Devlog 3: Keeping Things Simple


Devlog 3

Big changes

I’ve noticed that some parts of this shader aren’t procedural when they easily could be, most notably users had to calculate the ratio multiplier and resolutions when the aspect ratio isn’t 1x1. So, I’ve changes some things around to make it easier and more procedural.

  • Pixel scale
    • What used to be “Resolution” on node groups in the shader and compositor is now “Pixel Scale” but it functions the same. It acts as a way to sync up the shader and compositor so that they produce the same pixels. You can think of it like a percentage whare the default is 100% with anything higher being of higher pixel density and anything lower being of lower pixel density. There is no longer any need to worry about finding the perfect value to fit your aspect ratio because that is calculated for you now. As long as both “Pixel Scale” values in the shader and compositor are the same you should be all good.
  • Resolution (x)
    • This is the new parameter that I’ve added in order to preform more of the operations automatically. For this, all you need to do is input the same Resolution x value that you are using in your scene settings. As long as this value matches the value in your scene the aspect ratio of the pixels will be calculated for you.
  • Ratio X and Ratio Y
    • What used to be “X scale” and “Y scale” is now “Ratio X” and “Ratio Y” and they serve the same purpose. You just use it for your render aspect ratio. Using the same ratio as the render will give you square pixels and tweaking the values will result in different pixel sizes and shapes.

Because these changes will mean that some node setups may need to be changed, I have decided to leave up the previous version (BlendNoteV10.blend) for those of you who might still want to use the old set up.

Other updates

I’ve fixed an issue whare the pixels in the final render are offset and not aligned properly.

I changed the names of my six bit dither and eight bit dither to better represent their actual color depth (Six-bit is now Five-bit and eight bit is now Six-bit).

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