Blender Tutorial - Pixel Art with Dithering (Graduated Shadows)

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  • เผยแพร่เมื่อ 21 ต.ค. 2024

ความคิดเห็น • 34

  • @TheSnoClan
    @TheSnoClan 2 ปีที่แล้ว +7

    This is one of the cleanest Pixel Art Shaders i have seen so far! Looks really good!

    • @PointCloud
      @PointCloud  2 ปีที่แล้ว +1

      Thanks very much.

  • @etnaicholas
    @etnaicholas ปีที่แล้ว +2

    This is a good short and to the point tutorial that does exactly what it says. Thank you for sharing.

    • @PointCloud
      @PointCloud  ปีที่แล้ว +1

      Thank you very much.

  • @Issajjj
    @Issajjj 4 หลายเดือนก่อน +1

    THANK YOU SO MUCH! this is the best tutorial EVER

    • @PointCloud
      @PointCloud  4 หลายเดือนก่อน

      Thanks for watching ;)

  • @haydensmith2465
    @haydensmith2465 ปีที่แล้ว +1

    Yo, this is EXACTLY what I was looking for! I didn’t think I would find something so helpful 😆 Thank you!!

    • @PointCloud
      @PointCloud  ปีที่แล้ว

      Thanks, glad to help.

  • @jweinrub
    @jweinrub 8 หลายเดือนก่อน +2

    Too fast, but I was able to make it work. Great job.

    • @PointCloud
      @PointCloud  8 หลายเดือนก่อน +1

      Thanks :D

  • @mathancreates
    @mathancreates 8 หลายเดือนก่อน +1

    thank you sm

  • @benyafezstudio
    @benyafezstudio ปีที่แล้ว

    Thanks for sharing this ❤

  • @ShivvyCroft
    @ShivvyCroft ปีที่แล้ว +2

    Awesome tut! thanks so much. I wonder if there's a way we can do this without lowering the sample value... Say if we wanted to mix high-fidelity elements with some pixel/dither elements

    • @PointCloud
      @PointCloud  ปีที่แล้ว

      Yes, it's possible. In this case you have to do it as it's own geometry with Geometry Nodes. Then you have large planes which display the pixel style. I don't have a tutorial specifically for this, but there are 2 related videos about Pixel Art with Geometry Nodes on my channel.
      #1: th-cam.com/video/_1fIcqidH0A/w-d-xo.html
      #2: th-cam.com/users/live72yWA1dA9qo?feature=share

    • @PointCloud
      @PointCloud  ปีที่แล้ว

      I played a bit around because I was curious too, and I figured something out. Maybe I will do a video or another stream about this topic.

    • @ameyagupta7285
      @ameyagupta7285 ปีที่แล้ว

      this could work easier if you just made the shader itself, and then pixelated with compositor nodes. just scale the image down by some factor, use the "Pixelate" node, and then scale it back up to its original resolution. you maintain the same resolution, but now its pixely

  • @mouse-uldefect2748
    @mouse-uldefect2748 ปีที่แล้ว +1

    awesome!!! but if you dont mind answering, how do I make it so it keeps the original colors of the objects?

    • @PointCloud
      @PointCloud  ปีที่แล้ว

      You could split the color to have a colorramp for each color itself and re-combine it later then to a color for the output.

  • @PiononoMatic
    @PiononoMatic ปีที่แล้ว +1

    hello! thanks for this amazing tutorial, i made it in cycles and have a question, when i move the objet the point of dithering are moving to, how can i resolve this?

    • @PointCloud
      @PointCloud  ปีที่แล้ว

      Hm, thats intended, because these dots are bound to the camera.
      So I don't see an easy fix here.

  • @Matt-tt7wb
    @Matt-tt7wb 4 หลายเดือนก่อน

    Hi I'm having trouble selecting the correct modulo. There are 2 in blender 4

    • @Matt-tt7wb
      @Matt-tt7wb 4 หลายเดือนก่อน

      I also can't find the distance node

    • @Matt-tt7wb
      @Matt-tt7wb 4 หลายเดือนก่อน

      Found both.

  • @indianajonesandthesevencit5728
    @indianajonesandthesevencit5728 ปีที่แล้ว

    "Texture coordinate" does not exist in Blender 3.4 ? At least in the "compositing" view.

    • @PointCloud
      @PointCloud  ปีที่แล้ว

      Yes, but I create this style in the shader Editor, not compositor.

    • @indianajonesandthesevencit5728
      @indianajonesandthesevencit5728 ปีที่แล้ว

      @@PointCloud would you know how to "posterize" a single material? I've created a color ramp but it still results in a smooth gradient in the rendered object. I want the colors to be discrete (like a posterize effect does). I want to apply that effect to a single material (so that the posterization algorithm does not try to sample the colors of the whole image, only the shades of that object)

    • @PointCloud
      @PointCloud  ปีที่แล้ว

      Color ramp on constant has these hard color borders.

    • @indianajonesandthesevencit5728
      @indianajonesandthesevencit5728 ปีที่แล้ว

      @@PointCloud that's weird. I do set them on constant but then in the render it creates all the smooth intermediate shades. Maybe it's because the color ramp only applies to the Base Color but then the shading happens later down the line and has more weight in the process?

    • @PointCloud
      @PointCloud  ปีที่แล้ว

      If you want, you can send me a screenshot of your shader tree + the result on Instagram (pointcloud_tutorials). Maybe I can spot a mistake somewhere.

  • @baloonga6524
    @baloonga6524 6 หลายเดือนก่อน

    hylics

  • @AntoineVanGeyseghem
    @AntoineVanGeyseghem ปีที่แล้ว +1

    :O