Ye it looks like a cheap photoshop filter. Its rly bad imo
@bcmpinc7 ай бұрын
Use a low resolution, add a dither matrix, then do the posterization and you can call it "pixel art".
@averagesnail7 ай бұрын
@@JuhoSprite and your opinion is WRONG!!!!!
@k_otey7 ай бұрын
like anything, it looks good when it's done well. 0:09 is beautiful
@Beatsbasteln7 ай бұрын
fun fact, if you apply the same term "y = round(x * a) / a" to an audio signal, with x being the audio signal and a being the parameter, it becomes what is typically known as a bitcrusher effect
@Solanaar7 ай бұрын
Oooh! I felt like the way the wobble-noodle deformed reminded me of that! Great observation!
@xenontesla1227 ай бұрын
Yup! I’ve used this effect both visually *and* sonically to make music that generates animations when put through an oscilloscope
@iamsushi10567 ай бұрын
That’s true smooth bitcrushing. True bitcrushing has an equal to a power of 2. (Ironically, using the same formula on the time scale produces the similar effect downsampling, which is often misconstrued or falsely marketed as “smooth bitcrush”)
@VRchitecture7 ай бұрын
Those signal processing methods when used on different kinds of media may lead to very interesting results 👍🏻
@43tss7 ай бұрын
As a sound designer, wow.
@qwjd8s693pt4kaun7 ай бұрын
To get optimal (most similar to the original) posterization the OkLAB (OkLCH) should be used. This is a colorspace designed to be perceptually uniform, which means that if you split your colors in equal intervals neighboring blocks would look equally similar/dissimilar to each other. Edit: pasteurization -> posterization
@kristoffred7 ай бұрын
I'll look into it thank you for sharing that!
@Extner47 ай бұрын
@@kristoffred acerola has a great video on color selection and OkLAB colors kzbin.info/www/bejne/nKeQqJ-lbd6Jns0si=ZXssbMtmTiO1fpvQ
@seannewell3977 ай бұрын
Mmmm pasteurization - yummy milk 😜😅
@qwjd8s693pt4kaun7 ай бұрын
@@seannewell397, literally didn't cross my mind they are spelled differently, thanks In my mother tongue it's the same spelling
@SimplyWondering7 ай бұрын
Ok lab is super cool and I was wondering if you had seen it or not guess that answers that question
@yollie-the-dude7 ай бұрын
As the son of John Posterization himself, I approve of this video 👍
@k_otey7 ай бұрын
i am ashamed that i searched up "john posterization"
@lukasjetu97767 ай бұрын
@@k_otey just wanted to google it too
@Vextrove7 ай бұрын
@@k_otey and I'm proud of you!
@Theunjduvqhfurbs7 ай бұрын
Dude, using noise and posterization at the same time to create a shadowy effect is sick. Thanks for showing me. I'm totally using this for something in the near future. Also I think that there is a game called acid knife that I'm now positive uses some form of posterization.
@AlessaBaker7 ай бұрын
It was briefly mentioned that this can be used for accessibility features, I would assume here you meant CVD support (Color Vision Difficiency). In general, filters that shift total screen pixels are filters to assist those who aren't vision impaired to see what we see. However, in practice, it is actually better to _only_ change the colors of things that are important - Pickups, enemy colors, etc. Unfortunately, the only real reason filters end up being the norm is largely because Accessibility is an after-thought. It becomes a lot easier when you set your base materials up to support this at the beginning of development. The reason for this is rather simple, but just because we are missing/mixing colors, doesn't mean we can't see bad ones. Purple skies, red grass, it becomes visually harder to see everything else in the game because we have to spend a lot more energy trying to interpret things we know the colors of, to the new palette. So the advice - Please only change colors, of things that are visually important to the player as gameplay relevant - not the rest of the screen. That's my little PSA.
