Hi, there may be a few ways I could improve the noise that gets applied since yeah, right now it's done with a naive global approach. I'll think about how I could potentially improve it in the future. In the meantime I'd probably just disable dithering unless you really need it.
Action Dawg
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I haven't been able to make documentation, but if you're seeing resolution issues I would recommend using the Voxel Region Mask. Basically you create a mask on a separate layer, add an anchor point to that, and then reference the anchor point in 3D Blur. This will only voxelize the region you have painted.
Due to a mixture of storage limitations and floating point imprecision it's nearly impossible to go beyond the 16.7 million voxels of the current 3D Blur, but it's something I continue to look into when I have time.
You could look at ULTRAKILL, or a number of 3D Realms games for examples of work made with Pixel8r. It looks pretty good lit or unlit and you can always paint or bake more or less lighting into the textures depending on your needs. You can also preview in Painter with or without lighting. It does support normal maps, though I'm not sure of any games offhand which use them. I've made a few tutorials for Pixel8r showing off unlit, lit, and PBR lit workflows.
so to basically fund continued development of my filters, the way I structure things is that full version bumps are paid major updates/overhauls (ie people who bought any 1.X version didn't get 2.X versions for free).
but any .X updates are free, with .5 updates being big freebies.
more to the point though, it's definitely not a bad time to get it or anything. i don't really have the time to do a 3.0 and all my ideas for it are really complex and will take ages to develop. But I do have a couple bugfixes for a 2.8
This is due to Painter displaying the texture at its native power of two resolution, where the Pixel8r resolution can't scale up uniformly to match it. You can safely ignore the stretching.
For resolutions like this, follow the user guide and export out at full resolution, then downscale in any image editing application. No pixels will appear different than the preview in Painter, and you won't have any stretching anymore.
No timeline, but in the next version I'll be releasing a shader which fixes this problem.
When exporting from Designer I usually will work at a high res, then Pixel8r step and lastly add a transform node to downscale to the desired resolution (if the pixe8r res is a power of two). This should be pixel perfect and 1:1 with Pixel8r, but you can be extra sure it is by disabling filtering and mipmapping on the transform node.
If not pixelating to a power of two, export the pixelated high res image, then downscale in any image editor (I use Photoshop) using nearest neighbor and it will be pixel perfect.
Quick example of the power of two case:
Hi! I tested this! So firstly make sure you're on the latest version of Pixel8r (2.72). The last one had a bug with palettes.
Secondly, the way I have it interpret palettes isn't very intelligent at the moment. It expects the palette to be laid out as a horizontally laid out, 256 wide image like so:

Testing this one on my end it works perfectly:
That's my fault as I didn't document that well.
A smarter, more unified palette/LUT feature is on the todo list for a future version, though it will be a bit slower to process and probably be part of a big paid update which adds a ton of useful new features (especially for Quake modders!)
That's odd, it may just be a simple layout problem, because unless there's a bug it shouldn't output any colors that aren't in the palette.
Can you share the palette image? You should be able to upload it here, or you can reach me thru my email (found on my ArtStation), or my Twitter account. Whatever you prefer! If you're comfortable sharing it here though it could be helpful for anyone in the future.