By the way, you can copy modifiers between objects in normal blender using Ctrl+L and then clicking Modifiers. This will copy modifiers from the active object to all selected objects. However, you still need the addon since this, like the "Copy Modifiers" shown in the video, replaces existing modifiers, and we don't want that.
Great tutorial, but I found that the effect works better if you set your noise texture's color setting to color, because when you choose a grayscale noise texture and displace along RGB to XYZ, the model will be displaced only along one axis, since R, G, and B values are by definition always the same in a grayscale texture. A colored texture will displace in any direction.
I had a problem where the effect was barely visible, and I could only see it when I scaled the model way up. The problem was that the model had its scale all messed up, so the solution was: Ctrl + A -> Scale. To anyone that may have the same problem :)
The biggest way this method is inaccurate is that on the PS1 models don't have to move for the snapping to occur, just moving the camera itself will show vertex snapping. It's the easiest approximation in Blender though and will get the job done
To make the snapping occur when the camera moves, set the "Texture Coordinates" in the displacement modifier to "Object", then set the "Object:" as your camera.
Interesting! My understanding is the real PS1 effect snaps vertices to a grid due to not using floats for vertex positions. I didn't realise that the grid is orientated from the camera although I'm probably wrong.
9 месяцев назад
This is it. But mapping to the camera coordinates might be more in line with the original PS1 method. Have to test.
Can i just point out i was the one who made dustbox's video blow up. posted the link in r/blender and r/ps1graphics. tried doing it myself, and i noticed that it doesn't snap verticies in normal areas, because if acharacter stood still in ps1, but the camera rotated, then the verticies would pop and snap. thats not the case here. its only being moved based of of the characters global positioning.
My character doesn't seem to distort as much, I have to set the cloud size way higher for visible distortion, am I doing something wrong or is my character just not low poly enough?
What if set the noise coordinate to be object and set the camera ? If your models aren't animated this should still show these vertex snapping from camera movement ?
@@TheSicklyWizard No kidding. lol I guess the only thing left to string it all together is the Bayer 4x4 dithering. I figured out how to do it in Photoshop and Godot, and even Unity, but never Blender.
No, the effect in blender was strictly a blender only effect for people wanting to animate. However, there are unity render pipelines that have vertex snapping shaders, like the HPSX render pipelone
By the way, you can copy modifiers between objects in normal blender using Ctrl+L and then clicking Modifiers. This will copy modifiers from the active object to all selected objects. However, you still need the addon since this, like the "Copy Modifiers" shown in the video, replaces existing modifiers, and we don't want that.
Great tutorial, but I found that the effect works better if you set your noise texture's color setting to color, because when you choose a grayscale noise texture and displace along RGB to XYZ, the model will be displaced only along one axis, since R, G, and B values are by definition always the same in a grayscale texture. A colored texture will displace in any direction.
"once we've come to terms with the nightmare that we've created..." lmao
THE FUTURE IS ADJUSTED DARYL!!!!!!!!
Dude! Straight to the point, no BS! Awesome! Exactly what I needed! Thanks!!
What a time to be alive.
Definitely a good reason to get up from the bed.
Oh man, thank you for your work! Amazing!
holy hell this is exactly what i was looking for, thank you
All right. It’s settled. I’m gonna make something
It begins
I really appreciate your tutorials! Keep on keepin on!
ohh. The cell noise was a great idea. I was just using the clouds but that doesn't give the necessary clickyness!
I had a problem where the effect was barely visible, and I could only see it when I scaled the model way up. The problem was that the model had its scale all messed up, so the solution was: Ctrl + A -> Scale. To anyone that may have the same problem :)
The biggest way this method is inaccurate is that on the PS1 models don't have to move for the snapping to occur, just moving the camera itself will show vertex snapping. It's the easiest approximation in Blender though and will get the job done
Apparently you can set the displacement relative to.the camera too, i just didn't realize it till after the video
To make the snapping occur when the camera moves, set the "Texture Coordinates" in the displacement modifier to "Object", then set the "Object:" as your camera.
Interesting! My understanding is the real PS1 effect snaps vertices to a grid due to not using floats for vertex positions. I didn't realise that the grid is orientated from the camera although I'm probably wrong.
This is it. But mapping to the camera coordinates might be more in line with the original PS1 method. Have to test.
Saved, This is a great video.
This is amazing! Thank you!
Didn’t think it would be so easy
i dont know how hard it is to make a blender modifier, but all it had to do was clamp(or round) the vertex positions
Can i just point out i was the one who made dustbox's video blow up. posted the link in r/blender and r/ps1graphics. tried doing it myself, and i noticed that it doesn't snap verticies in normal areas, because if acharacter stood still in ps1, but the camera rotated, then the verticies would pop and snap. thats not the case here. its only being moved based of of the characters global positioning.
You can set the object of the modifier to the camera and it works that way
that worked lel
Thanks
I know the secrets now
Now i have some issues. Is there any way to use cloud noise for texturing? I can create it in texture menu, but not with texturing node.
But even the textures on static wall planes would warp/jitter. This method can't replicate that?
My character doesn't seem to distort as much, I have to set the cloud size way higher for visible distortion, am I doing something wrong or is my character just not low poly enough?
Check and make sure you scales are applied for your character
What if set the noise coordinate to be object and set the camera ? If your models aren't animated this should still show these vertex snapping from camera movement ?
That would infact work yes
my character is completely distorted and stretched out after this. Everything else looks fine. Anyone who can help? :/
is there a way to do this that works for inanimate scene objects when the camera moves?
looking for this as well
not sure if you found a solution but apparently if you set the coordinates field to object then select your camera, it works
HOW DID YOU DO THIS SO FAST?! IT'S LIKE I SAID IT AND NOW IT'S A VIDEO!
im a *wizard*.
@@TheSicklyWizard No kidding. lol I guess the only thing left to string it all together is the Bayer 4x4 dithering. I figured out how to do it in Photoshop and Godot, and even Unity, but never Blender.
set the midlevel to 0, strength to a range from 0.012 to 0.096 and the texture to Magic with depth 24 and turbulence 256.
Thank me later
I found vorronoi textures set to position, XYZ from RGB, and set the displacement to the camera object. it worked really well.
AAAAAAAAAAAYOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO this is the way! thxxx suuu
if I do vertex snap in blender can I also see it exactly in unity?
No, the effect in blender was strictly a blender only effect for people wanting to animate.
However, there are unity render pipelines that have vertex snapping shaders, like the HPSX render pipelone
@@TheSicklyWizard damn I got a lot to learn, thanks for the answer!