@@mou.2 Except it wouldn't be a screen recording, but a purely windows movie maker production, so that wouldn't really make sense. Unless you for some reason recorded your final video with the screen recorder instead of just exporting it properly.
Thank you soo much, I developed one heck of a headache trying to even find the correct terms to describe what I was attempting to do (restrict all colors on screen after dynamic lights and such to my color pallet). At one point thought I was going to have to go for some out of the box or super inefficient brute force solution but your vid showed me the correct most efficient way in terms I could actually understand! Definitely subbing for that alone, keep up the good work man.
Fun fact: Madeline (Celeste) is a combination of pixel art and 3D (or actuallh 2D). Her body and face are made of sprites but her hair is actually a flat 3D model
@@GLEPCHANNEL. I don't have a link for you, but you can easily find videos in UA-cam that show how the game renders certain things, including Madeline's hair, lighting, etc
10:57 To me, this feels odd with a .5 step in the middle. I would have chosen [0.00] [0.33] [0.66] [1.00], but I also experienced my visual system playing nasty tricks on me.
Is preferable to sample a pixel in the middle most of the time. So pixel 0 become 0.5 and pixel 3 becomes 3.5. Divided by the total number of pixels (4) you get a nice and uniform [0.125; 0.375; 0.625; 0.875].
This is pretty interesting. As an experienced pixel artist, pixel art faker, and pixel art gatekeeper, this is a great description of how it works. I actually put together my own Blender based shader that I use for 3D -> pixel art work. Really cuts down on time, especially for animations. One thing that you can do to improve 3D scenes is actually use the depth buffer to apply some outline/darkening effects. Another trick is to use more solid blocks of color, because anything too detailed creates noise. This is why in games that use this style the objects typically have one color per section of the model.
I literally almost never comment on UA-cam. You can fact check that if you like. But, I could not resist sending you a message to say I love everything about your videos. Like literally everything. It is edutainment [chef finger kiss]. I didn’t even skip the ads because it’s the literal least amount of “work” I could do to pay you with my attention. And I never don’t skip the ads. I love these videos that much. I commented on this one, not because it’s my favourite, but it’s the one I most recently watched and after watching it I said, “you have got to let this person know that their work is appreciated” So, yeah, keep it up. You’re winning at UA-cam and I couldn’t be happier for you and everyone that has the pleasure of watching your work.
Fun fact, the last handful of pixel-art King of Fighters games also used 3D models to create the animations (like Dead Cells and other newer games), but instead of using an automated process to convert the models to sprites, SNK's artists did it all by hand, redrawing everything in 2D, frame by frame.
I love the combination of shitposting and still explaining how everything works in enough detail that I understood most of the concepts first try. Great video!
The dithering bit is super interesting, I've never actually looked into how to do it on non-ascii-art images before, lol. For the pixelization bit though, is there a specific reason to do down-sampling at all? It seems like it would be much easier (and more efficient) to render at, say, 1/4 scale and up-sample it instead (which may also avoid some artifacting you can get from nearest neighbor down-sampling).
Yeah that would be more efficient, I like having it parameterizable in the shader though since then this effect could be used as a photo mode effect for a game that isn't specifically made to look like this. For example, I ported the effect over to ReShade for use in Final Fantasy XIV but if it was reliant on rendering at a lower resolution then the effect wouldn't work there.
Having messed around with similar effects in an image editor instead of a game engine, I've noticed you can also get some interesting effects if you give each separate color channel a different dither map.
very good work for the video, the formulas, the detailed explanation of the algorithm, thanks master Acerola, also the music and the relaxed mode of teaching.
This gave me some fantastic mid-2000 vibes, thanks for that! Kinda reminds me of how much more fun the internet used to be back then. Thanks for your detailed explanations, really inspiring!!
