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New dithering method dropped I call it Surface-Stable Fractal Dithering and I've released it as open source along with this explainer video of how it works. Explainer video: Source repository: #gamedev #vfx

90,935 次观看 • 1 年前 •via X (Twitter)

11 条评论

Xor 的头像
Xor1 年前

Neat. I used a similar technique for textures that I called “Fractal Texturing”

Rune Skovbo Johansen →🦋🐘 的头像
Rune Skovbo Johansen →🦋🐘1 年前

Yeah I've seen this technique (blending between different scales of the same texture) a lot of places. It works well for low-contrast textures. It doesn't work well for the dots in a dithering pattern, which in its nature have to be high-contrast.

Robert Hovden 的头像
Robert Hovden1 年前

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Twash 的头像
Twash1 年前

This is cool! Always wanted to make something like this that would keep the dithering uniform across the screen while still adhearing to surfaces Only got it to work in UV space though so it doesn't scale and things in the distance look too detailed

Dan Gant ⚡ 4D puzzle game TETRAFECTA in the works 的头像
Dan Gant ⚡ 4D puzzle game TETRAFECTA in the works1 年前

We invented the same solution to the same problem at the same time!

Rune Skovbo Johansen →🦋🐘 的头像
Rune Skovbo Johansen →🦋🐘1 年前

Not same solution. My technique is not blending between texel sizes as that would create blurry results in between different levels. It's using a 3D texture instead. And it's not basing it on depth as that wouldn't ensure consistent scale across differently scaled objects/UVs.

Michał Wróblewski ᯅ 的头像
Michał Wróblewski ᯅ1 年前

Looks🤯. I am saving to watch it on my TV @ 4K. Awesome work!

Rune Skovbo Johansen →🦋🐘 的头像
Rune Skovbo Johansen →🦋🐘1 年前

Thanks! The video is only 1080p though. :)

Wasteland Waste Disposal 的头像
Wasteland Waste Disposal1 年前

Okay that’s a cool artstyle, as always I’m really impressed. I now want to start A side project, so I can hop on the Rune SSFD train 🤩

dek 的头像
dek1 年前

This is super cool, gj

Veedrac 的头像
Veedrac1 年前

I feel this would look more like a traditional dither pattern better if you made the dots tiny and then did a dilate in screen space. You would have to darken surfaces that tilt away from the camera to counteract the dilation but I think that could also solve the off-axis issue.

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