@kristoffred7 ай бұрын
Yeah I have to look into how to properly implement accessibility stuff later. It was just a random thing I wanted to show. The real game (as shown in the multiple palettes part) gives different colors to the items and enemies which is probably good for accessibility but I have no clue honestly.
@Aeduo7 ай бұрын
Could be a useful option maybe for games with modding capabilities. It's a lot harder to expect amateurs who just don't know and just getting in to gamedev through modding to know to do this. It might make everything look bad/wrong, but if it can help to discern something _at all_ then it could still be useful in this case.
@isheros7 ай бұрын
A while ago I experimented with posterizstion by grabbing the closest color of an array, using the euclidean distanve formula. It worked well, allowing me to set custom palettes, but I think your approach will be more flexible and have better results. Looking forwards to future videos!
@kristoffred7 ай бұрын
I did something similar as well before I discovered that posterization exists! It can definitely work better in certain scenarios, but this solution is more flexible and can be adjusted in real time while having a set color palette can't.
@davidtirado23307 ай бұрын
I personally use a mix of HSV fiddling and a sampler cube, I think it gives me more control over the color without letting me absolutely destroy the game's visuals by accident.
@iamsushi10567 ай бұрын
I'd definitely look into the LAB color spaces (especially OKLAB) if you want to play around with posterizing more. LAB colorspaces, especially with posterization unevenly applied between the three color variables (different amounts for each, for example, or a different offset value (like phase shifting a sine wave, except it changes the points where the posterization starts instead)). It's one of the few that don't look too bad when unevenly posterized, in fact. There's also a set of sibling ofshoots, OKHSV and OKHSL that quantize nicely. But personally I like them better when only quantizing one or two of the variables.
@kristoffred7 ай бұрын
I'll look into those colorspaces soon!
@ghostlysander7 ай бұрын
As a beginner pixel artist, I learned a lot from this video. I also didn't know of dark=more purple and light=more yellow, which... is a bit too simple for my taste, but it is still helpfull. Besides that, all the different posterizations will serve as inspirations for my color palettes
@kristoffred7 ай бұрын
Good luck with your pixel art journey!
@Aeduo7 ай бұрын
I imagine it's just a broad rule of thumb and not a "you must do this in all your art and it's wrong if you don't", but more an easy means to make something look more interesting and more "sunlit" than just changing brightness and no other parameter. Obviously different styles will call for different methods.
@basiliotornado7 ай бұрын
That looks way better than i expected. Great technique
@kristoffred7 ай бұрын
Thank you!
@lepsima7 ай бұрын
I've looked many examples of posterization shaders this past month, each using a slight different approach, but the simplicity of converting HSV to posterize instead of RGB sounds so obvious, also perfectly explained
@WiseNoodleOfficial7 ай бұрын
I think Lethal Company uses this effect for their style, I’m not certain
@kristoffred7 ай бұрын
Yes it does! If I remember correctly they posterize Unity's built in volumetric fog in some weird way.
@Tetromiko7 ай бұрын
Acerola in one of his videos, analyzed what filters are used in Lethal company
@wormcake_7 ай бұрын
7:55 first games that come to mind are Lethal Company, Broken Reality, and ULTRAKILL (ultrakill's posterization is dependent on graphics settings and also has a custom color pallette feature)
@WiseNoodleOfficial7 ай бұрын
Very cool effect! I will definitely be using this in future games!
@NickCombs7 ай бұрын
I think the trick to making this effect look really nice is to ensure all of the banding goes along smooth curves rather than noisy edges.
@kristoffred7 ай бұрын
Completely depends on the artsyle you want. I wanted to make it look a bit less smooth but not as noisy as something like dithering.
@NickCombs7 ай бұрын
Yeah, that's a fair point. I do think a cleaner look is going to be a more popular style though.