I did something similar to this, but the destination palette was the EGA default. The shader included it as a 16-entry lookup table and found the two closest colours in the palette, then used dithering to decide which of the two to use for the final pixel. Given most of the colours in the EGA palette are so saturated, I had to add an extra stage that significantly increased the colour saturation first in order to get decent-looking results. Without it, most of what came out was greys, as the more realistic source material I was feeding into it just wasn't anywhere near that saturated.
Great video. I know my way around Photoshop so I'm familiar with these effects, and they're actually so useful for practicing art. What I do is I pass my references through a downsamping filter to reduce the number of colors. When the reference is simplified like that, it helps me a lot with understanding how to shade and color everything.
Your fascinating manner of explaining and good taste makes this interesting concept even more amazing. Thanks. I hit a subscribe button after first thing I saw from you.
2:51 Mipmaps are copies of the original texture scaled down by some factor. Because the pixels being sampled at a large distance change rapidly when the camera moves around, using the original texture would introduce noise to the texture. So instead, a mipmap is used in its place depending on how far away / how small the texture is. Switching between mipmaps causes banding artifacts at the distance boundaries, though. to counter that, *trilinear filtering* is used, which fades textures from one mipmap to the next. But there is another problem. The copies of the textures are scaled down by the same amount on both X and Y axis, a.k.a. they are scaled isotropically. If a texture were to be scaled down a lot on one axis, but stay the same on the other axis (for example when you stand close to a wall) the texture becomes more blurred than normal because the mipmap used is too small. *Anisotropic Filtering* takes care of that, by making copies for every combination of X and Y scalings. Side note: The term anisotropic filtering is actually not correct because it isn't a filtering mode. It is a alternative way of generating mipmaps. In other words, you can use anisotropic mipmaps with point filtering (that is, if your GPU and graphics API support that), they are not mutually exclusive like bilinear and trilinear filtering would be.
There's yet another problem you forgot to mention. Textures consume fillrate. Fillrate doesn't grow on trees. Mimpaps also reduce the fillrate requirements for distant objects that don't require as much fillrate. This allows you to add more detail where it matters with the same performance.
Simplified: Mipmaps are a set of images, each half the size of the last. When the camera is far enough away (among other reasons), the lower resolution versions fade in. This is to save memory, and to avoid weird artefacts.
Using a downsample + dither on 3D looks great, but I always like a nice thick outline around my pixel art. It would be interesting to create a shader that adds outline around Sheik. It always helps distinguish characters from environment.
I don't know why this landed in my recommended videos but boy am I glad it did! - Perfect video for a Sunday afternoon, at least in my case. 😁 Your tongue-in-cheek approach is really refreshing. 🙂
That Blow Me Away montage was nostalgiac as hell. I really miss the good old days of playing Halo after school and watching shitty gameplay compilations on youtube.
0:16 Wait. This isn't Monogatari! The downsampling and dithering give the graphics a really nice PS1 vibe. It especially reminds me of Silent Hill's graphics.
I'm writing up my very first game design documentation and thought just yesterday "damn, I wish there was an Acerola video on converting 3D assets to pixel art, I should stop by the channel." and BOOM the heavens opened and this absolute jewel of a video came soaring down. I have no idea how I missed this one, as I've watched nearly everything on your channel. Please keep going man, your content is supremely helpful and immensely entertaining. The nostalgia hit hard on that montage. 😂😂😂
I am here to say that I'm happy because I remembered what mipmaps were off the top of my head and I have minor short term memory problems. YAY LEARNING!
the only reason I can think of not to precompute the LUT for the dither pattern would be if you're really pinching each byte of memory for size constraint purposes
Monogatari, persona 3 (if I'm not mistaken) and more references, paired with cool jokes and awesome video editing. You deserve way more followers than you have
This is the first video I watched from this guy. I could spot some shitpost humor but when the montage dropped, I lost everything. I wanna be his friend.
