Correctly pixelate a warped UV?

So this isn’t something I’m entirely sure is possible, but I thought I might as well ask here just to be on the safe side.

Long story short, I’ve been wanting to make a character with a rgb display face and give said character shape keys for things that would display on the screen. Now I know I could easily just put an overlay on top of the mesh to mimic an rgb display and it would be theoretically good enough but I wanted to at least try and experiment and see if I could have it match where the pixels would be.

Before even attempting making the character I started some tests to see if I could figure something out on my own but I’ve seemed to reach a dead end and I personally can’t find anything online, but maybe I missed something.

The idea was that it would take the texture, no matter the warping, and then pixelate it. Then I would be able to mask any pixels that are on or before the red line out to get what would actually display on the screen (this is just a rough example).

Now while I’m able to pixelate the texture, it is unfortunately not aligned to the desired grid and instead follows the deformation, while using the desired grid doesn’t keep the image how I want it (I’ve tried finding a way to use both but I’ve been unable to figure something out). Optimally I would’ve wanted something roughly similar to below, where it follows the curve but pixelates how you would expect, however no matter what I’ve tried I’ve personally not been able to figure something out. Not sure if it’s even possible what I’m trying to do but it feels like all the tools should be there and I’m just missing something.

I’d love some help to figure out some way for this to work (or if I’d just be better off doing something else)

Thanks.

Welcome :tada:

i do not know if i understood this correctly… but of course (looking at the imgur images) you can only follow “the flow” or stick to the grid and not both if you UVs aren’t rectangular…
Also your wanted example simply seems to be having a pixles aspect ratio of 2:1… so simply scale you UV island along U to match the 1:1 pixels of the texture ?

I don’t understand everything because I have language issues, but I’m not sure what I want. :thinking:

Generally, UV is used to insert images according to the shape of the mesh.

https://docs.blender.org/manual/en/latest/render/shader_nodes/input/texture_coordinate.html