mattdevv.bsky.social
@mattdevv.bsky.social
I think its being caused by the Bayer pattern itself. As more dots are added the patterns aren't equal in brightness. Most visible here in a 2x2 Bayer pattern.
May 26, 2025 at 2:38 AM
Still some brightness banding occurring that I'm not happy with though. Easier to see it when the image is blurred.
May 26, 2025 at 2:33 AM
Fixed the SDF antialiasing a bit since some people were checking it out.

(Before/after)
May 26, 2025 at 2:30 AM
Didn't do much more but have cleaned up the code and released it on Github to demo the implementation.

github.com/mattdevv/SDF...
May 24, 2025 at 10:27 AM
More work to do, there is some precision issues in the texture coordinates, and need to smooth out the sdf at low angles.
February 7, 2025 at 8:09 AM
Comparison of different size Bayer matrices: 2x2, 4x4, 8x8, 256x256
February 7, 2025 at 8:05 AM
Update on my implementation of @runevision.bsky.social's texture-less fractal dithering, can now use any size Bayer matrix. Video shows how it looks in motion and changing some settings.
February 7, 2025 at 8:05 AM
Yep for each pixel I find its fractal level to subdivide the UV the correct amount. Then the UV is shifted to the center of each 2x2 Bayer sample and scaled by the fraction into the fractal level. Finally I min() the 4 SDF samples together and apply a hard edge.
January 27, 2025 at 10:31 AM
No textures are used in dithering (except for albedo on the cube). Dot shape can be changed to any SDF equation.
(Circular Dots, Star Dots, Stars SDF, Stars UV coords)
January 27, 2025 at 9:14 AM
Amazing Video!

Tried my hand at implementing this just from the video but with SDFs instead of a 3D texture. Turned out pretty good but missing a lot of the quality touches from your final shader, however I can now switch the shape of the dots easily (See reply).
January 27, 2025 at 9:14 AM