Pieces Of 8-Bit Image Converter
Usage:
-
Import your image or video file (you can do this by dragging & dropping it onto most of the general category panels - 3D Viewport, Image Editor, UV Editor, etc.).
- Add a mesh object in the 3D Viewport panel. *
- In the Properties panel, add a Geometry Nodes modifier to your object.
- Open the dropdown menu under the new modifier ('Browse Node Tree to be linked'), and select one of the available graphic modes, marked with an 'F' next to them. The panel should fill up with parameters.
- Open the Image A dropdown and select your imported file. **
* You can also experiment with the existing sample objects, selected in the 3D Viewport by default, skipping steps 2-4.
** If you still see blank rectangles in the 3D Viewport, you might need to select a different shading method. Look for four buttons with sphere icons in the 3D Viewport header. If you don't see them, use the middle/scroll button on your mouse to drag the header left (the shading method buttons are on the far-right end of the header).
Tips:
- For best performance, your scene should contain as few objects as possible (delete the sample objects or create a new scene).
- Image parameters are persistent when switching between machines / graphic modes.
- To reset a parameter to its default value, hover over its field and press Backspace.
- Screens are displayed with a basic scanlines shader by default. You can switch to the Shading workspace to view and modify it (e.g. change scanlines' strength, switch on CRT slot masks, etc.).
- Post process effects (glare and lens distortion) are added to your renders by default. These can be viewed and modified in the Compositing workspace.
- Text layers can be added in the Geometry Nodes Editor, using the dedicated Text Layer node. They can be added to an image or input as custom image masks in the A->B Transition node.
- You will find a sample Text Layer node in every mode's node graph. To hide the text, select the node and press either M to Mute it or CTRL+X to delete it (Please note this node will affect *all* objects using the same graphics mode).
- Multiple Text Layer nodes can be chained in succession. The four node outputs (Image, BG Width, BG Height, BG UV) can be plugged into the respective inputs of the next Text Layer node, to keep things tidier.
- Images can be exported to their respective machines' formats, which can then be displayed on an emulator or real hardware. Select the appropriate script in the Text Editor and follow the instructions.
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