Format Conversion
Overview
Texture Pipeline Studio reads standard image formats from your texture library. While it does not convert between formats, it ensures all supported image types are properly recognized and connected to the correct shader inputs.
Supported Formats
| Format | Typical Use |
|---|---|
| PNG | Web, game engines, lossless with alpha |
| OpenEXR | HDR, film pipelines, linear data (16/32-bit float) |
| TIFF | Print, archival, high-quality intermediaries |
| JPEG | Web delivery, small file sizes, no alpha |
| WebP | Modern web, excellent compression |
Resolution Folders
The add-on expects textures organized by resolution. Each resolution folder (e.g., 8K, 4K, 2K, 1K) should contain material subfolders with identical filenames across all LOD tiers:
Textures/
├── 8K/Wood/Wood_BaseColor.png
├── 4K/Wood/Wood_BaseColor.png
├── 2K/Wood/Wood_BaseColor.png
└── 1K/Wood/Wood_BaseColor.png
This structure enables instant resolution switching without rebuilding shaders.
Compression Recommendations
- PNG — Best for web and game engines. Use compression level 6 for a good speed/size tradeoff.
- OpenEXR — Use for film pipelines where HDR data is required.
- TIFF — Use for archival or when working with print pipelines.
- JPEG — Quality 85–95 is ideal for most textures. Avoid for normal maps.
- WebP — Excellent compression. Use lossless WebP to replace PNG.