On the old 16 Color games, fade to black transitions used to work by rolling through the 16 colours available until black, Is there an effect like this in fusion? Almost like a post-posturize for the whole screen?
On the old 16 Color games, fade to black transitions used to work by rolling through the 16 colours available until black, Is there an effect like this in fusion? Almost like a post-posturize for the whole screen?
You could write a simple effect shader where the shader modifies RGB values of the pixel based on the effect parameter setting (that you cycle trough in events). You could also add some color crushing to the effect to make it look more like an EGA game. If you are using strict palette you could probably do something with Animation-> Replace Color (but in practise it is probably faster and easier to do it with a shader).
A [very] simple way to do this is with an active object the size of your screen, with animation frames going through your different colors until black.
Yes, I think a posturize shader would work most effectively, is there a shader avilable that does such an effect?
It is very easy shader to do. You probably can find HLSL or at least GLSL tutorial that shows how it is done. (With GLSL you need to convert some things to HLSL, like vecs are floats and mod is fmod - simple stuff).
Anyway here is what simple posterization + grid quick backdrop and action that runs alt variable up and passes that as shader effect parameter looks like (you can get better effect by putting some time into how the shader handles the color values and if you figure out how you can resize to screen without CTF messing up grid patterns):
Sorry, I've never actually used shaders! Can you make them in fusion or does it require programming?
Shaders are called "effects" in Fusion for some reason - they can be found under object/layers properties - display options. Fusion has editor for them, but it is text based, so it requires programming. However most stuff is pretty simple. You basically manipulate loop that goes trough all the pixels one at the time (in programming sense, in actuality it uses GPU to calculate multiple pixels at the same time). All you do is change the color of the one pixel based on some kind of math of you choosing. It is bit more advanced stuff, but if I can make something with it, so should others as well.
There are tutorials for HLSL but there are far better ones for GLSL. GLSL has some different names for things, so you have to translate things but there are sites that let you to play with them in real time (like glslsandbox.com).
So, effectively, all I need is to stack a fade to black or from black behind a posturize effect that gradually posturizes more as it cycles?
Posterize image and then push the RGB colors towards black. You might not want a fade because it is too smooth of a transition. In my video example it is 1)posterize 2) then subtract 0.03 from first color (green) in every cycle [color values in this case are 0.0-1.0 instead of 0-255] 3) when first color is dimmed enough, start subtracting from next (red) 4) and when that is done do the same for blue. In the video example I probably subtract too little on every cycle, making it too smooth.
Just to help along: This is the posterization method that I used in the video. It might not be "real posterization" (i don't know) but it is close enough.
It does not take in a count of transparency, and so it works best as in a shader for a layer.Code:float4 orgPix = tex2D(img, In.Texture); float3 mixedC= orgPix+(orgPix*orgPix); float3 finalC = floor(mixedC); Out.Color = float4(finalC, 1.0);