpolated
alpha but no premultiplication.
Generate Mipmaps—When on, mipmaps are
generated for the image. Defa ult=off.
Mipmaps are a set of lower-detail bitmaps. The
first is half the size of the original image, the next
ishalfthesizeofthat,andsoondowntoasingle
pixel. (You can think of them as being ar ranged
like a py ramid.) They are used to optimize display
time and reduce aliasing (page 3–907) when the
texture is to be displayed at less than full size. For
example, if your original DDS image is 512 x 512
pixels,buttheareainwhichitwouldbedisplayed
is only 100 pixels square, the display device would
interpolate between the 128 x 128 mipmap and the
64 x 64 mipmap.
EP S a nd P S (E nca psula ted
Pos tS cr ipt ) Fil es
3dsMaxcanrenderimagestoEncapsulated
PostScript format files, which have the .eps or .ps
extension.
PostScript is an Adobe page-description language
for encoding graphics images. It is supported
by many printing devices and is widely used in
desktop publishing and graphic design as a means
ofportingimagesfromoneplatformtoanother.
YoucannotviewPostScriptfileswith3dsMaxor
use them as bitmaps in materials or environments.
Interfa ce
When PostScript is the chosen output format,
clicking Render or Setup on the Render Output
File dialog (page 3–9) displays the EPS File Output
Options dialog.