Hi,
I have made a utility texture that needs to maintain a perfectly hard pixel edge, it's a simple coloured voronoi texture that I put through a warp to break up the straight lines.
As soon as I add the warp it introduces anti-aliasing/sub-sampling that breaks my texture.
Is there a node setup that will let me unanti-alias / color remap my result after the warp so that it only uses the colours that were present pre-warp, I don't seem to be able to disable sub-sampling on the warp node (unless that is a project wide setting which would be just fine).
I've tried:
- Quantize (kinda makes the problem worse)
- Color match (no idea how that works but it also makes the problem worse)
Is there an alternative to Warp that will maintain my hard pixel edges?
Thanks.