nes sprites

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I want to use Houdini to produce sprites for the 8-bit NES. individual sprites on that console are limited to 3 colors + 1 transparent color. 8x8 pixels per sprite.
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is there a way that i can force houdini to output only the colors red, green, and blue when rendering?

(so i can replace them with 4 color NES palettes, later)
Edited by twelveplusplus - 2019年2月25日 21:19:23

Attachments:
tree_model_001.PNG (343.4 KB)
tree_001.png (834 バイト)
tree-001.bmp (822 バイト)
mushroom_001.png (822 バイト)
cactus-001.bmp (822 バイト)
nes_gfx.gif (140.3 KB)

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You could quantize colors in COPs.
https://procegen.konstantinmagnus.de/ [procegen.konstantinmagnus.de]
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ok, that's one thing that i was thinking of, but i'm not super familiar with the COPs nodes, so i wasn't sure which node to use. Also, how can do i wire the output from mantra into a COP network?

I really would like to automate the process as much as possible. especially for animations such as character walk cycle.
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The node to read in renders in COPs is called… render.
https://procegen.konstantinmagnus.de/ [procegen.konstantinmagnus.de]
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thanks. i tried the cops workflow yesterday.. (the render node is sweet, btw, so useful! )

couldn't figure out how to specify just 4 colors and which ones exactly (tried quantize, colormap, etc). the docs are a bit sparse in that corner…

I'm thinking i will try to code something with python and/or vex… vex cops were… strange looking… just a single text box with no real explanation… just for a one-liner? i guess?

i'm also gonna try doing it in sops. i can just use tiles of a grid like they are pixels. that should be pretty easy, and then i can use a paint cop for touch ups, etc…

WHHHYY IS THERE NO PAINT COP, SIDEFX? Seriously? i want to paint textures right in houdini!
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