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I purchased this package because the Darth Vader image was very cool and seemed to reproduce a texture similar to Pixelart.

I thought the nodes were great as well, with a reasonable and flexible structure.

Currently I have a BSDF node with textures connected to a Dither_8BitColor node.

So my question is, is it possible to set the dithering to occur only on the borders of shadows and highlights?


Right now, my settings are making them look noisy and I would like to reduce them and make them more crisp.

This is, for example, just like the PixelArt image here.

https://twitter.com/KEZIMEro/status/1520206304408752128?s=20&t=tbo2eTrlkCy6Np3BE...

I am Japanese and if the text is hard to read, I apologize:'(

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The thing with the Dither_8BitColor node is that it is creating noise because the colors on your model don't match any of the 64 colors in it's palette. the reason it is creating noise is because it is trying to mix the colors visually.

I looked at the twitter post you sent me and I think the best way to get that look is by using the Dither-Bayers_ThreeTone node with a color ramp or my color ramp math node like this.

I would put the BSDF through the color ramp to make the shading more crisp and have the texture added after using the Dither-Bayers_ThreeTone node.

The settings I used in the above image I think best match the style of the twitter post you sent me but the look could be different by changing the values in the color ramp and Dither-Bayers_ThreeTone nodes.

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Thanks for the answer!

I reproduced the node diagram you sent me here as well.

I did not understand all of the principles, but the effect was amazingly ideal.

Not only the resolution, but also the tonality and intensity of the shading can be adjusted all at once, which is really great!

Finally, we would like to render the image keeping this clean pixel effect as much as possible.

The most ideal result would be that anti-aliasing would be disabled and the dots generated by "Dither-Bayers_ThreeTone" would be 1 pixel of the actual rendered image.

For the moment, I have set X:Y = 3:4 (768px:1024px) and rendered the image with the composite node "PixelComposit" set as shown in the image, but what should I consider these parameters?

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As a start you should have the Pixel Composit node back to it's original settings. The real setting you need to change is resolution of the "Dither-Bayers_ThreeTone" node in the shader. The value it should be "render resolution x" devided by "x scale" divided by ten: which in your case would equal 25.6. However that will be very low resolution to start. So you'll probably want to multiply that value, but when you do so make sure you multiply the resolution value in the pixel composite node by the same value.

for example 

multiplierx1x2x3
shader resolution25.651.276.8
compositor resolution100200300


I really should have written better instructions because I completely forgot to mention this part anywhere. These node groups are all almost entirely math based, meaning that there is usually an equation you need to reference when tweaking the settings. Something I should probably do is add some more parameters to the node groups so that they can do all of this math for you. these will be things to think about for the next update I make.

I hope this was helpful and feel free to contact me with any more questions.

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I entered the parameters I was given as a reference, and this also had the effect I was hoping for surprisingly.

That is exactly the kind of calculation I wanted to know. Thank you!

As you say, I would feel more comfortable if these values were entered automatically, as long as the proper values are determined by the calculation.

Yes, if I have any more questions, I will ask them!

It was a great encounter with this node for me.

I wish AshCruz all the best in his creative, further development and success.