#anyway this uses a non-functional (not a function) threshold map of 0 0 1 1 to introduce scanline artifacts instead of bayer crosshatching
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consider for a moment the following playing card: the windows xp era queen of spades
while the face card bitmaps in cards.dll are paletted to have 16 colours, they only use your bog standard rgbcmykw 8 colours that we know and love. but I like messing with colour gamut and so was playing with this, and got struck by something of no consequence to anyone but me:
when you apply a positional dithering map to this image to reduce it to 1 bit, note how the bottom half looks different from the top half: that's fucked. These cards are an even number of pixels, but for them to actually cohere they *need* vertical symmetry, and so naiively applying positional dithering to them ends up looking dreadful.
course, that's less satisfying bc it took manual intervention to duplicate the top of the card, but it's kinda interesting to me.
#things like start from the middle and work out just don't work with the workflows I'm using for positional dithering#anyway this uses a non-functional (not a function) threshold map of 0 0 1 1 to introduce scanline artifacts instead of bayer crosshatching#hence the horizontal lines#no point to any of this post but. wave hello to the queen of spades as she goes by!
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