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
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
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
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 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 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?
This is one of the cleanest Pixel Art Shaders i have seen so far! Looks really good!
Thanks very much.
This is a good short and to the point tutorial that does exactly what it says. Thank you for sharing.
Thank you very much.
THANK YOU SO MUCH! this is the best tutorial EVER
Thanks for watching ;)
Yo, this is EXACTLY what I was looking for! I didn’t think I would find something so helpful 😆 Thank you!!
Thanks, glad to help.
Too fast, but I was able to make it work. Great job.
Thanks :D
thank you sm
Thanks for sharing this ❤
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
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
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.
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
awesome!!! but if you dont mind answering, how do I make it so it keeps the original colors of the objects?
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.
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?
Hm, thats intended, because these dots are bound to the camera.
So I don't see an easy fix here.
Hi I'm having trouble selecting the correct modulo. There are 2 in blender 4
I also can't find the distance node
Found both.
"Texture coordinate" does not exist in Blender 3.4 ? At least in the "compositing" view.
Yes, but I create this style in the shader Editor, not compositor.
@@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)
Color ramp on constant has these hard color borders.
@@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?
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.
hylics
:O
Math is beautiful ;D
@@PointCloud Yeah ! =D