Create with Bit Crush
Reduce RGB precision and sampling resolution, then flip selected bits in independently seeded cells. Channel mismatch lowers green and blue precision at different rates.
Use a photograph with smooth gradients and small details to compare tonal steps with sample holds.

Creative applications
- Use Bit Crush for experimental music artwork, posters, or animated signal studies.
- Use a photograph with smooth gradients and small details to compare tonal steps with sample holds.
Starting workflow
- Use a photograph with smooth gradients and small details to compare tonal steps with sample holds.
- Begin with Bit depth, then compare the source using shared Mix.
- Explore the remaining controls separately before combining their extremes. Keep one recognizable feature if the artwork needs to remain readable.
- Enable Animate for mapped control motion. Pause to compare a held frame and inspect the result at its final size.
Key controls
- Bit depth
Lower to one bit for only two levels per color channel; raise it to retain smoother gradients.
Default: 4 · Range: 1 to 8
- Sample size
Increase the cell size to make the texture coarser. Judge it at the final output size.
Default: 0.012 · Range: 0 to 0.25
- Channel mismatch
Lower green and blue precision relative to red, creating unequal channel contours.
Default: 1 · Range: 0 to 4
- Bit corruption
Raise the fraction of cells with flipped bits. Keep Seed fixed while comparing strength.
Default: 0.12 · Range: 0 to 1
- Refresh rate
Set zero to hold one pattern, or enable Animate and raise this control for refreshing damage. This does not set export frame rate.
Default: 24Hz · Range: 0Hz to 60Hz
- Seed
Choose a repeatable arrangement. Seed is manual and does not change the amount of damage.
Default: 37 · Range: 0 to 65535
- Mix
Blend the complete treatment with its input using the shared Mix control.
Default: 100% · Range: 0% to 100%
Practical tips
- Use a photograph with smooth gradients and small details to compare tonal steps with sample holds.
- Extreme settings intentionally discard detail. Lower Mix to recover some of the source without resetting the treatment.
Limitations
- This is a creative image-space treatment, not a calibrated hardware or codec simulation.
- Input transparency is preserved; use an opaque source layer for a full-frame result.