@RetroDead7 ай бұрын
i absolutely love posterization, and its something i try to shove into my visuals whenever i can. was actually doing that while looking for something to watch
@Daemonworks6 ай бұрын
You can find examples of posterization in mapping. Meteorological maps may posterize pressure or temperature regions as an overlay. Same with distribution maps. Topographical maps are basically a map with a z axis rendered via posterized steps. Enter the spiderverse also simulated animating at differen frame counts (on ones, twos, threes, etc) which is essentially posterizing motion to achieve the effect of accentuating miles initial clumsiness compared to the others.
@kristoffred6 ай бұрын
That's really cool!
@CloyMush6 ай бұрын
😢😢😢 finally someone showing some love to posterization!!! Ive been using it consistently with my digital art because discovering how powerful it was literally shaped my art as a whole and managed to make me find my art style!!! Im honestly surprised to see no one talk about it
@fa-pm5dr7 ай бұрын
as a mathematician, i think that the distinction between color model and color space is absurd
@lucidattf7 ай бұрын
in some cases, also using dithering would make a better look. there’s a video in the “HTTP 203” youtube series about dithering, and a companion blog post, which could be interesting to you! I do think though that the banding not using dithering gets you is aesthetically pleasing sometimes, so maybe you’d wanna keep it as-is- just a thought :) great video!
@kristoffred7 ай бұрын
Yes I want to keep my game on the cleaner side, so I'm not going to use dithering as it can potentially look somewhat noisy.
@Monody5127 ай бұрын
As a video editor, posterization sets off my constant fear of visible banding from running into the limits of the 8-bit color space. :P
@EmpinadoMaxbmdggTheSun7 ай бұрын
when I was 9-10 yo I had an HTC mobile that had a lot of cool effects included in built-in camera app, and they all worked in real time, and the posterization was one of those. This video just brings me nostalgia feelengs
@ScyrousFX7 ай бұрын
It's used heavily in NieR Automata. The EMP attacks in route B (or C, I forgot) disable parts of your controls and introduce visual glitches. The posterization effect is one of those glitches. Very cool stuff.
@shaiz-o7 ай бұрын
really enjoyable showcase and examples. idk why people are saying it's overused. it can look really cool if you add your own twist to it. thanks!
@GuyFromNet7 ай бұрын
extremely underrated video
@kristoffred7 ай бұрын
nah youtube just hasn't given any impressions to it yet
@k_otey7 ай бұрын
underimpressioned video 😭@@kristoffred
@JuhoSprite7 ай бұрын
Agreed
@mcleslieplayz49217 ай бұрын
I love how it makes everything look like old video games graphics
@codedeus7 ай бұрын
Wow this is magnificient :D Great video
@vailias7 ай бұрын
Generally speaking its much easer to get good quality visuals by just deciding on and creating a limited pallete, crisp edged art style, then apply a very simple lighting model rather than apply a quantization effect to one of the smooth lighting models and more "realistic" art. The control of the final scene part is a big part of why special effect shaders like this don't get used as much, since you have to design your assets with this look in mind anyway.
@robbu24457 ай бұрын
Valefisk used a similar effect in his game crypt
@kristoffred7 ай бұрын
Yep that looks to be correct.
@truemori67007 ай бұрын
youtube compression type shader
@kristoffred7 ай бұрын
real
@JayFolipurba7 ай бұрын
Banding has its appeal, I personally prefer dithering
@kristoffred7 ай бұрын
Dithering can look noisy sometimes which is why I'm avoiding it here.
@wizard45997 ай бұрын
Hah, I actually did this today at work for a certain shader. Posterisation isn't just for end graphics, but can also be a great tool for generating masks or other elements that make up the final image. In my case, I used it to create a procedural grid texture by posterising the X and Y axes of a texuture coordinate.
@XMRPhilosophyX4 ай бұрын
A a blender artist, I like to combine a kuwahara with the postarize filter, you get even more of a nice painted effect if you do it right.
