Published using Google Docs
How to use Drips Psx Efx
Updated automatically every 5 minutes

How to use Drips Psx Efx

Version 1.4

How to use Drips Psx Efx

How to install

DripsPsxEfx.blend

1. MainScene

2. Char

3. VertexLight

DripsPsxEfx Setup

1. Vertex Snapping

2. Affine Mapping

3. Culling

4. Vertex Light (Gouraud Shading)

5. Compositing

6. Fake Mist

General Tips

Geometry Nodes

Vertex Snapping - Camera Orthographic

Vertex Snapping - Camera Perspective

Vertex Snapping - World

Focal Length from FOV

Affine Mapping Constructor

Distance Culling

Frustum Culling - Camera Orthographic

Frustum Culling - Camera Perspective

Vertex Light - Ambient

Vertex Light - Directional

Vertex Light - Point

Vertex Light - Spot

Shader Nodes

Affine Mapping Coordinates

Vertex Lit

Pixelate Coordinates

Fake Mist

Posterize - Shader

Compositor Nodes

Dither - Post

Pixelate - Post

Pixelate and Fake Dither - Post

Posterize - Post

Scanlines

PC CRT

TV CRT


How to install

Please note:

Version 1.4 of DripsPsxEfx is compatible only with Blender 4.4 and up.
Version 1.3 of DripsPsxEfx is compatible only with Blender 4.2 and 4.3.
Version 1.2 of DripsPsxEfx is compatible only with Blender 4.1.
If you are using Blender 4.0 or any earlier versions, please make sure to use DripsPsxEfx 1.1.

  1. Go to Edit > Preferences, and under “File Paths” set up a new path to the directory that contains the “DripsPsxEfx.blend” and the “blender_assets.cats.txt”.


  2. Choose “Save Preferences” before closing the window.


  3. By opening the Asset Browser, the content is now available in all of your projects.



DripsPsxEfx.blend

The DripsPsx.blend file contains all the necessary components for working with the DripsPsxEfx effects. It serves as a comprehensive resource, showcasing the setup for various effects and providing concise documentation for each node in the corresponding node editor.

Use the outliner in the top right to select and activate the desired example scene:


  1. MainScene

This scene demonstrates the fundamental setup for DripsPsxEfx. It features a static scene with a simple camera animation. To witness the retro effects in action, press play. For a deeper understanding, explore the Geometry Node Editor, Shader Editor, and Compositor.

  1. Char

In this scene, you’ll find a character with an Armature Modifier and a straightforward animation. Pay attention to the order of modifiers: first, apply the Armature Modifier, and then the Geometry Nodes Modifier containing the DripsPsxEfx Nodes. This sequence ensures that the animation occurs before applying effects like vertex snapping.

  1. VertexLight

This scene showcases the setup for gouraud shading (vertex light). Unlike standard shading, which calculates light for each pixel, gouraud shading computes light for each vertex and interpolates the results between neighboring vertices.


DripsPsxEfx Setup

Let's say we want to apply DripsPsxEfx on this basic scene:


  1. Vertex Snapping

Open the Geometry Node Editor.

Add a new Geometry Node Modifier to the object. You can name the node tree. I’ve named it “PSX FX”.

To apply the effect to all objects in the scene:

Select all the objects. Lastly, select the object that holds the modifier.

Press “Ctrl + L” and choose “Copy Modifiers” to apply the modifier to all selected objects.

Open the Asset Browser.

Navigate to “DripsPsxEfx > Geometry Nodes”.

Depending on the camera type you are using, choose the corresponding vertex snapping node. For a perspective camera, use the “Vertex Snapping - Camera Perspective” Node.

Simply drag and drop it into the Geometry Node Editor.

Connect the vertex snapping node between the input and output nodes.

The node will automatically detect the active camera.

Copy the camera’s Resolution, Focal Length, and Sensor Width values into the node.

Obtain the Resolution from the Output Properties.

Retrieve the Focal Length and the Sensor Width from the camera’s Data Properties.

When everything is set up correctly, the object’s vertices will be snapped to the grid defined by the Vertex Snapping Node.

Toggle “Show Debug Grid” to visualize the grid in the viewport.


  1. Affine Mapping

Open the Asset Browser and navigate to “DripsPsxEfx > Geometry Nodes.” Locate the “Affine Mapping Constructor” Node.

Drag this node into your geometry node tree and connect it after the Vertex Snapping Node.

Ensure that the “UV’s Name” matches the naming of your object’s UV Maps.

Open the Shader Node Editor. From “DripsPsxEfx > Shader Nodes”, add the “Affine Mapping Coordinates” Node to your shader node tree.

Use this newly added node for your texture’s coordinates.

Remember to follow these steps for all the materials in your scene that require the affine mapping effect.

Keep in mind that on objects with few vertices, the distortion might appear extreme, as seen on the ground plane.

This behavior is expected with affine mapping and can be mitigated by adding more geometry.


  1. Culling

Use culling to disable objects or vertices outside the camera’s frustum or those that are far away.

Drag and drop the nodes from “DripsPsxEfx > Geometry Nodes” into your geometry node tree.

For Frustum Culling, don’t forget to copy the camera settings into the node (Resolution, Focal Length, and Sensor Width).


  1. Vertex Light (Gouraud Shading)

Drag the “Vertex Lit” Shader from “DripsPsxEfx > Shader Nodes” into the shader node tree of each material.

