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 π 2 π 0 π¬ 0 π 0@mattdevv.bsky.social
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 π 2 π 0 π¬ 0 π 0Still 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 π 0 π 0 π¬ 1 π 0Fixed the SDF antialiasing a bit since some people were checking it out.
(Before/after)
Posted the code here:
bsky.app/profile/matt...
Didn't do much more but have cleaned up the code and released it on Github to demo the implementation.
github.com/mattdevv/SDF...
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 π 0 π 0 π¬ 1 π 0More 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 π 2 π 0 π¬ 2 π 02x2
4x4
8x8
256x256
Comparison of different size Bayer matrices: 2x2, 4x4, 8x8, 256x256
07.02.2025 08:05 β π 2 π 0 π¬ 1 π 0Update 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 π 13 π 0 π¬ 3 π 1Thanks, 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 π 1 π 0 π¬ 1 π 0Yep 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 π 4 π 0 π¬ 1 π 0Dithering with dots
Dithering with stars
Stars Signed Distance Field
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)
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).