正在加载视频...

视频加载失败

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

421,349 次观看 • 6 个月前 •via X (Twitter)

31 条评论

Ashe Monster Mash 的头像
Ashe Monster Mash6 个月前

that's not what pixel art means in the slightest

Electric Kitty 的头像
Electric Kitty6 个月前

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 的头像
Robert William Cummings6 个月前

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🇱🇹 的头像
aLTis🇱🇹6 个月前

Bro I think you need more cameras

Tom 的头像
Tom6 个月前

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 的头像
Track Bandit: 8 Beats To Die6 个月前

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 的头像
Tim Soret6 个月前

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 的头像
Golan Levin6 个月前

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

emulaation 的头像
emulaation6 个月前

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

dylan 的头像
dylan6 个月前

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

ming cat ! 的头像
ming cat !6 个月前

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 的头像
Reuben Scratton6 个月前

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

david snailshart 的头像
david snailshart6 个月前

ok but rendering 13 times per frame sounds terrifying

Freaky-chan 的头像
Freaky-chan6 个月前

Now the dream is finally possible

Ko.dll 的头像
Ko.dll6 个月前

Interesting.

GAVITRAXmz Art 𓆏 的头像
GAVITRAXmz Art 𓆏6 个月前

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

..... 的头像
.....6 个月前

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 的头像
dustin6 个月前

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

⠏⠑⠝⠞⠁⠛⠑⠁⠗ 的头像
⠏⠑⠝⠞⠁⠛⠑⠁⠗6 个月前

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 的头像
ZotGuard6 个月前

@Scobleizer Great job friend

lopbun 的头像
lopbun6 个月前

is your editing style inspired by that one bill wurtz video

MVPuccino 🎋🍭 的头像
MVPuccino 🎋🍭6 个月前

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 的头像
notreallyimporant6 个月前

needs more camera

JeLeff+ 的头像
JeLeff+6 个月前

ts feels like a bill wurtz video

Red5 的头像
Red56 个月前

dope

Cappy 🇹🇭 (Not to be confused with Cappie) 的头像
Cappy 🇹🇭 (Not to be confused with Cappie)6 个月前

sounds computationally expensive doing cubemaps like that

Prithvish ⋅ d4mr 的头像
Prithvish ⋅ d4mr6 个月前

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

Doxy 的头像
Doxy6 个月前

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 的头像
White_Mage6 个月前

this is minecraft with extra steps

green bih 的头像
green bih6 个月前

what the fuck did i just see

John Can’t Lie 的头像
John Can’t Lie6 个月前

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

相关视频