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Introducing Texel Splatting a technique for "true" 3D pixel art
421,349 görüntüleme • 6 ay önce •via X (Twitter)
31 Yorum

that's not what pixel art means in the slightest

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

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.

Bro I think you need more cameras

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

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.

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.

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

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

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

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!

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

ok but rendering 13 times per frame sounds terrifying

Now the dream is finally possible

Interesting.

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

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.

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

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.

@Scobleizer Great job friend

is your editing style inspired by that one bill wurtz video

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!

needs more camera

ts feels like a bill wurtz video

dope

sounds computationally expensive doing cubemaps like that

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

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.

this is minecraft with extra steps

what the fuck did i just see

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