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

421,349 views • 6 months ago •via X (Twitter)

31 Comments

Ashe Monster Mash's profile picture
Ashe Monster Mash6 months ago

that's not what pixel art means in the slightest

Electric Kitty's profile picture
Electric Kitty6 months ago

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

Robert William Cummings's profile picture
Robert William Cummings6 months ago

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.

aLTis🇱🇹's profile picture
aLTis🇱🇹6 months ago

Bro I think you need more cameras

Tom's profile picture
Tom6 months ago

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

Track Bandit: 8 Beats To Die's profile picture
Track Bandit: 8 Beats To Die6 months ago

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.

Tim Soret's profile picture
Tim Soret6 months ago

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.

Golan Levin's profile picture
Golan Levin6 months ago

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

emulaation's profile picture
emulaation6 months ago

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

dylan's profile picture
dylan6 months ago

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

ming cat !'s profile picture
ming cat !6 months ago

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!

Reuben Scratton's profile picture
Reuben Scratton6 months ago

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

david snailshart's profile picture
david snailshart6 months ago

ok but rendering 13 times per frame sounds terrifying

Freaky-chan's profile picture
Freaky-chan6 months ago

Now the dream is finally possible

Ko.dll's profile picture
Ko.dll6 months ago

Interesting.

GAVITRAXmz Art 𓆏's profile picture
GAVITRAXmz Art 𓆏6 months ago

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

.....'s profile picture
.....6 months ago

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.

dustin's profile picture
dustin6 months ago

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

⠏⠑⠝⠞⠁⠛⠑⠁⠗'s profile picture
⠏⠑⠝⠞⠁⠛⠑⠁⠗6 months ago

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.

ZotGuard's profile picture
ZotGuard6 months ago

@Scobleizer Great job friend

lopbun's profile picture
lopbun6 months ago

is your editing style inspired by that one bill wurtz video

MVPuccino 🎋🍭's profile picture
MVPuccino 🎋🍭6 months ago

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!

notreallyimporant's profile picture
notreallyimporant6 months ago

needs more camera

JeLeff+'s profile picture
JeLeff+6 months ago

ts feels like a bill wurtz video

Red5's profile picture
Red56 months ago

dope

Cappy 🇹🇭 (Not to be confused with Cappie)'s profile picture
Cappy 🇹🇭 (Not to be confused with Cappie)6 months ago

sounds computationally expensive doing cubemaps like that

Prithvish ⋅ d4mr's profile picture
Prithvish ⋅ d4mr6 months ago

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

Doxy's profile picture
Doxy6 months ago

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.

White_Mage's profile picture
White_Mage6 months ago

this is minecraft with extra steps

green bih's profile picture
green bih6 months ago

what the fuck did i just see

John Can’t Lie's profile picture
John Can’t Lie6 months ago

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

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