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Conversion Settings

Rick Christy edited this page Jan 9, 2026 · 1 revision

rez2ans — Conversion Settings Tab (User Docs) ⚙️🧠

This is the Conversion Settings tab — the place where you decide HOW rez2ans turns pixels into ANSI. If the Image Adjustments tab is “make the source look right,” then Conversion Settings is:

“Pick the rules of the game: palette, glyphs, dithering, and the overall vibe.”

You’ll spend most of your time here once you’ve got cropping working.


What this tab controls (big picture)

Conversion Settings decides:

  • Mode (hires / shades / hybrid / tronicshade / etc.)
  • Palette behavior (ANSI16, hint-assisted, shader-assisted)
  • Glyph set (blocks, shades, halfblocks, glyph-only, etc.)
  • Dither / diffusion (how gradients are faked)
  • Edge vs texture priorities (block thresholds, smoothing, settle/weight)

It’s basically the renderer’s “personality.”


1) Mode (choose your weapon)

The Mode dropdown is the main switch that changes the whole pipeline. Common modes you’ll see:

  • hires — sharp detail, more literal, more “pixel decisions”
  • shades — driven by ░▒▓█ shading, chunkier, classic ANSI look
  • hybrid — mix of detail + shading (often the best start)
  • cartoon — bold simplification; great for flat art/logos
  • colorbook — stylized color treatment; more “illustrative”
  • glyphfit — tries harder to fit character shapes to texture/edges
  • autoshader — shader-assisted stylizing
  • tronicshade — style engine + settle passes; pack-ready texture
  • ANSI Art Mode variants — ansiblocks / glyph-only paths

Mode picking cheat-sheet

  • Photos: start hybrid, then try tronicshade
  • Logos / line art: cartoon or shades
  • Pixel art: ANSI Art Mode (ansiblocks-pixel)
  • “Make it look like a pack”: tronicshade + shader/patchbook

2) Palette / Color choices (the 16-color prison yard)

rez2ans outputs in ANSI 16 colors (CP437 + classic attrs). So palette handling is everything.

You’ll commonly see controls like:

Palette selector (or palette strategy)

Examples of behaviors you might have available:

  • Plain ANSI16 mapping: nearest-match FG/BG
  • Hint-assisted: your Color Hints push choices toward specific ANSI indices
  • Shader-assisted: restricts or biases FG/BG combos based on shader pairs

When palette feels “wrong”

Try this order:

  1. Lower Saturation slightly (Image Adjustments tab)
  2. Use Color Hints for the problem colors
  3. If available, use a Shader BIN/profile to restrict combos (more consistent)

Scene truth:

Most “bad ANSI” isn’t glyph choice — it’s palette mismatch + too much saturation.


3) Glyph set (what characters are allowed)

Glyph set controls the alphabet the renderer is allowed to use. Common sets you’ll see in rez2ans-land:

  • Blocks + halfblocks (█ ▀ ▄ ▌ ▐ etc.)
  • Shades (░ ▒ ▓ █)
  • Mixed (shades + blocks + halfblocks)
  • Glyph-only (characters only; colors may be handled separately)
  • Glyph-only (keep existing colors) (re-char without recolor)

Why glyph set matters

If your glyph set is too broad:

  • you get weird “letter soup” textures
  • edges become noisy

If your glyph set is too narrow:

  • you lose detail
  • gradients band

Practical picks:

  • Want clean: shades/blocks only
  • Want detail: hybrid/mixed glyphs
  • Want pixel art: ansiblocks-pixel
  • Want re-char an existing ANSI: glyph-only keep colors

4) Dither / diffusion (fake colors like it’s 1996)

ANSI has limited colors, so the renderer uses dithering/diffusion to suggest extra tones.

You may see:

Dither amount / strength

  • Low: cleaner, fewer artifacts, more banding
  • High: smoother gradients, but more sparkle/noise

Ordered dither (Bayer)

  • Bayer4: stronger grid texture (classic ANSI pattern)
  • Bayer8: smoother, less obvious pattern

Dither troubleshooting

  • Banding in skies/gradients → increase dither a bit or use Bayer8
  • Salt & pepper noise → reduce dither, or use ANSIrez/TronicShade settle

5) Thresholds & weighting (edge vs mush decisions)

Depending on mode, you may see some of these:

Block threshold

How willing it is to use full blocks (█) / strong block coverage.

  • Higher: cleaner chunky areas, more “toon poster”
  • Lower: more halfblock/shade texture, more gritty

Shade / settle weight (TronicShade vibes)

How much refinement/coherence is applied after the initial solve.

  • Higher: smoother, less shimmer, more “finished”
  • Lower: raw texture, more noise but more bite

Edge keep / smear type settings (in TronicShade styles)

These are often inside style profiles, but they affect how edges survive vs smear into texture.


6) Shader / Patchbook hooks (if present here)

Some builds place these controls partly under Conversion Settings:

Use shader (BIN/ANS)

Restricts or biases allowed FG/BG pairs and/or glyph-pair choices. Great for consistency across a pack.

Patchbook

A learned stash of “good decisions” from imported art. If empty, import shader/art first (or build with AnsiLab).

When you want “everything in this set matches”:

Shader + Patchbook + TronicShade = consistency cannon.


Suggested starter settings (safe defaults)

A) Photo-ish (start here)

  • Mode: hybrid
  • Glyph set: mixed shades/blocks
  • Dither: moderate
  • If noisy: enable settle/ANSIrez/median passes

B) Clean poster / logo

  • Mode: cartoon or shades
  • Glyph set: shades + blocks (avoid letters)
  • Dither: low
  • Block threshold: higher

C) Gritty pack texture

  • Mode: tronicshade
  • Use style/shader if available
  • Dither/diffusion: medium-high
  • Shade/settle weight: medium-high

Mini “render ritual” (works every time)

  1. Pick Mode
  2. Pick Glyph set
  3. Set Dither just enough to kill banding
  4. Render (F12)
  5. If colors are wrong → hints/shader/saturation
  6. If texture is wrong → block threshold / weight / settle

If you tell me your target vibe (clean toon / gritty halfblock / photo smooth), I’ll write a one-screen preset recipe for Conversion Settings that matches it.

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