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Create an object that has the basic shape of your pixels and assign 3 materials to it using emission shaders. I named the materials for clarity:

enter image description here

enter image description here

For each of the materials use the same image texture and a separate RGB node to control the brightness of an emission shader, change the color of the emitter to mach that of each channel. Here's the setup for the red material for example:

enter image description here

Note that I'm using an empty to control the texture coordinates.

Then by creating arrays of your base object, and controlling the size and placement of your texture (using the empty) you can easily get the effect you are after:

enter image description here

Create an object that has the basic shape of your pixels and assign 3 materials to it using emission shaders. I named the materials for clarity:

enter image description here

enter image description here

For each of the materials use the same image texture and a separate RGB node to control the brightness of an emission shader, change the color of the emitter to mach that of each channel. Here's the setup for the red material for example:

enter image description here

Note that I'm using an empty to control the texture coordinates.

Then by creating arrays of your base object, and controlling the size and placement of your texture (using the empty) you can easily get the effect you are after:

enter image description here

Create an object that has the basic shape of your pixels and assign 3 materials to it using emission shaders. I named the materials for clarity:

enter image description here

enter image description here

For each of the materials use the same image texture and a separate RGB node to control the brightness of an emission shader, change the color of the emitter to mach that of each channel. Here's the setup for the red material for example:

enter image description here

Note that I'm using an empty to control the texture coordinates.

Then by creating arrays of your base object, and controlling the size and placement of your texture (using the empty) you can easily get the effect you are after:

enter image description here

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user1853
user1853

Create an object that has the basic shape of your pixels and assign 3 materials to it using emission shaders. I named the materials for clarity:

enter image description hereenter image description here

enter image description here

For each of the materials use the same image texture and a splitseparate RGB modenode to control the brightness of an emission shader, change the color of the emitter materialto mach that of each channel. Here's the setup for the red material for example:

enter image description here

Note that I'm using an empty to control the texture coordinates.

Then by creating arrays of your base object, and controlling the size and placement of your texture using(using the empty) you can easily get whatthe effect you are after:

enter image description here

Create an object that has the basic shape of your pixels and assign 3 materials to it:

enter image description here

enter image description here

For each of the materials use the image texture and a split RGB mode to control the brightness of the emitter material. Here's the setup for the red material:

enter image description here

Note that I'm using an empty to control the texture coordinates.

Then by creating arrays of your base object, and controlling the size and placement of your texture using the empty you can get what you are after:

enter image description here

Create an object that has the basic shape of your pixels and assign 3 materials to it using emission shaders. I named the materials for clarity:

enter image description here

enter image description here

For each of the materials use the same image texture and a separate RGB node to control the brightness of an emission shader, change the color of the emitter to mach that of each channel. Here's the setup for the red material for example:

enter image description here

Note that I'm using an empty to control the texture coordinates.

Then by creating arrays of your base object, and controlling the size and placement of your texture (using the empty) you can easily get the effect you are after:

enter image description here

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Source Link
user1853
user1853

Create an object that has the basic shape of your pixels and assign 3 materials to it:

enter image description here

enter image description here

For each of the materials use the image texture and a split RGB mode to control the brightness of the emitter material. Here's the setup for the red material:

enter image description here

Note that I'm using an empty to control the texture coordinates.

Then by creating an arrayarrays of your base object, and controlling the size of the size and placement of your texture using the empty, you can get what you are after:

enter image description here

Create an object that has the basic shape of your pixels and assign 3 materials to it:

enter image description here

enter image description here

For each of the materials use the image texture and a split RGB mode to control the brightness of the emitter material. Here's the setup for the red material:

enter image description here

Note that I'm using an empty to control the texture coordinates.

Then by creating an array of your base object and controlling the size of the size and placement of your texture using the empty, you can get what you are after:

enter image description here

Create an object that has the basic shape of your pixels and assign 3 materials to it:

enter image description here

enter image description here

For each of the materials use the image texture and a split RGB mode to control the brightness of the emitter material. Here's the setup for the red material:

enter image description here

Note that I'm using an empty to control the texture coordinates.

Then by creating arrays of your base object, and controlling the size and placement of your texture using the empty you can get what you are after:

enter image description here

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