No, this is not an image filter. So let’s say you have a 2K texture. If you zoom in, it gets pixelated, so to overcome this, you replace it with a 4K one. This can help, but
- Doesn’t give an ultimate solution – you just need to zoom in more, and it’s pixelated again
- Uses more VRAM (actually, it’s a quadrated growth)
Procedural textures in the other hand (e.g. Noise, Voronoi, etc. – all you can find in the shader editor) are not using pixels in it’s traditional form, but describe the image in a mathematical form. The advantage of this approach is that the texture will be quasi infinite in resolution with barely any VRAM use, but as an exchange it can be hard to reach the same look as your pixel based (raster) texture.
What if there was a system that takes your 2K texture and says “okay, you need a noise texture, make it through a clamp, then add a voronoi texture to it” to get really close to your image texture?
So… my proto/demo/proof of concept does this (or at least tries to do so)