In a recent class by the genius @andrei_jay we talked a bit about texture filtering. He showed a feedback loop that faded without any transforms, which sort of throwed me off a little bit. He then explained this was because of the linear interpolation happening between texels. Then I remembered Hydra uses nearest neighbour as the default, hence the beautifully pixelated, digital results. However I wondered if there was a way to change it on the fly. And there is! (We’ll probably add a built-in setting later)
Using linear interpolation on the fbos you can get smoother more analog-like visuals such as: