Why terrain grid do not display full pixels?

So, i have random 1 pixel stuff on my heightfield mask made by instance tiling

Project use Nearested Neighbor scaling method, the same method turned on inside instance tiling

But for some reason full-resolution viewport (max resolution of project 2048) do not display some pixels as full cell - only random borders on corners

But it is important for me to see each pixel directly. And have same startait view of pixels on final output image



Just to clarify - The pixel centers are at the intersection of each XY gridline, not in the center of the square regions. Does that explain what you’re seeing / expecting to see?

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YEEEE
THANK YOUUU

i did think before that pixels are squares
confused
lol

last two days i can not understand why i receive 2x2 columns in my world, while i did want to make 1x1 columns

all was in that i did think that 1 cell (4 intersections) is one pixel
but from your words i now understand that it was 4 pixels all those days…
huge time saved on debugging, thankssss :heart::heart::blue_heart::blue_heart::green_heart::yellow_heart::yellow_heart::purple_heart::purple_heart::orange_heart::purple_heart::black_heart::purple_heart::blue_heart::heart::green_heart::yellow_heart::purple_heart:

now i want help from someone on that question
due to that this grid from new release have no documentation, want to ask directly:

What on that image of grid is pixel?
You said it is not pink squares. You said that intersections is center of pixels. So question is - pixels is red squares, or yellow ones? Both of them have intersection as cetner, question just in - where is border of that intersaction?

Sorry that it not intuitive for me. I’m minecraft player - i’m always think about pixels like about squares. So still imagine this grid like minecraft blocks, lol

This is actually a very profound point (heh).

World Machine stores data on grids. Each grid point is a sample. That sample is the value (of height, color whatever) at that location. The width or area of any sample point is infinitesmally small. The result is stored in bitmaps and textures.

In your picture above, the closest thing to the actual pixels would be if you put tiny dots at the crossings of the lines. World Machine then reconstructs the terrain or color values at other points by blending between the values at the point samples.

Again in the image above, you can see the bilinear filtering occuring in between grid points. The square area that gets filled with varying colors is the area in between the pixels, not the pixel itself.

If you set the blending mode to nearest neighbor, what is produced will look a LOT like a bunch of little squares. But they will be shifted a half pixel compared to where you would think they would appear if you don’t understand the above.

There’s a famous paper from the 90s titled “A pixel is not a little square” (http://alvyray.com/Memos/CG/Microsoft/6_pixel.pdf) that goes into the mathematical underpinnings of this issue. It’s pretty dense but is exactly the issue we’re talking about.

Did that help at all?

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YEEE

Thanks for explanation
it sounds so simple
sometimes i think i may not bother people for asking explanation, but just ask chatgpt about such stuff, lol

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