Replace the existing Principled BSDF shader with the “Vertex Lit” shader.

This node captures light data that we’ll set up in the geometry node tree.

Drag a Vertex Light Node from “DripsPsxEfx > Geometry Nodes” into your geometry node tree.

It’s advisable to perform vertex lighting after vertex snapping.

To control the position and orientation of a light source, you have two options:

  1. Set it manually in the node.
  2. Use a reference object (e.g., an Empty) to control the point light’s position.



  1. Compositing

Open the Compositor and toggle “Use Nodes” in the Compositor.

To observe real-time post-processing in the viewport, go to Viewport Shading settings and set the Compositor to “Camera” or “Always.”

Drag the desired effect from “DripsPsxEfx > Compositor Nodes” into the compositing node tree and connect it appropriately.

In this example, I’ve used the “Better Dither - Post” node.


  1. Fake Mist

Drag the “Fake Mist” Node into the shader node tree of each material.

Connect it after the main shader (in this case, the “Vertex Lit” Shader).


Ensure the sky color matches the mist color.

Switch to the World Shader and adjust the color of the “Background” Node.


General Tips

  1. When rendering, it’s essential to employ a typical resolution and aspect ratio for the Playstation.
    You can refer to the following source for guidance:


    Source: Resolution - Emulation General Wiki (gametechwiki.com)
  2. It is recommended to use the Eevee render engine. While Cycles is also an option, achieving a LoFi (low-fidelity) appearance is easier with Eevee.



  1. To eliminate anti-aliasing, navigate to the Render Properties and set the Filter Size under the “Film” section to zero pixels.


  1. For basic color management, choose the “Standard” view transform under the Color Management settings in the Render Properties.



  1. Disable anti-aliasing in your textures by setting the filtering mode to “Closest” in the Image Texture node of your materials.



  1. When working with lights, opt for hard, low-resolution shadows or even no shadows at all.
  2. Since many effects from DripsPsxEfx depend on the camera, it might be convenient to always view your scene through the camera.
    Align the view to the camera and toggle “Camera to View”.



Geometry Nodes

Vertex Snapping - Camera Orthographic

Use this node when using an orthographic camera.

Copy the settings for "Camera Resolution X", "Camera Resolution Y", "Camera Orthographic Scale" from your active camera into this node.

Inputs:

Outputs:


Vertex Snapping - Camera Perspective

Use this node when using a perspective camera.

Copy the settings for "Camera Resolution X", "Camera Resolution Y", "Camera Focal Length" and "Camera Sensor Width" from your active camera into this node.

Inputs:

Outputs:


Vertex Snapping - World

Snaps vertices to absolute world coordinates.

Inputs:

Outputs:


Focal Length from FOV

Converts the field of view to focal length if the camera’s Lens Unit is set to “Field of View”.

Can be used in conjunction with the “Vertex Snapping - Camera Perspective” Node.

Inputs:

Outputs:


Affine Mapping Constructor

Constructs texture coordinates for affine mapping.
Has to be used in conjunction with the “Affine Mapping Coordinates” shader node.

The object needs an UV map for this node to work.

Set "UV's Name" to the name of your object's UV map (found in Object Data Properties).

Inputs:

Outputs:


Distance Culling

Disables Vertices or Objects based on the distance to the camera.

Inputs:

Outputs:


Frustum Culling - Camera Orthographic

Disables vertices or objects if they fall out of the camera’s frustum.

Inputs:

Outputs:


Frustum Culling - Camera Perspective

Disables vertices or objects if they fall out of the camera’s frustum.

Inputs:

Outputs:


Vertex Light - Ambient

Lights the object evenly.
Has to be used in conjunction with the “Vertex Lit” shader node.

Inputs:

Outputs:


Vertex Light - Directional

Global, directional light.
Has to be used in conjunction with the “Vertex Lit” shader node.

Inputs:

Outputs:


Vertex Light - Point

Point light.
Has to be used in conjunction with the “Vertex Lit” shader node.

Inputs:

Outputs:


Vertex Light - Spot

Spotlight.
Has to be used in conjunction with the “Vertex Lit” shader node.

Inputs:

Outputs:

Shader Nodes

Affine Mapping Coordinates

Affine mapping texture coordinates.
Has to be used in conjunction with the “Affine Mapping Constructor” geometry node.

Output:


Vertex Lit

Vertex light shader.

Has to be used in conjunction with the vertex light geometry nodes.

Inputs:

Outputs:


Pixelate Coordinates

Manipulates UV coordinates to let textures appear in low resolution and pixelated.

Inputs:

Outputs:

Fake Mist

Cheap, shader based mist / fog effect.

Has to be used after your shader node.

Inputs:

Outputs:

Posterize - Shader

Reduces the color depth of the input.

Inputs:

Outputs:

Compositor Nodes

Dither - Post

Combines pixelation, posterization and dithering.

Inputs:

Outputs:


Pixelate - Post

Pixel effect.

Inputs:

Outputs:


Pixelate and Fake Dither - Post

Pixel effect and dither overlay.

Inputs:

Outputs:


Posterize - Post

Color depth reduction.

Inputs:

Outputs:


Scanlines

Scanline effect.

Works best with a large pixel size.

Inputs:

Outputs:


PC CRT

PC CRT effect.

Inputs:

Outputs:


TV CRT

TV CRT effect.

Inputs:

Outputs: