About dds export

We are working with dss’s. But our dds exports not working very well. We are using 3D’s Max 2018 for designing. can any body advise to us settings for perfect dds export?

Thanks in advance…

I know that some designers were using a photoshop plugin by nvidia.
What are you using?

Pinging @PatrickRyan to get a pro tip :slight_smile:

Thanks for you reply DK.
We are using 3D Max 2018. We have settings screen in 3D max; but wihich settings we have to use i don’t know. You can see our settings screen in 3D max at below.

I think you should read this page: Multi-Platform Compressed Textures - Babylon.js Documentation

If I’m not wrong, the only .dds files supported are for environments: Use a HDR environment (for PBR) - Babylon.js Documentation

@Buzul, I am not sure how you are using the DDS texture files, unless you are using them as an input into 3ds Max and then exporting a glTF format, which will convert the DDS to PNG. Due to the lossy compression of DDS, if you are going that route, I would suggest that you stick with PNG or JPG for your source textures as you are losing data for no reason to convert back to PNG for glTF export.

If you are asking in general because you want to support DDS textures in your implementation or just asking for general knowledge, here are the basics.

DDS compression is a lossy compression scheme that offers a lot of options for compression. The options you are seeing on your export window are offering you a lot of different sizes of compression, but if you are looking to save space, you will want to probably use the DXT options. The reason being is that if you choose any of the non DXT options, the bits per pixel are shown in the channel breakdown. For example, the A8 R8 G8 B8 option uses 32 bits per pixel (8 bits per channel) to store the color data. All of the DXT options are Block Compression (BC) which compress a 4x4 block or 16 pixels into 16 or 64 bits depending on the version you choose. This should yield a smaller file than any of the other options, but it comes at the cost of quality.

This is a good DXT cheat sheet but the basics will be:

  • DXT1 (also known as BC1) is the smallest and lowest quality compression method
  • DXT2 and DXT3 (also known as BC2) will be medium size and quality. The difference between them is that DXT2 has a premultiplied alpha and DXT3 does not.
  • DXT4 and DXT5 (also known as BC3) will be the largest of the DXT file sizes and the best quality. Again, DXT4 has premultiplied alpha and DXT5 does not.

I will say that once you have your textures in this file format, opening and editing them becomes more difficult. There are a couple of old tools that you can use to open them, one being an NVidia Photoshop plugin and the other is a plugin for GIMP.

I will say that neither tool has had an update in 5+ years so you may find some difficulty with the newer versions of the image editors. If you can give me more context on what you are trying to do, I may be able to offer more suggestions.


Thanks for all replys… I think those replys will helpfull…

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