@foreign_objective28557 ай бұрын
imo posterization looks great in brighter visuals like daylight landscapes because there's more color and it's easier for the shader to pick it up. But for visuals that tend to be dark, especially in video games, I really hate it. In scenes that are very dark, even a small difference in value/tint of a certain area of the screen can change your perspective of the dark like "oh, there's something there" but when it's posterized, it gets locked in the closest color allowed by the effect, which makes things harder to look at. So basically, it's a cool shader but most people want to see more color.
@thememecrusader66897 ай бұрын
i'm gonna use this in my game fr this looks FIRE
@kristoffred7 ай бұрын
I'd love to see that!
@apersunthathasaridiculousl18907 ай бұрын
I feel like there are very little applications that’ll actually look good with this shader
@T.Florenz7 ай бұрын
I feel like posterization was a really popular effect like 20-25 years ago, then dropped out of vogue. A lot of early digital media techniques are back in style, and being used in really interesting and new ways. I think it's cool to see this recur in design with added modern twists.
@kristoffred7 ай бұрын
They did not. It was just a hardware limitation back then.
@Arctic_SnowyFox7 ай бұрын
buckshot roulette uses posterization
@liz41337 ай бұрын
Such a cool video. I was playing with posterisation and wondering how I could make it better. Nice and concise video. ❤
@sinom7 ай бұрын
Posterization is really cool. Last yeah I wrote a really customizable reshade shader to do it. One thing I found really interesting was applying it to other buffere than just the color output. Posterizing the normal buffer, gbuffer etc. can give some really interesting results
@chexo37 ай бұрын
Posterization is great for low resolution and low color depth too. If you mess with the parameters you can make images look great while being far smaller
@KazmirRunik7 ай бұрын
You can get a similar effect on Web pages by playing with the filters in CSS. It's a superset of the CSS metaball effect, but you're also playing with other parameters like colors & filter areas of effect.
@anci52727 ай бұрын
Not my ahh thinking this was going to be a Destiny 2 video💀
@Dorktoast7 ай бұрын
The game "SCP:Infohazard" uses this effect and it's really cool-looking
@kristoffred7 ай бұрын
Yeah it looks similar to Buckshot roulette!
@Aeduo7 ай бұрын
Oh I was recently experimenting with just this very idea. I was inspired by how original Doom's palette breaks up levels of depth in to different brightnesses to give the appearance of dark regions having lower detail where you can only maybe see some contours of objects and textures. I added a bit of randomness to the brightness channel per pixel to kinda fake temporal dithering while still keeping the effect of shadowy stuff being low detail and indistinct. Obviously would have to be used in a very stylized kind of game. I know lo-fi horror is kinda overdone but yeah it kinda matches this perfectly. :p
@acf28027 ай бұрын
When you render floats into an 8-bit buffer, you automatically get posterization, which is an artifact I've spent plenty of time trying to remove with dithering.
@kristoffred7 ай бұрын
Yeah that's a form of RGB posterization I guess!
@damncat27937 ай бұрын
This video is gonna blow up
@kristoffred7 ай бұрын
hopefully :0
@JuhoSprite7 ай бұрын
Omg true, i really miss this filter. It looks rly good and stylized, i love it
@brahillms13747 ай бұрын
Didn’t you just say it looks like a cheap photoshop filter and that it was bad?
@JuhoSprite7 ай бұрын
@@brahillms1374 hahah no i did never say that, I love the effect so much!!
@blakbike7 ай бұрын
@@JuhoSpriteyou did, it's in the top comment
@JuhoSprite7 ай бұрын
@@blakbike show proof
@blakbike7 ай бұрын
@@JuhoSprite on my (word that starts with c and ends with hannel)
@ChipboardDev7 ай бұрын
basically rounding, one of the simplest post processing effects you can implement. useful in limited scenarios, quite possibly overused.
@kristoffred7 ай бұрын
Rounding is posterization with the step parameter set to 1. You can do way more than that with this.
