Thank you very much! I tried to make it easy to use for new Blender users, check out the basic usage video :D
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Hey! I think that with some modification it would be possible to either render black as transparent or use the input image alpha, but due to the way the entire process is set up (including the use of camera lens blur) I guess the results wouldn't exactly be clean, and would require lots of internal rewiring to get it running properly. Maybe just mixing the shader result with a transparent shader using the input image alpha would be enough? I just never thought about including transparency into my CRT emulation processes since it usually involves rendering an entire display at once :D
It would require reconstructing the entire setup, as it instances "physical" stitches on a canvas as opposed to just using a material shader :)
It would definitely be possible, but it falls outside of my area of specialisation, as I haven't worked with Unity before :/
It's entirely Blender-based, so it's not possible to use it directly in other engines; however, feel free to take a look at the nodes if you'd like to take a shot at reconstructing it in a shader format that Game Maker uses :D
Oh! Could you describe what happens? I'm currently traveling and don't have access to a pc, but I'll try and troubleshoot this if possible :)
If it's not too much of a bother, could you try it on an earlier build of blender (3.5 for example)?
Hello and thank you very much for your support! I'm glad you like it!
There should be some files in the Extended archive, in the "Rexpaint" folder; these should go into Rexpaint's Data\Fonts subfolder, and the final two lines of "config.xt" should be appended to "_config.xt". This should enable the use of MRMOTEXT Extended in REXPaint :)
Hey! Yeah, Blender refuses to acknowledge gif format exists :D
Here's the steps for rendering an animation:
-Provide either frame-based or video input;
-Check the "cyclic" and "auto refresh" options;
-Edit the "end time" value in the timeline to match the number of frames of your input;
-Modify the render output settings as needed (set output path, format, resolution etc)
-Render -> Render animation (default shortcut Ctrl + F12)
Hope this helps!
Hey! To clarify, you would like a transparent png as the result of the process? It should be possible with modification, but the entire process relies on the underlying "paper" to be there to mix the "inks" on, so the result would probably not be what you expected :)
Do check the comments section, I've posted a possible method to get this done :)
The tileset is packed into a 256x256 pixel image; the tiles mostly consist of dungeon-themed building blocks, there's several "gradient" variations of most objects, a basic Latin character set, several animated tiles and there's a handful of sprites with basic 2-frame walk cycles and attack states. A large "secondary" tileset featuring several color combinations of the basic tileset is also included.
The entire tileset along with most of the animated tiles is supposed to be featured in the project screenshots, so please take a look at them!
Hey! First of all thank you very much for supporting my work!
I'm aware of the issue you mentioned, and that's, unfortunately, one of the limitations of upscaling a low-resolution tileset. At 1x resolution, these bold diagonals would connect relatively seamlessly, needing only a 1-pixel corner tile to achieve fully seamless connection. This "almost" seamless connection made me decide not to include specialized tiles for such cases, as I thought it would make more sense to add more varied tiles instead.
The x3 upscaled version of the tileset magnifies such "imperfections" greatly, and makes "almost" seamless connections much less seamless. I only included it because I thought it would be interesting to "upscale" existing art done with MRMOTEXT and for its "clean" look compared to the pixelated, aliased look of the original tileset.
Hey! The way the process works is by calculating separate C, M, Y and K values using the input image, and mixing an appropriate amount of "inks" on top of a "paper" backdrop, very similar to how actual printing works. You could get the "inks" value separately, but as there's no "white", any bright areas would result in transparency (the process basically overlays this result on top of a "paper" texture).
You could get around this by mixing the entire shader with a transparent shader using the input image's alpha as factor, like so:
The alpha obtained this way is not perfect, though.
Another, more complicated way would be to introduce a "fifth ink", based on the alpha instead of colors, which would make the transparency "halftoned" too; this would require modifying the halftone subprocess group to have an additional "alpha" output, and using that as the mix shader factor instead. This would also definitely fall outside of the scope I designed the process for :)
Thank you for helping me troubleshoot this; I've downloaded Blender v.3.0.0 and it is indeed a Blender version related issue.
In the "Normal Paper Texture" node group, these nodes are not connected properly if opened with older Blender versions, due to Map Range node being updated to support Vector inputs.
If you're unable to use a newer Blender version with MRMO-Halftone, you can bridge the missing connection like so:
This should allow you to use the "Paper Crumpling" feature, as it should now generate a valid output.
Depends on how you want to do it; the shader process is completely contained within Blender and does not work outside of it, so you wouldn't be able to use it realtime in Unity. You can render assets as textures in Blender, save them as images and use the result in Unity.
Also, does changing the values in the "Lighting Setup" node do anything? I've managed to reproduce your result by setting all three light intensities to 0, which leads me to believe there's something wrong with how Blender does calculations there.
Hey! This requires me to do some troubleshooting, could you please share your basic hardware specs? Also, what OS and Blender version you're using?
At a first glance, this looks like a Blender issue of some sort, I've tested the process on the lowest-end hardware I could find that still can run Blender 3.x (an i5 laptop from 2015 with integrated graphics, running Windows 10), and after chugging along compiling shaders for almost a minute, it produced the correct result :/
Also, if you enter the shader node, and connect the "Light Normal" to the Group Output, what does the result look like?
Hey! I've identified the problem, and will try to implement a solution as soon as I can!
The halftone pattern scale is not calculated correctly for vertical-oriented image textures, and I think I know how to fix it :)