EXR to TGA Converter
Convert EXR to TGA in your browser. EXR files usually come from 3D renderers and compositing in Nuke, Blender, Houdini, After Effects and DaVinci Resolve; TGA is the better fit for game textures and 3D software. You get a run-length encoded 32-bit TGA with alpha. Nothing is uploaded.
- Processed locally
- No upload, no wait
- No sign-up
- No watermark
Drop images here
or choose files · paste with Ctrl/⌘ V
EXR expected · other image formats also work
How to use EXR to TGA
- 1
Add your EXR files: drop them here, choose them, or paste from the clipboard.
- 2
There is nothing to tune: the TGA is written losslessly. Resizing and rotating are under More options if you need them.
- 3
Click Convert. Each file is decoded and encoded in a background thread on this device.
- 4
Download the .tga files one at a time or together as a ZIP.
Why use Aback Images for exr to tga
Where the TGA goes next
TGA opens in Unreal Engine, Unity, Blender, Photoshop, GIMP and Substance tools.
TGA next to EXR
Both sides are lossless, so the size depends on how well the TGA encoder handles this picture compared with the EXR's none, RLE, ZIP, PIZ, PXR24, B44 or DWA, chosen per file.
Written without a lossy pass
The TGA is written losslessly, so the pixels decoded from the EXR arrive unchanged, apart from precision beyond 8 bits per channel.
Processed on your device
Your images are decoded, edited and encoded inside this browser tab by Web Workers. Nothing is uploaded to a server.
EXR vs TGA
What changes from EXR to TGA
Encoding: the EXR uses none, RLE, ZIP, PIZ, PXR24, B44 or DWA, chosen per file; TGA uses uncompressed or run-length encoded (RLE), and the download is a run-length encoded 32-bit TGA with alpha.
Bit depth: 16-bit half or 32-bit floating point per channel in the EXR; TGA allows 8, 15, 16, 24 or 32 bits per pixel, and the TGA written here has 32 bits per pixel. Floating-point values are mapped to 8 bits per channel, and anything brighter than white clips.
Colour: scene-linear RGB, often ACEScg or linear Rec.709 in the EXR; TGA supports RGB, greyscale or a colour map, written here as 8-bit sRGB.
Transparency: the EXR stores it as an A channel stored like any other channel; the TGA keeps it as the fourth byte of each 32-bit pixel (or one bit in 16-bit files).
Other images: the EXR can hold extra channels (depth, normals, render passes) and multiple parts; only the main image is converted.
Metadata: the EXR can carry named header attributes such as chromaticities, timecode and camera data; TGA can carry an image ID field and an optional extension area with author and date, but nothing is copied across.
About EXR
OpenEXR is the high dynamic range format of film visual effects. It stores half or full floating-point channels in linear light, plus any extra render passes, and is the working format of compositing pipelines.
An EXR starts with the magic number 76 2F 31 01 and a version field, then a header of named, typed attributes (channels, compression, dataWindow, displayWindow) and a table of offsets to scanline or tile blocks.
EXR files usually come from 3D renderers and compositing in Nuke, Blender, Houdini, After Effects and DaVinci Resolve.
About TGA
TGA is a simple raster format still widely used for game textures and 3D rendering pipelines because it stores alpha channels reliably and loads fast.
A TGA has an 18-byte header (ID length, colour map type, image type 2 for true colour or 10 for RLE, origin, size, bits per pixel and a descriptor byte whose bits give the alpha depth and whether rows run top-down), then the pixels; version 2 files end with a 'TRUEVISION-XFILE' footer.
When converting EXR to TGA makes sense
TGA is the better choice for game textures and 3D software, while EXR suits visual effects, compositing and 3D render output.
TGA strengths: Reliable alpha channel; Fast and simple to load; Common in game engines. Drawbacks to weigh: Large files; Not viewable in browsers.
Limitations
- EXR values are scene-linear and can exceed 1.0; they are mapped to display values without tone mapping, so highlights clip to white.
- Only the colour channels are converted; depth, normals and other render passes are dropped.
- Single-part scanline files are supported; tiled, deep and multi-part EXRs, and those compressed with B44 or DWA, cannot be read here.
- The run-length encoding used here is lossless, and game engines read compressed and uncompressed TGA alike.
- TGA files do not open in browsers, so keep a PNG for previews.
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Frequently asked questions
Does converting EXR to TGA lose quality?
TGA is written losslessly, so the pixels are stored exactly as decoded. Floating-point values are mapped to 8 bits per channel, and anything brighter than white clips. Not carried over: any extra channels.
Is transparency kept in the TGA?
Yes. EXR stores it as an A channel stored like any other channel, and the TGA is written with an alpha channel, so transparent areas stay transparent.
Which apps open TGA files?
Unreal Engine, Unity, Blender, Photoshop, GIMP and Substance tools. It does not open in web browsers.
Are my images uploaded anywhere?
No. Processing happens inside your browser with WebAssembly and Web Workers. The site only downloads the app code and codecs; your files never leave your device. You can confirm this with the live upload counter on the tool, or in your browser's network panel.
Can I process many files at once?
Yes. Drop a whole selection or folder. Files are processed in parallel on several worker threads, each result can be downloaded on its own, and everything can be saved as one ZIP.
Is it free? Is there a file limit or watermark?
It is free with no account, no watermark and no daily limit. The only limit is your device's memory: very large images (over roughly 100 megapixels) may be refused to keep the tab from crashing.