@ChipboardDev7 ай бұрын
@@kristoffred rounding to the nearest multiple of, defined in steps instead of intervals, sure
@tdubmorris6 ай бұрын
example 2 just reminds me of floating point errors when you go too far from 0, 0
@BahkaSheep7 ай бұрын
Oh my glob, I'm using a posterizing effect in my unity project but it was looking too crunchy from posterizing the RGB channels, Ill be implementing the HSV posterization as soon as I can!
@Extner47 ай бұрын
So True! great explanation as well!
@hannesrahm7 ай бұрын
We use posterisation heavily in our game Ocean Mirror. I solve the multiple color issue by mapping the HSL (i found HSL better than HSV) to a 2D texture LUT where H is X and L is Y. Saturation is just thrown away :)
@kristoffred7 ай бұрын
Your game looks super cool good job!
@RoyceInsanity7 ай бұрын
I use this with low strength for low res logos to make them blend a bit better
@pokefreak21127 ай бұрын
Quite a few games use posterization. But it's often just one part of the effects chain because on its own it can be quite overbearing. Off the top of my head there's A short hike, fight knight, cult of the lamb (in the afterlife scenes)
@kristoffred7 ай бұрын
I'm pretty sure none of them do. Fight knight very obviously uses an unlit shader and bunch of texture work. A short hike probably uses some sort of simplified shader model, but most of it is also texture work. It's definitely not posterization because of how smooth the colors look at some places (especially on the fog). Idk what you mean by the afterlife scenes in cult of the lamb because I've never played it.
@pokefreak21127 ай бұрын
@@kristoffredYeah I guess I misremembered about a short hike. It uses shading ramps which I guess is technically posterization but not what you meant. Not sure what you mean about fight knight though? If you look at gameplay you can see the colors pulse while the palette stays fixed. To me this very much looks like: sample black&white texture->oscillate brightness/contrast->posterize->sample palette
@kristoffred7 ай бұрын
@@pokefreak2112 I looked at some gameplay now (I only watched the trailer before). It does look similar to what I did, but keep in mind that you do not need posterization to sample a palette. I've done similar things before without posterization, but I can't really tell what exactly they used now. You'd need to use Nvidia Nsight to tell, but I don't have the game nor really want to spend time on trying to figure out how they did it.
@Bobodita-kun11 күн бұрын
I was actually using the rgb version in my game cause I liked how it made the shadows look, but i decided against this style. I actually didn't know it had a name i thought i just came up with a bad idea for vfx inspired by lethal company
@TheJamesM7 ай бұрын
Personally once you leave the domain of colour I'd use the term "quantization" rather than "posterization", but the latter's Wikipedia page describes "time posterization" (reducing the effective framerate without changing the runtime of the video), so I guess there's precedence for the word being used more metaphorically. (The term originally derives from the appearance of posters printed using a limited colour palette, as is common with some methods of printing.)
@kristoffred6 ай бұрын
Yeah, I've seen a bunch of people call it "color quantization" when talking about color posterization, but I just didn't really want to confuse the viewers by using multiple words to describe basically the same technique.
@TheJamesM6 ай бұрын
@@kristoffred That makes sense
@Stoneeeeemo7 ай бұрын
LOVE COLOR QUANTIZATION
@nicks47276 ай бұрын
I would like to see if you could make any changes or improve this with OKLAB color space
@kristoffred6 ай бұрын
Already did and it looks great! I'm going to show it off in the next video (which should be coming the next week)
@jlewwis19957 ай бұрын
Imo for this type of effect in a game im frankly of the opinion it would probably be better just to use either specially made greyscale or red+green textures with a lookup table, an upshot to that version would be quite a bit better performance since you have to do less math, i guess the downside though is that it would take a bit longer to make the textures since you have to convert them to the right color format first which would involve mapping the pixel colors in the source image to UV offsets of their corresponding colors in the lookup table and idk if theres a pre existing tool that can do that...
