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@mattdevv.bsky.social

24 Followers  |  56 Following  |  13 Posts  |  Joined: 31.10.2024  |  1.9937

Latest posts by mattdevv.bsky.social on Bluesky

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I think its being caused by the Bayer pattern itself. As more dots are added the patterns aren't equal in brightness. Most visible here in a 2x2 Bayer pattern.

26.05.2025 02:38 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Still some brightness banding occurring that I'm not happy with though. Easier to see it when the image is blurred.

26.05.2025 02:33 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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Fixed the SDF antialiasing a bit since some people were checking it out.

(Before/after)

26.05.2025 02:30 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Posted the code here:
bsky.app/profile/matt...

24.05.2025 10:29 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Didn't do much more but have cleaned up the code and released it on Github to demo the implementation.

github.com/mattdevv/SDF...

24.05.2025 10:26 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 1    πŸ“Œ 1

As in to reduce the banding you remap the brightness using a gradient, and the gradient is precomputed from the ratio of black vs white in each slice of the 3D texture? Sounds interesting but yeah harder with different shape dots.

07.02.2025 10:58 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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More work to do, there is some precision issues in the texture coordinates, and need to smooth out the sdf at low angles.

07.02.2025 08:09 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 2    πŸ“Œ 0
2x2

2x2

4x4

4x4

8x8

8x8

256x256

256x256

Comparison of different size Bayer matrices: 2x2, 4x4, 8x8, 256x256

07.02.2025 08:05 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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Update on my implementation of @runevision.bsky.social's texture-less fractal dithering, can now use any size Bayer matrix. Video shows how it looks in motion and changing some settings.

07.02.2025 08:05 β€” πŸ‘ 13    πŸ” 0    πŸ’¬ 3    πŸ“Œ 1

Thanks, mine is in Unity too. I would like to release it once it has more features. Looking to implement other sized Bayer matrices next week.

28.01.2025 21:31 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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Yep for each pixel I find its fractal level to subdivide the UV the correct amount. Then the UV is shifted to the center of each 2x2 Bayer sample and scaled by the fraction into the fractal level. Finally I min() the 4 SDF samples together and apply a hard edge.

27.01.2025 10:30 β€” πŸ‘ 4    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
Dithering with dots

Dithering with dots

Dithering with stars

Dithering with stars

Stars Signed Distance Field

Stars Signed Distance Field

Stars UV Coordinates

Stars UV Coordinates

No textures are used in dithering (except for albedo on the cube). Dot shape can be changed to any SDF equation.
(Circular Dots, Star Dots, Stars SDF, Stars UV coords)

27.01.2025 09:14 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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Amazing Video!

Tried my hand at implementing this just from the video but with SDFs instead of a 3D texture. Turned out pretty good but missing a lot of the quality touches from your final shader, however I can now switch the shape of the dots easily (See reply).

27.01.2025 09:14 β€” πŸ‘ 7    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

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