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Conversion Settings
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.
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.”
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
- 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
rez2ans outputs in ANSI 16 colors (CP437 + classic attrs). So palette handling is everything.
You’ll commonly see controls like:
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
Try this order:
- Lower Saturation slightly (Image Adjustments tab)
- Use Color Hints for the problem colors
- 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.
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)
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
ANSI has limited colors, so the renderer uses dithering/diffusion to suggest extra tones.
You may see:
- Low: cleaner, fewer artifacts, more banding
- High: smoother gradients, but more sparkle/noise
- Bayer4: stronger grid texture (classic ANSI pattern)
- Bayer8: smoother, less obvious pattern
- Banding in skies/gradients → increase dither a bit or use Bayer8
- Salt & pepper noise → reduce dither, or use ANSIrez/TronicShade settle
Depending on mode, you may see some of these:
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
How much refinement/coherence is applied after the initial solve.
- Higher: smoother, less shimmer, more “finished”
- Lower: raw texture, more noise but more bite
These are often inside style profiles, but they affect how edges survive vs smear into texture.
Some builds place these controls partly under Conversion Settings:
Restricts or biases allowed FG/BG pairs and/or glyph-pair choices. Great for consistency across a pack.
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.
- Mode: hybrid
- Glyph set: mixed shades/blocks
- Dither: moderate
- If noisy: enable settle/ANSIrez/median passes
- Mode: cartoon or shades
- Glyph set: shades + blocks (avoid letters)
- Dither: low
- Block threshold: higher
- Mode: tronicshade
- Use style/shader if available
- Dither/diffusion: medium-high
- Shade/settle weight: medium-high
- Pick Mode
- Pick Glyph set
- Set Dither just enough to kill banding
- Render (F12)
- If colors are wrong → hints/shader/saturation
- 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.
rez2ans is created by Sudden Death
- Creators of Intense Art (CIA) Co-founder
- CIADraw Programmer
Discord: https://discord.gg/MZh2bsfR | Twitch: https://www.twitch.tv/sudden_death_thg