Sub-pixel motion

A node of the Style graph, in the Colour group.

A part that moves by less than Still below pixels a frame (a breath, a sway) shows it in its edge pixels: one only partly covered goes a step down the ramp, and the empty pixel it is creeping into takes that colour once a quarter covered. Anywhere in the graph: the edge is the render's, so after Combine it works too, the outline staying as it is (only the edge pixels inside it change).

Takes: layer (layer), motion (scalar), below (number), steps (number) · Gives: layer

Settings

SettingWhat it doesRangeDefault
Still below
below
A part moving less than this many pixels a frame shows it in its edge pixels. 0 to 4 0.5
Steps How far down the ramp an edge pixel goes. 1 to 3 1

Every setting is also an input: wire a value into it to change it per pixel. On the command line: pxr graph set game.pixor --which style --node sub-pixel-motion --set KEY=VALUE.

Wire it
layer (+ motion) → layer
Settings
Still below, Steps

What it wires to

Its layer input takes a layer, which these give: CRT, Output, Cleanup, Combine, Lines, Mesh edges, Shading, To palette, Choose by mask, Dither mix, Flatten, Hatch, and 17 more.

What it gives, a layer, goes into: CRT, Output, Cleanup, Combine, Lines, Mesh edges, Choose by mask, Colour edges, Dither mix, Flatten, Layer over, Paint, and 9 more.

In the app, drag a wire from one of its dots: every dot the wire fits is ringed.

How it fits with the rest: the Style graph in the manual.

In the same group

Palette · Step the ramp · Step where masked · Flatten · Nearest colour · Palette dither · Ramp map · Tile colours