Skip to content

Compression

KTX2 Compression Settings

Fine-tune how textures are encoded when KTX2 Format is selected in the Output section.

These settings appear only when Texture Format is set to KTX2 Format. KTX2 uses Basis Universal encoding to create textures that decompress directly on the GPU - reducing video memory usage compared to PNG or JPEG without any CPU decompression overhead at runtime.

Platform availability

On Windows, KTX2 natives are bundled for Maya 2022-2027. On macOS, KTX2 export (and other features that need Maya-year-specific native libraries) is verified for Maya 2026 only. The plug-in auto-loads on Maya 2022+, but choose Maya 2026 on macOS when you need the full feature set including KTX2.


Quality

Controls the overall quality level of the KTX2 encoding.

Setting File size Quality Use case
Low Smallest Lower Less-important textures, large atlases
Medium Balanced Good Most assets (default)
High Larger Better Hero assets and close-up surfaces
Maximum Largest Best Key assets where size is not a concern

Format

Selects the Basis Universal encoding mode used inside the KTX2 container.

Format File size Quality Best for
ETC1S Smaller Lower Color maps, large atlases, UI textures
UASTC Larger Higher Normal maps, metallic/roughness, hero color
ASTC 4x4 Varies High Mobile hardware with native ASTC support
None No GPU compression Lossless Archiving, or runtimes that need raw KTX2

Practical guidance:

  • Use ETC1S for color textures where subtle compression differences are acceptable
  • Use UASTC for any data texture - normal, roughness, metallic - where precision matters
  • When a material uses both color and data textures, encode them separately using UASTC for data and ETC1S for color if your pipeline allows it

Supercompression

Default: On

Applies Zstandard file-level compression on top of the KTX2 output. This reduces the download size of the .ktx2 files without affecting how the GPU decompresses them at runtime.

  • Leave this on in almost all cases - it reduces size with no quality cost
  • Turn it off only if a specific tool in your pipeline cannot read Zstandard-compressed KTX2

Generate Mipmaps

Default: On

Automatically generates mip levels for each exported texture.

  • Mipmaps improve rendering quality and performance when objects appear at varying distances from the camera
  • Leave this on for any texture used on a 3D surface in a real-time viewer
  • Turn it off only for textures shown at a fixed size (for example, UI elements or a flat screen)

Compress Normal Maps

Default: Off

By default, normal maps stay as regular images (for example PNG) instead of being forced into KTX2. That avoids banding or noise that lossy compression can add on normals.

  • Leave this off for the safest look
  • Turn it on only if you need smaller normals and have checked the result in your viewer