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
| Setting | What it does | Range | Default |
|---|---|---|---|
Still belowbelow | 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