New dithering method dropped

I call it Surface-Stable Fractal Dithering and I've released it as open source along with this explainer video of how it works.

Explainer video:
https://www.youtube.com/watch?v=HPqGaIMVuLs

Source repository:
https://github.com/runevision/Dither3D

#gamedev #vfx

Surface-Stable Fractal Dithering Explained

YouTube

By popular request I've added support for color RGB dithering, CMYK halftone, true 1-bit low-res effects, and much more to the Surface-Stable Fractal Dithering repo!

See it all in this groovy feature demo video (I spent a long time on it) and 🔊sound on:
https://www.youtube.com/watch?v=EzjWBmhO_1E
#gamedev #vfx

Feature Demo of Surface-Stable Fractal Dithering

YouTube

@runevision Is it incredibly stupid of me that I want this a shader for Minecraft?

This is beautiful work.

@UncleJosh Thanks! Someone has actually been working on shaders for Minecraft:
https://bsky.app/profile/arcolm.bsky.social/post/3lhdjbrhzis2e
arColm (@arcolm.bsky.social)

attempt at implementing Surface Stable Fractal Diffusion by @runevision.bsky.social in Minecraft Shaders https://www.youtube.com/watch?v=niLlvoeTZbI

Bluesky Social

@runevision Wow. I'm still mucking about with POV-Ray so I don't fully understand shaders.

Yes, I've thought about doing this in POV-Ray but if it's even possible it's out of my league.

@UncleJosh Hmm I’m not sure if it’s possible in POV-Ray without essentially implementing your own lighting instead of the built-in functionality. But it’s been many years so I might have forgotten details.