9:49 I was very confused by this section because the shader didn't work and had to go play on shadertoy to fix it. It's supposed to be center * (sharpness * 4 + 1) not center * sharpness * 4 + 1
Thanks Acerola very cool The montage not only made me giggle but also reminded me of the existence of Breaking Benjamin to which I last listened like 10 years ago lol, thanks for the nostalgia
There was something I saw where a person used actual pixel art, but the texture used was actually a map to a different texture, which then allowed them to swap out that second texture on the fly
I feel like a good addition to this might be explanation of non-standard palette dithering. The kind explained at the end is neat, but ultimately a fake color picture from greyscale, and the color-choosing algorithm shown before just assumes an RGB palette with equally-spaced items. Would be interesting to go a bit into palette-aware algorithms (like ones with a higher # of greens than blues, to make the night landscape picture show up better).
i have no place to apply this, (as of yet) but this has been really interesting to learn anyway!!! (well. minus the matrices and math in the dithering section of this video- sorry haha!!) thank you for putting this out! i think im going to try messing around with this sometime! :]
Fun fact, bilinear (or a somewhat cheaper version of it) was used for the nintendo 64, whereas the PlayStation used point filtering. This is why the 64 textures looked, well, blurry, and the playstation was super blocky. PlayStation also had issues with fixed point math and other things, so it would be interesting to see how good it could be without those. I prefer point filtering when it comes to low resolution textures anyways, as you get a Minecraft instead of blurry N64 look.
Please let me know if this video is too shitpost-y lmao
Never
no, it's shitposty enough. i freaking love the windows movie maker montage of a sheik rendered in different ways
@@gonderage thanks I really peaked with that
Yeah the meme cut-ins are funny af, needs more shitposting
It's great, loving it
The windows movie maker montage with Blow Me Away was spot on. Thanks for the nostalgia 😂
All it was missing was some "unregistered hypercam 2" in the corner.
@@mou.2 Except it wouldn't be a screen recording, but a purely windows movie maker production, so that wouldn't really make sense. Unless you for some reason recorded your final video with the screen recorder instead of just exporting it properly.
I started laugh crying. I think I made the exact montage when I was in highschool...
Or paralyzer
The memories you brought back by doing the windows movie maker bit was Insane. Thank you.
Thank you soo much, I developed one heck of a headache trying to even find the correct terms to describe what I was attempting to do (restrict all colors on screen after dynamic lights and such to my color pallet). At one point thought I was going to have to go for some out of the box or super inefficient brute force solution but your vid showed me the correct most efficient way in terms I could actually understand! Definitely subbing for that alone, keep up the good work man.
Thanks! Dithering is my comfort effect lol I will take any chance I can get to talk about it.
same, i only just remembered that acerola literally made a whole video on it... thanks acerola!
Fun fact: Madeline (Celeste) is a combination of pixel art and 3D (or actuallh 2D). Her body and face are made of sprites but her hair is actually a flat 3D model
source?
@@GLEPCHANNEL. I don't have a link for you, but you can easily find videos in UA-cam that show how the game renders certain things, including Madeline's hair, lighting, etc
I love spline 3D animation for hair
10:57 To me, this feels odd with a .5 step in the middle. I would have chosen [0.00] [0.33] [0.66] [1.00], but I also experienced my visual system playing nasty tricks on me.
I agree.
Is preferable to sample a pixel in the middle most of the time. So pixel 0 become 0.5 and pixel 3 becomes 3.5. Divided by the total number of pixels (4) you get a nice and uniform [0.125; 0.375; 0.625; 0.875].
This is pretty interesting. As an experienced pixel artist, pixel art faker, and pixel art gatekeeper, this is a great description of how it works. I actually put together my own Blender based shader that I use for 3D -> pixel art work. Really cuts down on time, especially for animations. One thing that you can do to improve 3D scenes is actually use the depth buffer to apply some outline/darkening effects. Another trick is to use more solid blocks of color, because anything too detailed creates noise. This is why in games that use this style the objects typically have one color per section of the model.
4:45 correction, that would be 1-bit. 2-bit would be black, dark gray, light gray, white (00, 01, 10, 11)
I literally almost never comment on UA-cam. You can fact check that if you like.
But, I could not resist sending you a message to say I love everything about your videos.
Like literally everything. It is edutainment [chef finger kiss].
I didn’t even skip the ads because it’s the literal least amount of “work” I could do to pay you with my attention. And I never don’t skip the ads. I love these videos that much.
I commented on this one, not because it’s my favourite, but it’s the one I most recently watched and after watching it I said, “you have got to let this person know that their work is appreciated”
So, yeah, keep it up. You’re winning at UA-cam and I couldn’t be happier for you and everyone that has the pleasure of watching your work.
Thanks!
Fun fact, the last handful of pixel-art King of Fighters games also used 3D models to create the animations (like Dead Cells and other newer games), but instead of using an automated process to convert the models to sprites, SNK's artists did it all by hand, redrawing everything in 2D, frame by frame.
You're videos are fire, it's so interesting actually seeing the math that creates these effects.
1:09 I screamed
I loved the montage section, you have the perfect combination of educational, humourous and good editing.
I love the combination of shitposting and still explaining how everything works in enough detail that I understood most of the concepts first try. Great video!
if possible, would be cool to see limited anti-aliasing as well to smoothen out the sometimes sharp edges of the sprite
I made a very similar shader in Blender but I based on PS1 aspects, it's funny to see you came up with pretty much the same solutions.
The dithering bit is super interesting, I've never actually looked into how to do it on non-ascii-art images before, lol.
For the pixelization bit though, is there a specific reason to do down-sampling at all? It seems like it would be much easier (and more efficient) to render at, say, 1/4 scale and up-sample it instead (which may also avoid some artifacting you can get from nearest neighbor down-sampling).
Yeah that would be more efficient, I like having it parameterizable in the shader though since then this effect could be used as a photo mode effect for a game that isn't specifically made to look like this. For example, I ported the effect over to ReShade for use in Final Fantasy XIV but if it was reliant on rendering at a lower resolution then the effect wouldn't work there.
As a pixel artist this was a extemely Interasting watch
thank you for the incredible presentation
Having messed around with similar effects in an image editor instead of a game engine, I've noticed you can also get some interesting effects if you give each separate color channel a different dither map.
Pretty much just binged all your videos, great stuff. Fun style and approach to the topic. Thanks for stressing the importance of optimization.
very good work for the video, the formulas, the detailed explanation of the algorithm, thanks master Acerola, also the music and the relaxed mode of teaching.
Great video! Really helpful given how popular the pixel look is in modern indie design.
7:35 calm down 2007 youtube
Your channel is an absolute gem, educative and entertaining!!
This gave me some fantastic mid-2000 vibes, thanks for that! Kinda reminds me of how much more fun the internet used to be back then. Thanks for your detailed explanations, really inspiring!!
I did something similar to this, but the destination palette was the EGA default. The shader included it as a 16-entry lookup table and found the two closest colours in the palette, then used dithering to decide which of the two to use for the final pixel. Given most of the colours in the EGA palette are so saturated, I had to add an extra stage that significantly increased the colour saturation first in order to get decent-looking results. Without it, most of what came out was greys, as the more realistic source material I was feeding into it just wasn't anywhere near that saturated.
Just found you yesterday! I'm looking forward to seeing more of your videos, keep up the good work! 😃
I recently bought ProPixelizer asset and this video gave me the insides of how it's working. Thank you!
such a detailed video. I love it. I don't use unity but have learned a lot about how things work from it
Great video. I know my way around Photoshop so I'm familiar with these effects, and they're actually so useful for practicing art. What I do is I pass my references through a downsamping filter to reduce the number of colors. When the reference is simplified like that, it helps me a lot with understanding how to shade and color everything.
Your fascinating manner of explaining and good taste makes this interesting concept even more amazing. Thanks. I hit a subscribe button after first thing I saw from you.
2:51
Mipmaps are copies of the original texture scaled down by some factor. Because the pixels being sampled at a large distance change rapidly when the camera moves around, using the original texture would introduce noise to the texture. So instead, a mipmap is used in its place depending on how far away / how small the texture is.
Switching between mipmaps causes banding artifacts at the distance boundaries, though. to counter that, *trilinear filtering* is used, which fades textures from one mipmap to the next.
But there is another problem. The copies of the textures are scaled down by the same amount on both X and Y axis, a.k.a. they are scaled isotropically. If a texture were to be scaled down a lot on one axis, but stay the same on the other axis (for example when you stand close to a wall) the texture becomes more blurred than normal because the mipmap used is too small. *Anisotropic Filtering* takes care of that, by making copies for every combination of X and Y scalings.
Side note: The term anisotropic filtering is actually not correct because it isn't a filtering mode. It is a alternative way of generating mipmaps. In other words, you can use anisotropic mipmaps with point filtering (that is, if your GPU and graphics API support that), they are not mutually exclusive like bilinear and trilinear filtering would be.
There's yet another problem you forgot to mention. Textures consume fillrate. Fillrate doesn't grow on trees. Mimpaps also reduce the fillrate requirements for distant objects that don't require as much fillrate. This allows you to add more detail where it matters with the same performance.
@@fungo6631 Fillrate?
@@AlphaGarg Yes, fillrate. What's so strange here?
@@fungo6631 He doesn't know what fillrate is/means and was hoping for you to expand on it instead of googling it himself.
Simplified: Mipmaps are a set of images, each half the size of the last. When the camera is far enough away (among other reasons), the lower resolution versions fade in. This is to save memory, and to avoid weird artefacts.
I played Persona 3 for the first time about a week ago and now I hear music from it in every second video
you just popped up on my recommended and i gotta say i love your editing, your style is just very cool and nice to look at thanks for making things
Thank you!
@@Acerola_t 👍
The montage reminded me of a video montage i watched when I was like 7 years old, just watched it again, good times.. thanks
Using a downsample + dither on 3D looks great, but I always like a nice thick outline around my pixel art. It would be interesting to create a shader that adds outline around Sheik. It always helps distinguish characters from environment.
I don't know why this landed in my recommended videos but boy am I glad it did! - Perfect video for a Sunday afternoon, at least in my case. 😁 Your tongue-in-cheek approach is really refreshing. 🙂
I actually really love this video, also how you actually talk about the math now I understand how I'd do some shader shit like this. Thank you
That Blow Me Away montage was nostalgiac as hell. I really miss the good old days of playing Halo after school and watching shitty gameplay compilations on youtube.
Very helpful to learn what these functions do!
0:16 Wait. This isn't Monogatari!
The downsampling and dithering give the graphics a really nice PS1 vibe. It especially reminds me of Silent Hill's graphics.
My thoughts exactly lol
This was a freaking amazing video. Thanks for sharing
I'd love to see an effect like this on larger terains - like for example that ocean simulation. Looks incredible
I actually used this video to make my own color quantization algorithm, in Scratch of all places!
this is very useful, thank you!!
Love the windows movie maker throwback, absolutely brilliant
Ive never once wondered about any of this. Despite that this was a very fun video and I enjoyed it v much ty for giving me your knowledge.
I would love to see what the different color shading effects using the grayscale mapping would look like on the sheik model
I'm writing up my very first game design documentation and thought just yesterday "damn, I wish there was an Acerola video on converting 3D assets to pixel art, I should stop by the channel." and BOOM the heavens opened and this absolute jewel of a video came soaring down.
I have no idea how I missed this one, as I've watched nearly everything on your channel. Please keep going man, your content is supremely helpful and immensely entertaining. The nostalgia hit hard on that montage. 😂😂😂
This channel's very addicting, wanting to get into shaders soon so this stuff will be helpful. Thanks!!
the dither explination was amazing, I found it super interesting!
