Hey everyone! The end of 2024 is slowly approaching, so I thought it would be good to add at least one more post-processing effect before diving into something more complex next year. This time, it’s again about layering, with each layer shifted differently using a noise texture and rotation. With a bit of imagination, the result can resemble a painting where the colors have blurred and blended together slightly. Let’s take a look at how this algorithm works.

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[–] 1 point 2 years ago

Is there a proposal for adding an option of sparse speckle* noise to Godot's generated noise texture?

I'm sure this is easily achieved with a dedicated texture (or two, so the light speckle can be more visible beyond the regular highlighted area), but I don't seem to be having much luck making or finding it.

*=Most of the original color is untouched but with lighter and darker splotches ideal for a stone texture or to just break up flat color.

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