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Dither Video Effect

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Settings are written to the URL as you change them. Nothing differs from the defaults yet.

Push a clip into the palette of an old computer or handheld console. Every pixel is snapped to the nearest color in the palette, and the rounding error is spread into its neighbours, so gradients survive as patterns of dots instead of hard bands.

Palettes

Two-color black and white gives the stark 1-bit look of early Macintosh graphics. Game Boy maps everything onto four greens. PICO-8, Commodore 64, and DB16 each hold 16 colors, enough to keep skin tones and skies recognisable.

Fewer colors mean more visible dots. The pattern carries the detail the palette cannot, so faces in a 2-color dither stay readable at 720p and above but fall apart in a small export.

Error diffusion on video

The dither uses Floyd–Steinberg diffusion in linear light. It is ordered by position, which makes it sensitive to change: a pixel that shifts slightly can reorder the dots for the rest of its row and below. On camera footage the pattern crawls from frame to frame. Many people use that shimmer as part of the look.

For a steadier result, lower Diffusion. The dots thin out and more of the frame settles into flat palette areas, which change only when the picture does.

Output size

Dithered frames are full of high-frequency detail, which is the hardest thing for a video encoder to compress. At the same bitrate the export shows more compression smearing than the source did. Export at the source size rather than scaling down, since shrinking a player window blurs the dots into gray anyway.

Frequently Asked Questions

When a pixel is replaced by the nearest palette color, the difference between the two is passed on to the neighbouring pixels that have not been processed yet. Areas between two palette colors come out as a mix of dots of both, which the eye averages back into the in-between shade.

Error diffusion runs across the whole frame from the top left, so a small change anywhere alters the pattern after it. Sensor noise and compression noise change slightly every frame, and the dots rearrange with them. Clean sources such as screen recordings and animation crawl least.

Strength mixes the dithered frame with the original: 100% is the pure palette result. Diffusion scales how much error is passed on. At 0 each pixel snaps to its nearest palette color with no pattern, which gives flat posterized areas.

Black and white (2 colors), 4-level grayscale, Game Boy, 4-tone sepia, CGA (4 colors each), and PICO-8, Commodore 64, and DB16 (16 colors each).

It is copied into the export unchanged when the container can hold its codec, and re-encoded when it cannot. A note under the export button says which happened.

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