That's so cool! Great video!
the amv in the middle of the video is absolutely captivating
the windows movie maker dithering AMV was *chef's kiss*
thanks a lot!!! so nice reverb
Thanks, yoinking this for my school project
This was amazing. Thank you. 👏
Thanks!
the way the colors look remind me of the old game MDK
I learnt a lot from this video. Thank you
i have no idea whats going on but this showed up on my recommended and Im having a good time
I am here to say that I'm happy because I remembered what mipmaps were off the top of my head and I have minor short term memory problems. YAY LEARNING!
Appreciate the WMM 2000's vibe montajjjjj, cheers bruv.
I can't remember the last time I learned so much so quickly.
7:35 man that hit me in the nostalgia
Errant was here
i really apreciate your help with dowloanding this software
is this the best and most informative channel in UA-cam?
maybe
The T-pose Sheik color pallet montage would make a great meme.
the only reason I can think of not to precompute the LUT for the dither pattern would be if you're really pinching each byte of memory for size constraint purposes
I fucking love this guys taste in video game music. WOH is neat
very cool video, im gonna now watch every other video on ur channel
love the monogatari theme
Gonna tell my girl I need her to do a lil dithering on my mixels tonight 😈
she downsample my dither make my palette swap
This video is literally going back in time.
Fun fact: RARE's Donkey Kong Country for Super Nintendo used animated 3D models for it's characters that were converted into 4bpp sprites.
Thank you kindly, stranger
Monogatari, persona 3 (if I'm not mistaken) and more references, paired with cool jokes and awesome video editing. You deserve way more followers than you have
This is the first video I watched from this guy. I could spot some shitpost humor but when the montage dropped, I lost everything.
I wanna be his friend.
bro the music at 4:25 hit way too hard
9:49 I was very confused by this section because the shader didn't work and had to go play on shadertoy to fix it.
It's supposed to be center * (sharpness * 4 + 1) not center * sharpness * 4 + 1
fantastic edit
I started cracking up halfway through the video when I realized how hilarious your animations were. truly great video 5/7
which software is Acerola using???
i thought he used blender
I love these videos!
You have a gift for being concise.
Thanks Acerola very cool
The montage not only made me giggle but also reminded me of the existence of Breaking Benjamin to which I last listened like 10 years ago lol, thanks for the nostalgia
There was something I saw where a person used actual pixel art, but the texture used was actually a map to a different texture, which then allowed them to swap out that second texture on the fly
astortion?
@@catgirlQueer yeah, that game, I couldn't remember what it was called
That montage is beautiful
200X called, They want their Montage back.
Nice, but i miss the lab coat
irl segments will return but probably not till after the next video since I've got only a few days to make the next vid.
8:00 the music really resembles something that Smash Into Pieces would make, maybe I should check on them 👀
Huh!? That's exactly what I just thought before I got this video!
I like the monogatari intro
I feel like a good addition to this might be explanation of non-standard palette dithering. The kind explained at the end is neat, but ultimately a fake color picture from greyscale, and the color-choosing algorithm shown before just assumes an RGB palette with equally-spaced items. Would be interesting to go a bit into palette-aware algorithms (like ones with a higher # of greens than blues, to make the night landscape picture show up better).
Very true!
i have no place to apply this, (as of yet) but this has been really interesting to learn anyway!!! (well. minus the matrices and math in the dithering section of this video- sorry haha!!)
thank you for putting this out! i think im going to try messing around with this sometime! :]
Came for the dithering, stayed for the montage
Fun fact, bilinear (or a somewhat cheaper version of it) was used for the nintendo 64, whereas the PlayStation used point filtering. This is why the 64 textures looked, well, blurry, and the playstation was super blocky. PlayStation also had issues with fixed point math and other things, so it would be interesting to see how good it could be without those. I prefer point filtering when it comes to low resolution textures anyways, as you get a Minecraft instead of blurry N64 look.
UA-cam! light this channel up!
Very cool
9:15 i prefer that tbh
Got a give a like because you use the cheapest most basic Samson mic and frankly I love it. Also, good video
bruh I didn't know what anti aliasing was for like 20 years until watching 3 seconds of this video.