@slopgulp: I know all about how the original ps1 jiggle happened, but I just want a cheap and easy way to simulate the vertex snapping without a crazy setup for my sloppy animations. This works, but I wonder if there’s something else people have come up with. #blender #b3d #lowpoly #ps1 #blender3d #vertexsnapping #Navidad #Christmas
it's not random jiggling, it's the vertices snapping to visible increments. you can replicate this with a lattice that the mesh snaps to via a Shrinkwrap modifier set to the nearest vertex, there are turorials online
2025-08-21 18:07:06
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Jimjam :
You can probably make a floating vertex matrix with the skin wrap modifier
2025-07-23 20:58:46
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interstellarkellen :
Tie the motion to the camera instead of an empty object maybe?
2025-07-24 00:47:52
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ocram :
the psxvfx addon does it exactly how it looks on the ps1 plus way more filters
2025-07-24 21:53:20
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yofigi :
technically it would only happen when theres movement of the camera or the mesh afaik
2025-07-24 14:23:06
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emablskk :
i don’t know anything about modeling, but i think it would be cool to know how that jiggle happens in the game, and then trying to recreate it
2025-07-24 11:06:39
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SolarLeaf🏳️🌈🏳️⚧️ :
I used the addon to make my grimbly rig
2025-07-24 03:35:18
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Benny :
I mean the camera has to literally draw the geometry different
2025-07-28 00:49:07
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arg_eee :
Round the vertex positional floating point values to an integer
2025-07-25 12:38:30
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APICIUS :
We don't have the technology today to build this
2025-09-05 16:58:33
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𝘀𝗼𝗴𝘄𝗲𝘁 :
Ps1 vertex snapping addon !!!
2025-07-26 11:57:32
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Yu Wan895 :
I think the way vertex position in the ps1 was calculated in no decimals, and that's what made the vertex move, because they were jumping from pixel to pixel
2025-07-24 12:04:19
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corax.ink :
There’s an add on for it I believe
2025-07-25 01:09:33
1
tavi plays :
make a grid with 3 array modifiers on an empty object with a single vertex.
then use shrink wrap on the object in vertex mode that gets the effect to be very similar/emulate the ps1s actual hardware limitations
(no float vectors only int)
it does not have good performance and blender crashes if the grid is more then 150×150×150 for my pc
on my page you can see some stuff I made with this method
btw do scale the grid
2025-07-24 14:01:24
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💫🌟Akari!!🌟💫 :
doesnt ps1 jiggle happen bc the points snap to whole numbers
2025-07-23 17:13:19
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2wooFake :
how about jiggle add-on?
2025-08-04 16:32:55
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Van Dammaged :
I just started experimenting with doing it in nodes with an effect I purchased from super hive. “Drips psx efx - PlayStation 1 effects”
2025-09-22 18:30:48
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Seamus :
You could use the location of the camera to jiggle the points. If you stand still in the old games the vertices dont move. Also try quantizing your noise (making it all jagged and pixelated) so the points snap instead of smoothly moving
2025-07-23 22:17:49
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Alpha-2 November :
there is a plugin for it that makes it super simple, but I forgot the name of it off hand. it's called PSX vertex jiggle or something like that
2025-07-24 01:02:53
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samtsa :
remove floats
2025-07-23 23:45:04
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Gitez :
The reason PS1 graphics are so wobbly is because it doesn't support floating points (at least not for rendering).
that means that the vertices are going to "snap" on a pixel because it has to approximate. that's why farther objects seem more wobbly than closer ones. the lack of floating point also creates another issue, a lack of accuracy in texture mapping. the transformation of texture is very inaccurate. facing a texture will make it appears correctly. however the more you watch it from an angle the more the lack of accuracy will show, it will cause the texture to warp and distort.
I don't know how to reproduce it in blender, but in c++ to recreate the effect I simply made the coordinates calculation and affine transformation use only integers, it's cheaper than faking it and reproduces the effect quite accurately.
also for a more authentic look try to see how to disable texture filtering, or a way to set it to "nearest neighbors", that option alone will make it look PS1-ish
try to avoid lightning or any kind of complex shadows. instead draw the shadow on the texture itself, that part requires a lot more work than just applying a shader, but if you really want to go for authenticity this is the way to go.
(and obviously use low res texture and low poly models)
Hope this helps 👀
2025-07-24 23:16:41
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jony :
My 5 year old donut file is still not completed bro how shall I help here 😭
2025-07-23 18:58:42
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pindajongen :
I don't know Unity specifically, but maybe you could write a simple vertex shader to snap the vertices to the nearest round number
2025-07-23 20:04:46
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Heartstringer: Punk Tactics :
The real vertex jiggle effect in PlayStation games wasn’t random offsets, it was compression artifacts from rounding the coordinates of every vertex to a certain number of decimal places. May require plugins or custom scripting rather than using existing blender modifiers
2025-07-28 19:22:46
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