1-bit Dither — Style Prompt

A real 3D world shown with exactly two inks: every grey becomes a pattern of dots that is fixed to the surfaces, outlines come from depth and normal breaks, and printed things (fax prints, newspapers, labels) carry their own physical dots. The camera moves freely through it; the pattern never swims. References (grammar only): 1-bit computer games with first-person 3D (the ordered-dither look of Return of the Obra Dinn), early Macintosh dithered graphics, wire-photo and facsimile prints, newspaper halftone screens. Copy none of their characters, scenes, fonts or palettes, and never name them in the film.

1. Essence, and what it is not

Not Halftone Dossier (that is printed paper and flat collage, not a navigable 3D world), not Woodcut or Copperplate (carved line, not dot density), not CRT ASCII Terminal (no glyph cells, no phosphor), not a greyscale render with a filter on top.

2. Materials & rendering

3. Colour logic

Example (our demo): ink #16161A, paper #E9E6D6.

4. Type & subtitles

5. Motion quality

6. Camera grammar

Move What it expresses Can serve
Macro locked to a surface the object is the world; texture becomes landscape a print forming; a dial; frost; a fingerprint
Fall through the dots scale change between media entering a photograph; leaving a screen; zooming into a map
Low glide (camera centimetres above ground) presence, scale, long shadows crossing the lens a landscape; a crime scene; a battlefield after
Orbit to backlight revelation by silhouette and rim an object, a monument, a figure
Exponential pull-back context arriving in layers a document to a building to a city
Locked frame judgement, reading time comparisons, verdicts, notices
Hard cuts on a beat mechanical process, urgency arrivals, a montage of hands-on steps

Framing: keep the subject at least a third of the frame; keep large ink masses at the frame edges or as backdrop so text and subjects sit on paper-dense areas. Allowed transitions: hard cut, shape match, block dissolve, fax-scan wipe, inversion flash, coarse-cell resolve, fall through the dots. Across a dissolve or wipe both pictures hold still and share the composition. Forbidden: cross-fades through grey, per-pixel dissolves over fine dots (they read as a grey double exposure), blurs as transitions, page turns.

7. Sound palette

8. Native moves

Our demo opens on a low glide over frost, uses print it line by line and fall through the dots as its turn and ends on an exponential pull-back from a printed dot to the whole place. A new film opens and ends another way: an inversion strike that reveals the scene, a macro locked on a surface that turns out to be a landscape, an ending on a lamp switching off to leave one rim in the dark, or a page sliding into a drawer until ink fills the frame.

9. Pitfalls of the medium

10. Engine

All of these are in demo/.

Minimal example (not in the demo): a lighthouse on a cliff at night, the beam a cone of L_FLAT glow, rocks with MeshStandardMaterial, a moving key light; pipe.render(scene, cam, rt, {lo: 0.06, hi: 0.8}) then present.draw(rt) — the rocks keep their dots while the beam sweeps.

11. Variation space

The agent decides the world, the two inks, the medium chain, the camera route, the opening and ending, the pacing, and where silence falls.


How our demo was made (story, shots, score, end card, build): DEMO.md. Read it after your treatment exists.