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

421,349 просмотров • 6 месяцев назад •via X (Twitter)

Комментарии: 31

Фото профиля Ashe Monster Mash
Ashe Monster Mash6 месяцев назад

that's not what pixel art means in the slightest

Фото профиля Electric Kitty
Electric Kitty6 месяцев назад

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

Фото профиля Robert William Cummings
Robert William Cummings6 месяцев назад

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.

Фото профиля aLTis🇱🇹
aLTis🇱🇹6 месяцев назад

Bro I think you need more cameras

Фото профиля Tom
Tom6 месяцев назад

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

Фото профиля Track Bandit: 8 Beats To Die
Track Bandit: 8 Beats To Die6 месяцев назад

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.

Фото профиля Tim Soret
Tim Soret6 месяцев назад

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.

Фото профиля Golan Levin
Golan Levin6 месяцев назад

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

Фото профиля emulaation
emulaation6 месяцев назад

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

Фото профиля dylan
dylan6 месяцев назад

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

Фото профиля ming cat !
ming cat !6 месяцев назад

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!

Фото профиля Reuben Scratton
Reuben Scratton6 месяцев назад

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

Фото профиля david snailshart
david snailshart6 месяцев назад

ok but rendering 13 times per frame sounds terrifying

Фото профиля Freaky-chan
Freaky-chan6 месяцев назад

Now the dream is finally possible

Фото профиля Ko.dll
Ko.dll6 месяцев назад

Interesting.

Фото профиля GAVITRAXmz Art 𓆏
GAVITRAXmz Art 𓆏6 месяцев назад

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

Фото профиля .....
.....6 месяцев назад

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.

Фото профиля dustin
dustin6 месяцев назад

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

Фото профиля ⠏⠑⠝⠞⠁⠛⠑⠁⠗
⠏⠑⠝⠞⠁⠛⠑⠁⠗6 месяцев назад

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.

Фото профиля ZotGuard
ZotGuard6 месяцев назад

@Scobleizer Great job friend

Фото профиля lopbun
lopbun6 месяцев назад

is your editing style inspired by that one bill wurtz video

Фото профиля MVPuccino 🎋🍭
MVPuccino 🎋🍭6 месяцев назад

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!

Фото профиля notreallyimporant
notreallyimporant6 месяцев назад

needs more camera

Фото профиля JeLeff+
JeLeff+6 месяцев назад

ts feels like a bill wurtz video

Фото профиля Red5
Red56 месяцев назад

dope

Фото профиля Cappy 🇹🇭 (Not to be confused with Cappie)
Cappy 🇹🇭 (Not to be confused with Cappie)6 месяцев назад

sounds computationally expensive doing cubemaps like that

Фото профиля Prithvish ⋅ d4mr
Prithvish ⋅ d4mr6 месяцев назад

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

Фото профиля Doxy
Doxy6 месяцев назад

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.

Фото профиля White_Mage
White_Mage6 месяцев назад

this is minecraft with extra steps

Фото профиля green bih
green bih6 месяцев назад

what the fuck did i just see

Фото профиля John Can’t Lie
John Can’t Lie6 месяцев назад

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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