Video wird geladen...

Video konnte nicht geladen werden

Zur Startseite

Introducing Texel Splatting a technique for "true" 3D pixel art

421,349 Aufrufe • vor 6 Monaten •via X (Twitter)

31 Kommentare

Profilbild von Ashe Monster Mash
Ashe Monster Mashvor 6 Monaten

that's not what pixel art means in the slightest

Profilbild von Electric Kitty
Electric Kittyvor 6 Monaten

we heard you like rendering frames so we rendered frames in your frames so you can renden frames while you render frames

Profilbild von Robert William Cummings
Robert William Cummingsvor 6 Monaten

It's frankly a hot mess thats pretty much a couple of lines of shader code for uv coords to solve. Texel centers are preserved, blend at edges. Stable, AA "pixel" art. Just use linear, and let the hardware solve it for you. 2-4 lines of code to replace all of that.

Profilbild von aLTis🇱🇹
aLTis🇱🇹vor 6 Monaten

Bro I think you need more cameras

Profilbild von Tom
Tomvor 6 Monaten

I watched it, I like it, and I still don't get it I thought it's gonna be shader, but then 13 cameras popped up

Profilbild von Track Bandit: 8 Beats To Die
Track Bandit: 8 Beats To Dievor 6 Monaten

I made a pixel art shader a few months ago (it's in the asset store). My approach to fix the pixel creeps was to round the position of the camera so it always moves at its local axis's pixel size. Also, pixel perfect outlines were my best resource for a pixel-art look.

Profilbild von Tim Soret
Tim Soretvor 6 Monaten

Crazy approach haha, although yes I see limitations. Without a quirky fix like the protagonist "blinking" every 3 seconds, giving you a frame to reposition the probe, or accepting that the world gets "re-rerendered" every second or something, it seems like a dead end.

Profilbild von Golan Levin
Golan Levinvor 6 Monaten

hi - you might enjoy this related work, a detailed case study of 3D 1-bit texel dithering in Return of the Obra Dinn:

Profilbild von emulaation
emulaationvor 6 Monaten

Is there a solution to disocclusion? How it be mitigated besides changing the scene/view angle

Profilbild von dylan
dylanvor 6 Monaten

the open problem of: 1. have the probe positioned so it can see everything 2. move the probe as infrequently as possible

Profilbild von ming cat !
ming cat !vor 6 Monaten

This is an awesome tutorial and a really cool effect but I think this is distinct from pixel art. Pixel art, to me, implies art where conscious control was exerted over every pixel. This is great in its own way too though!

Profilbild von Reuben Scratton
Reuben Scrattonvor 6 Monaten

I could be wrong but it seems like this could be useful to you:

Profilbild von david snailshart
david snailshartvor 6 Monaten

ok but rendering 13 times per frame sounds terrifying

Profilbild von Freaky-chan
Freaky-chanvor 6 Monaten

Now the dream is finally possible

Profilbild von Ko.dll
Ko.dllvor 6 Monaten

Interesting.

Profilbild von GAVITRAXmz Art 𓆏
GAVITRAXmz Art 𓆏vor 6 Monaten

Decreasing the resolution and adding a dithering filter doesn't magically make it pixel art.

Profilbild von .....
.....vor 6 Monaten

Fuck you. You don't need to invent something because it's probably been invented before. Your ego just wants something named after it. This looks like shit sounds dumb. If you want to truly learn DO WHAT PEOPLE IN 1995 DID WITH THEIR SETUP.

Profilbild von dustin
dustinvor 6 Monaten

the real lesson here is how band pass filters are great for asking questions

Profilbild von ⠏⠑⠝⠞⠁⠛⠑⠁⠗
⠏⠑⠝⠞⠁⠛⠑⠁⠗vor 6 Monaten

It's about as pixel art as disabling anti-aliasing and using nearest neighbor instead of mipmapping is... The splatting bit is pretty cool though.

Profilbild von ZotGuard
ZotGuardvor 6 Monaten

@Scobleizer Great job friend

Profilbild von lopbun
lopbunvor 6 Monaten

is your editing style inspired by that one bill wurtz video

Profilbild von MVPuccino 🎋🍭
MVPuccino 🎋🍭vor 6 Monaten

I feel like more clever art direction with resolution downscaling in mind (e.g. sparser grass and less detailed textures since there aren't as many pixels to render to) would be better for a proper game than rendering a scene 13(?) times per frame. Still quite nice tech though!

Profilbild von notreallyimporant
notreallyimporantvor 6 Monaten

needs more camera

Profilbild von JeLeff+
JeLeff+vor 6 Monaten

ts feels like a bill wurtz video

Profilbild von Red5
Red5vor 6 Monaten

dope

Profilbild von Cappy 🇹🇭 (Not to be confused with Cappie)
Cappy 🇹🇭 (Not to be confused with Cappie)vor 6 Monaten

sounds computationally expensive doing cubemaps like that

Profilbild von Prithvish ⋅ d4mr
Prithvish ⋅ d4mrvor 6 Monaten

love your editing style, very bill wurtz-esque, gg!

Profilbild von Doxy
Doxyvor 6 Monaten

This is gorgeous. The biggest unlock for adoption might be tooling: export straight to game-engine tilemaps/materials so artists can iterate without conversion pain.

Profilbild von White_Mage
White_Magevor 6 Monaten

this is minecraft with extra steps

Profilbild von green bih
green bihvor 6 Monaten

what the fuck did i just see

Profilbild von John Can’t Lie
John Can’t Lievor 6 Monaten

thats a lot od fuckery for basically no effect, would it be better to just write some kind of shader for it or something?

Ähnliche Videos