Posterized texture

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kattle87
Posts: 402
Joined: Wed Sep 26, 2007 9:06 am
Location: Italy

Posterized texture

Post by kattle87 »

A really simple trick to get a posterized image is to use the "rounding errors" of the standard RGB to get the colours "trunked" into only n levels. This can be made with expressions, too, but I've found a really easy way to do it: use 2 chained blur components:
-the first blur amplify with very low values (EG: 4/256 = 0.0156) (and no blur)
-the second blur amlify with 1/(the other blur value) EG: 256/4 = 64.
In this example the number 4 was just the number of levels you want to get. The minimal value is 1 of course ^^

The effect is just great! ^^
Attachments
posterize effect.zip
ZProject file. There's also a bonus texture inside it!
(159.39 KiB) Downloaded 482 times
this was just a random face taken from a google search. Actually, this is the "before-after" image of the effect. I can guarantee you this is the same you can get with basic posterization by any image editing program (EG: the Gimp)
this was just a random face taken from a google search. Actually, this is the "before-after" image of the effect. I can guarantee you this is the same you can get with basic posterization by any image editing program (EG: the Gimp)
Posterize.jpg (25.27 KiB) Viewed 4258 times
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jph_wacheski
Posts: 1005
Joined: Sat Feb 16, 2008 8:10 pm
Location: Canada
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Post by jph_wacheski »

Wow, that is very cool!
I had not tryed that with a photo,. I was going to ask for a Sharpen component however I stumbled onto a similar effect as this and it works well enouph., for that too. 'tis a load of fun to build up interesting textures now,. however I am sure many more cool components could be added as well., perhaps a Polar Warpin' thing to make sphear maping easy??

here is a posterised cage/web effect for my dungon,.

Code: Select all

ZZDC<?xml version="1.0" encoding="iso-8859-1" ?>
<Bitmap Name="Bitmap4" Width="4" Height="4">
  <Producers>
    <BitmapCells CellStyle="2" PointsPlacement="3" UsedMetrics="4" RandomSeed="43" PointCount="64"/>
    <BitmapExpression>
      <Expression>
<![CDATA[this.Pixel.R *= .4;
this.Pixel.G *= .3;
this.Pixel.B *= 3;]]>
      </Expression>
    </BitmapExpression>
    <BitmapBlur Amplify="1.76"/>
    <BitmapCells CellStyle="5" PointsPlacement="3" UsedMetrics="1" RandomSeed="54" BorderPixels="6" PointCount="43"/>
    <BitmapBlur Radius="1" Amplify="0.8" Passes="3"/>
    <BitmapExpression>
      <Expression>
<![CDATA[//X,Y : current coordinate (0..1)
//Pixel : current color (rgb)
this.Pixel.A = this.Pixel.R-0.8;
this.Pixel.A += 0.8;]]>
      </Expression>
    </BitmapExpression>
    <BitmapCombine ExcludeAlpha="255"/>
    <BitmapExpression>
      <Expression>
<![CDATA[//X,Y : current coordinate (0..1)
//Pixel : current color (rgb)
     
this.Pixel.R *= this.Pixel.A;
this.Pixel.G *= this.Pixel.A;
this.Pixel.B *= this.Pixel.A;]]>
      </Expression>
    </BitmapExpression>
    <BitmapBlur Radius="5" Amplify="0.03"/>
    <BitmapBlur Amplify="24"/>
  </Producers>
</Bitmap>
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