@kristoffred7 ай бұрын
Simply put, no. Sampling a texture is way slower than doing a few simple (stuff that's not trig functions, sqrt, etc.) math operations. Also the palette generation pass is barely noticable in terms of framerate drop, if at all. The only noticable slowdown (0.33ms) is adding more palette layers, as rendering them into their seperate sub-viewport is quite inefficient, but currently there isn't a better way to do it without. Someone recommended the use of stencil buffers, Godot currently doesn't support it yet. Also the entire point of generating palettes in realtime is that you can change it in realtime. That is simply impossible to do the way I did it with a lookup table.
@philipp_surname7 ай бұрын
LETHAL COMPANY - I don’t remember, I think she uses a similar effect. on the "Acerola" channel there is an analysis of his graphics
@kristoffred7 ай бұрын
Yes, I have seen that video, and if I recall correctly that game uses posterization on volumetric fog in some way.
@thygrrr7 ай бұрын
I'd like to see some posterization in OKLAB but HSV is already a great start. It will help lots with my NPR cartoon style shaders.
@kristoffred7 ай бұрын
It has been recommended a bunch of times, I will try it out!
@QualityGarbage7 ай бұрын
I use posterization to make Minecraft screenshots creepier (Limited colour palette textures do half of the work for me)
@vektorz1spektro5577 ай бұрын
I wonder if the results would be better using oklab / oklch colour space
@kristoffred7 ай бұрын
Probably, but so far I haven't managed to implement it yet.
@davidzaydullin7 ай бұрын
wow, i was trying to do the same thing with different pasterization on different objects in godot, but couldn't find a way to do it. thanks for telling how to do it. btw i recommend watchinf acerola video about colors, he makes pasterization too in this video
@kristoffred7 ай бұрын
You're welcome! I have already seen that video when it released :D
@varigeri927 ай бұрын
Szép munka, Jár a keksz!
@nin3_7 ай бұрын
such a great watch, what software did you use for the visualizations?
@kristoffred7 ай бұрын
I made it all in Premiere Pro, with some Godot stuff for the 3D parts.
@MizhiBirb7 ай бұрын
Great video!
@kristoffred7 ай бұрын
thanks!
@zsigmondforianszabo46987 ай бұрын
A magyar akcentus megcsapott ugyhogy jottem a komment szekcioba :D szuper video, igy tovabb!!
@therealpeter22677 ай бұрын
én is egyből kiszúrtam xD
@kristoffred7 ай бұрын
xd
@hotdog92597 ай бұрын
To what extent is this similar to cel-shading? They seem similar to me but I haven't seen anything comparing them. The Wikipedia articles for each don't even mention each other.
@kristoffred7 ай бұрын
They have nothing in common except looks. This is something I'm going to be talking about in the next video because a lot of people seem to be confused.
@gaborfekete37777 ай бұрын
it seems you are using linear colors as the final output color, try using gamma correction: pow(finalRGB, vec3(1./2.2))
@kristoffred7 ай бұрын
I'll try it out!
@Golden_Marbel____2 ай бұрын
Mike klubnika uses in almost all of his games
@SirRebonack7 ай бұрын
You probably want to use a stencil buffer instead of render layers (much cheaper). Similar to how enemy targeting outlines are created.
@kristoffred7 ай бұрын
Godot doesn't support stencil buffers to my knowledge
@SirRebonack7 ай бұрын
@@kristoffred I believe it does in 4.2. I remember reading about it some time ago.
@kristoffred7 ай бұрын
@@SirRebonack Yes I found it except it's not implemented into the main branch yet (?). github.com/godotengine/godot/pull/80710
@CoderDev65457 ай бұрын
Nice video? Did you use motion canvas for the image affects?
@kristoffred7 ай бұрын
Nope, it's just pure Adobe Premiere
@Roxor1287 ай бұрын
It's funny how we're writing code now to do what our graphics hardware did by default 35 years ago. Used to be that we'd use a 16 or 256-colour palette for everything in the game. Now that we haven't had to use that for 25 years, we're coming up with ways to fake the look using systems that don't even know what a palette is in the first place.
