Hello, I have tried to look for solutions to this but I either do not have the correct search terms to find the answer, or the answer is so obscure as to be buried beneath tangentially related subjects.
Basically I am making a game with low resolution textures, but I am using noise materials for some specific effects I want to achieve, however the output is always too high res.
Is there a node or chain of nodes I can add to the following material graph to reduce the resolution of the noise output? Or perhaps a way outside of the material graph to achieve this. There doesn’t appear to me to be a way to use the standard Texture Coords node to scale it in this way.
Thanks in advance!
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Thank you for your response. Unfortunately that is not quite what I meant, as when I do this the scale of the noise changes but the outputted resolution remains the same.
Perhaps it is best described this way, as I now realise the noise node will always maintain a consistent output resolution regardless of the input:
I would like the final material output to be pixelated, so that it has the appearance of being a low-res animated texture.
That probably more accurately relays what I mean.
Also, that node generates -1 to 1, so half of the output is ignored, you might need to use a ‘constant bias scale node’.
It would also be much more efficient, especially if you want low res, to just use textures
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That’s what I was looking for thank you so much!
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