![]() ![]() That way I don't have to write new code, I just drop the files in that folder, run it, and move them out when it's done.Pixelator is a smart software to convert images into pixel art sprites and cover arts. To process just the RGB as one image and the Alpha of another, then combine them again, can you do that just in memory, or do you have to do that with temporary images? I'm doing it all in a batch file (I'm on windows) and I've made a file that looks at all of the images in a folder, running the same settings on all of the files in that folder. Tif wasn't supported, and it's 7MB, so I just shared it as oneDrive. It's not a particularly great image, I was just trying to create an example where I actually got that. When converting from 16bit to 8bit color you'll see harsh banding in the shadow. I don't know how to do that, so will have to do some research. Of course, this being a render from Keyshot, that isn't actually true, so that's a good reason to do it that way. I had thought about making sure the dither happened without the transparency, but realistically it shouldn't have to because the shadow would be the transparent part here, and the color Should be black, where the alpha channel would be the part that needs transparency. And I am aware that PNG24 is 8 bits per channel, so I Definitely should have been able to guess that PNG32 was Also 8 bits per channel, but include alpha, because.that's easy math! 32bit is generally reserved for per color definitions, so that would be floating point. Photoshop lists PNG8 as 256 colors and PNG24 as 8 bit color and just has a checkbox to allow/not transparency. Well, not I'm embarrassed at that stupid mistake. Those that don't do renderings would most frequently see those issues in pictures with sky.īeta Was this translation helpful? Give feedback. The goal here is to take the 16 bit color image and dither it using FloydSteinberg so that the more limited 8bit/channel image would look close to the 16 bit color image, but without banding in smooth transition areas. Because what I really want to do is limit to the colors of RGB565 in that case, or in this case I want to get RGBA 8888 (not sure what that format would actually be named). A coworker was using threshold,32,64,32 to change to RGB565, but I'm not sure if that was working correctly or if it's just like using posterize on an image, limiting to 32 levels. There are So many options that I'm not sure what I can/should use. Although, perhaps that is what is messing some things up, because that doesn't have values of transparency? I'm remapping the colors to force the image to remap to an image that has every single RGB888 color in it. I'm not sure how the dithering works, and if it even works on the alpha values, or only for RGB? I recently had to convert some renders to RGB565 and ImageMagick worked Amazingly well.Ĭonvert test16.png -quantize Log -dither FloydSteinberg -remap allColors.webp -define png:format=png24 test16_dither.png But I'm failing at even getting transparency to work. At 16bit, the banding is effectively eliminated, so I wondered if I could render to 16 bit and convert to 8. Some 3D rendering methods don't do a great job of dithering values so things like ground shadows, especially when transparent, cause banding. ![]()
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