@kristoffred7 ай бұрын
Not really. It was more of a hardware limitation back then, rather than a design choice.
@Roxor1287 ай бұрын
@@kristoffred I'd say hardware limitations are "doing it by default". Hell, our modern graphics cards still support the video modes of the IBM PC's orignal video cards from 1981. You often see a blinking text-mode cursor as the first thing when you power on your computer, right before UEFI goes and shows the manufacturer's logo in a slightly newer video mode.
@ozi37567 ай бұрын
wouldn't using seperate layers for rendering cause things to render over each other as some information might be on seperate layers that that one can't access?
@kristoffred7 ай бұрын
Yes, currently they render over everything, but I'm going to fix that using the depth texture later.
@ozi37567 ай бұрын
@@kristoffred cool! can't wait to see the changes :D
@VRchitecture7 ай бұрын
What tool(s) have you used for animations?
@kristoffred7 ай бұрын
Premeire Pro, and Godot for the 3D stuff.
@VRchitecture7 ай бұрын
@@kristoffred Got it, thanks!
@Fadil_mn7 ай бұрын
him: no body uses me: lethal company look even you tube says the same thing
@kristoffred7 ай бұрын
Yes I know, 7:55 bottom right corner
@accendinet7 ай бұрын
"Posterization" is just a term for "color quantization" that was introduced by Photoshop. Color quantization is THE standard method used by almost every toon shader. So, yeah... Pretty hardcore clickbait going on in that title.
@kristoffred7 ай бұрын
@@accendinet I'd love to see proof of that claim.
@accendinet7 ай бұрын
@@kristoffred Not sure what specifically you're referring to when you say "claim," but here are some general references you may find helpful: en.wikipedia.org/wiki/Cel_shading en.wikipedia.org/wiki/Color_quantization en.wikipedia.org/wiki/Posterization I hope that helps provide clarification. If you still have questions, just let me know! 🙂
@tylercathey7 ай бұрын
Whats the didference between this and cell shading
@kristoffred7 ай бұрын
Cel shading is a per object shader and it's basically a way of calculating lighting in a more stylized way. My posterization filter is a fullscreen post-processing effect, meaning it's ran for every pixel of the screen texture after the base render is done.
@MudraptorGaming7 ай бұрын
So.. color banding and bad print contrast as an aesthetic
@kristoffred7 ай бұрын
Stylized rendering™
@ZoomerMirek7 ай бұрын
Yes
@timthecringe7 ай бұрын
voices of the void kind of uses posterization
@kristoffred7 ай бұрын
I looked it up, and I really doubt it uses it unless we are talking about different games
@jacobprentice26497 ай бұрын
I think the brightness value would technically be gamma but i just learned that today so idk
@kristoffred7 ай бұрын
No, they are two completely different things, just google it.
@jacobprentice26497 ай бұрын
Good to know thanks@@kristoffred
@jacobprentice26497 ай бұрын
I looked it up and brightness affects everything equally while gamma is the curve you showed so maybe we are thinking about different parts of the video
@Trenchcoat-cb9ph4 ай бұрын
Everything looks... spiky? I'm using Ue5, any idea how to fix that? (BTW I am using HSV)
@kristoffred4 ай бұрын
There must be some sort of noise in your render before applying the filter. I know that ambient occlusion can sometimes look weird, but you might have grain as well. I have absolutely no experience in UE5 so I can't give technical help.
@Trenchcoat-cb9ph4 ай бұрын
Thanks, I'll mess around with the ambient occlusion.
@pantheonmaker94377 ай бұрын
Using þese techniques as well as a smaller pixel ratio (like 160x144) could be interesting
@willd26097 ай бұрын
this is so cool!
@abdelrhmanhatem68727 ай бұрын
could you please give a link to the shader?, a git hub link or anything, iam new to shaders and i tried to follow but i just cant get it to look even close without it bugging everytime.
