That said, I didn’t really notice it throughout most of my testing, so 8 bpc will probably work for the majority of things you’ll try, especially if you want to go really glitchy with your look. This is a little bit slower, but it’s surprisingly minimal. The Displacement Map effect must have some optimizations that mess this up in 8 or 16 bpc. If you need it to be perfect, you’ll have to set your project to 32 bits per channel. On some things it’s noticeable, but on most images it’s fine. But this can lead to small gaps or the map being off one gradient level. I had some odd edges on some of my tests-due to the way Mosaic and shapes interact-so I made my gradient horizontal to test and fix this issue, and I realized that only some of the left edge pixels were being incorrectly mapped. **Note:** I ran across an issue when I was making the project file. See UNVI art’s tutorial for a nifty way to use Particle Playground to map characters to luma values: Our project file already has a few included. There’s a little bit of setup involved if you want to make custom maps, but there would be anyway. This tutorial expands upon Tutorial 65 to show a much faster way to map and render ASCII characters as well as any other characters or graphics you’d like to map. How to use displacement to remap tonal values with ASCII or other graphics
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