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:
https://www.youtube.com/watch?v=HPqGaIMVuLs
Source repository:
https://github.com/runevision/Dither3D
[#]gamedev #vfx
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I wrote an FAQ here. Mostly to handle the barrage of questions and suggestions in YouTube comments, but others might find it interesting too.
https://github.com/runevision/Dither3D/discussions/12
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@runevision By the way, Hi-Fi Rush did successfully use triplanar mapping for their surface-stable half-tone dots shader but it's only used for parts of the environment and so most surfaces are already naturally aligned to the three planes and the transitions therefore aren't very noticeable or distracting. Obviously a different problem than yours since they're not trying to use it as a wholesale rendering technique, just as an effect.
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@pervognsen Thanks, just watched the talk. Right, seems like they don't even do triplanar blending but just pick the closest aligned axis. I can definitely see that working for well-controlled use cases. It's also not fractal of course - quite a different problem, as you say.
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