@kristoffred7 ай бұрын
which shader and what is the issue?
@abdelrhmanhatem68727 ай бұрын
@@kristoffred wdym which shader wasn't the whole vid on one shader :D?, am i really that of a rookie to not notice there were multiple shaders? i was interested in a posterizing shader like that of lethal company and you were the only one explaining the process behind it but i just can't implement it in my game. i was asking for the project file to read it since the vid never showed the whole code together. ty in advance :3
@kristoffred7 ай бұрын
Here's the palette based one. Create a flat plane mesh in front of your camera and apply the shader to that. (yes, godot screen shaders are that janky for now) It shouldn't be hard to modify for the simpler paletteless shader, just find that part in the video and try to copy the code from there. pastebin.com/0WVvgFPa (the reason why this code looks different to the one in the video is because that code was made with multiple palettes in mind. This one is made for a single color palette, and is a lot simpler)
@abdelrhmanhatem68727 ай бұрын
Thank you bro, the problem was me applying the shader to the objects instead of the camera lol! actually excited for new videos.
@TiMona426 ай бұрын
I haven't watched the video properly yet, but iirc this was pretty common for earlier cell shaded styles so that might have given it somewhat of a bad image? (no pun intended)
@Scruffysnake7 ай бұрын
Does using a LUT work for this?
@kristoffred7 ай бұрын
You could probably make it work, but I'm trying to keep it all procedual.
@Scruffysnake7 ай бұрын
@@kristoffred yeah I was thinking keeping it procedual would allow for the effect to be changed real time, though I suspect a LUT would be faster (not that it matters with modern day hardware)
@kristoffred7 ай бұрын
@@Scruffysnake Sampling a texture is probably slower than this. Posterization is literally 1 multiplication, 1 division and 1 round function, but yeah it probably doesn't matter.
@Scruffysnake7 ай бұрын
@@kristoffred possibly yeah
@WingofTech7 ай бұрын
Reminds me a lot of Lethal Company!
@kristoffred7 ай бұрын
That's because LC uses posterization on their volumetric fog!
@catfree7 ай бұрын
My Flip Phone does this automatically
@stormyfish4047 ай бұрын
Lethal Company:
@kristoffred7 ай бұрын
Lethal Company
@leafee96117 ай бұрын
Amazing!
@LilyArlatto7 ай бұрын
Crazy title to have right after lethal company came out lol
@kristoffred7 ай бұрын
Think of "nobody" as "barely anyone" :D
@ZoomerMirek7 ай бұрын
@@kristoffred still incorrect
@markigames73137 ай бұрын
Isn't that a cell Shader, that is used frequently?
@menaced.7 ай бұрын
Kind of? cel shading is a material shader generally whereas posterization is a post process effect. Cel shading kind of uses posterization as a portion of it but it usually only uses 2 values (light and shadow) and the adds an outline afterwards
@kristoffred7 ай бұрын
@@menaced. Correct! I did add an outline shader in my game because combining the two effects looks really nice.
@BadmanYT-12547 ай бұрын
I only new this from my 2DS lol
@Lars_Ziah_Zawkian7 ай бұрын
Alpha Minecraft lighting effect
@jostasizzi8186 ай бұрын
Hmm maybe if you do more compositing effect on godot that would be so cool
@jak3legacy7 ай бұрын
Isn't this just cell shading with more steps of detail?
@kristoffred7 ай бұрын
I already explained this to someone else: "Cel shading is a per object shader and it's basically a way of calculating lighting in a more stylized way. My posterization filter is a fullscreen post-processing effect, meaning it's ran for every pixel of the screen texture after the base render is done."
@jak3legacy7 ай бұрын
@@kristoffred my understanding is that many games use a screen space / post processing approach to "cel shading" as well. I guess what I'm doing in my game is "posterization" I guess but I followed cel shading post-process tutorials and material to get there.
@guestc1427 ай бұрын
Just use windows 3.1 if you want the definitive quantisation experience.