ASCII MagicDocs

Styles

101 tiles in the style browser, covering 91 render modes. 15 modes are free, 76 need Pro.

A style is one render mode plus the parameters it reads. A tile is one entry in the browser. They are not the same count, because a few modes ship more than one tile: the ten Glass textures are all the liquidglass mode with a different glassStyle pinned, and Riso Pop is ASCII Studio with a palette pinned. Picking a tile sets the mode and applies that tile's pinned parameters over the mode's defaults.

A photograph of an orange and red orchid against a pale grey background
Source
The same orchid redrawn as overlapping cyan, magenta and black halftone dots
Rendered
CMYK Drops, in the Print and Paper category. The style replaces the image rather than filtering it: every cell is redrawn from the tone underneath it.

The free 15

These render without an account and without a watermark, at any export size.

A mountain range redrawn in dense coloured ASCII characters
Characterscharacters
A figure at a desk redrawn in mixed character sets
Mixedmixed
A blurred portrait redrawn in block characters
Blockblock-chars
A planet redrawn as a field of dots
Dotsdots
Clouds at sunset reduced to a dithered palette
Ditherdither
Coral and flowers redrawn as large pixel blocks
Pixel Artpixel
A paper plane in a hand redrawn as mosaic tiles
Mosaicmosaic
A skull redrawn as LEGO studs
LEGOlego
Classical columns and flowers redrawn as extruded voxel cubes
Voxel3d
A figure redrawn as a grid of cross marks
Crosscross
A paper plane redrawn as a grid of diamonds
Diamonddiamond
A portrait redrawn as horizontal line segments
Lineslines
A figure redrawn as diagonal strokes
Diagonaldiagonal
A portrait redrawn with saturated disco colour blocks
Discodisco
Fourteen of the fifteen have a browser thumbnail. Braille is the fifteenth: it renders at a high enough density that a thumbnail of it reads as the photograph, so there is nothing useful to show at this size.

Every category

Ten categories, 101 tiles. Tier is per render mode, so every tile of a Pro mode is Pro.

ASCII and Text 6 tiles

TileMode idTier
CharacterscharactersFree
ASCII StudioasciiStudioPro
Blockblock-charsFree
DotsdotsFree
MixedmixedFree
BraillebrailleFree

Pixel and Blocks 6 tiles

TileMode idTier
Pixel ArtpixelFree
MosaicmosaicFree
LEGOlegoFree
Voxel3dFree
Hex MosaichexmosaicPro
LED MatrixledmatrixPro

Print and Paper 16 tiles

TileMode idTier
Riso Popriso-pop on asciiStudioPro
DitherditherFree
StipplingstipplingPro
RisographrisographPro
ComiccomicPro
SketchsketchPro
EngravingengravingPro
WarholwarholPro
CyanotypeblueprintPro
HalftonehalftonePro
WoodblockukiyoePro
PosterizeposterizePro
MezzotintmezzotintPro
PointillizepointillizePro
CrosshatchcrosshatchPro
CMYK DropshalftonecmykPro

Geometric 15 tiles

TileMode idTier
CrosscrossFree
DiamonddiamondFree
LineslinesFree
DiagonaldiagonalFree
SpecimenspecimenPro
Low PolylowpolyPro
DrostedrostePro
TruchettruchetPro
Iso ExtrudeisoextrudePro
Flow FieldflowfieldPro
LatticelatticePro
TopographytopographyPro
FormsformsPro
SchematicschematicPro
Neon GridneongridPro

Distort 8 tiles

TileMode idTier
SmudgesmudgePro
PinchpinchPro
SpherizespherizePro
TwirltwirlPro
ZigZagripplePro
RipplezigzagPro
PolarpolarPro
ShearshearPro

Blur and Focus 4 tiles

TileMode idTier
Motion BlurmotionblurPro
Tilt-ShifttiltshiftPro
Gaussian BlurgaussianblurPro
Radial BlurradialblurPro

Glitch and Signal 10 tiles

TileMode idTier
CRT ScreencrtPro
Pixel SortpixelsortPro
ForensicsforensicsPro
Digital DistortionglitchPro
DatamoshdatamoshPro
LofilofiPro
RGB SplitrgbsplitPro
ScanlinescanlinePro
ThermalthermalPro
BeaconbeaconPro

Light and Colour 11 tiles

TileMode idTier
DiscodiscoFree
Anaglyph 3DanaglyphPro
Gradient MapgradientmapPro
PrismprismPro
DreamdustdreamdustPro
Light WindlightwindPro
KaleidoscopestarburstPro
WarpbloomwarpbloomPro
DuotoneduotonePro
Edge GlowedgeglowPro
AberrationlensPro

Glass 16 tiles

TileMode idTier
Frosted GlassfrostedglassPro
Tinted GlassstainedglassPro
ShattershatterPro
VitrinevitrinePro
Glass OrbglassorbPro
Fluted GlassflutedglassPro
Cross Reededglass-cross on liquidglassPro
Hammeredglass-hammered on liquidglassPro
Diamond Glassglass-diamond on liquidglassPro
Hexagonglass-hexagon on liquidglassPro
Rippleglass-ripple on liquidglassPro
Ice Crackleglass-crackle on liquidglassPro
Chevron Prismglass-chevron on liquidglassPro
Seedy Bubblesglass-seedy on liquidglassPro
Glass Pixelglass-pixel on liquidglassPro
Jelloglass-jello on liquidglassPro

Material and Texture 9 tiles

TileMode idTier
WaveswavesPro
Oil PaintoilpaintPro
WatercolorwatercolorPro
ChromechromePro
Thin-FilmthinfilmPro
MarblemarblePro
Molten MetalmoltenPro
CrystallizecrystallizePro
EmbossembossPro

Shared parameters

Every glyph and cell-grid mode reads these. The defaults are the shipped values, checked against both default blocks in the engine state.

ParameterDefaultRangeWhat it does
fontSize113 to 80Cell size in pixels. The panel calls it Font Size, Dot Size, Pixel Size or Block Size depending on the mode, but it is one value. Smaller means more cells and more detail.
charSet@#S08Xx+=-;:. 17 presets, or customThe tone ramp, darkest glyph first. Only the Characters mode reads it.
coverage1000 to 100Does three different jobs depending on the family, see below.
bgModeblurblur, solid, original, noneWhat sits behind the glyphs. none keeps alpha, which only PNG preserves.
bgBlur80 to 60How hard the background is blurred. Blur mode only.
brightness0-100 to 100Applied to the source before the tone is mapped to glyphs, not to the finished frame.
contrast100-100 to 100Neutral is 0, so the shipped default of 100 is already a strong boost. Lower it before you decide a style is crushing your shadows.
invertfalsetoggleFlips the tone-to-glyph mapping, so bright areas get the dense glyph.
invertImagefalsetoggleA negative of the finished frame, applied last. Different from invert.

Coverage is not one slider

The name is shared but the behaviour is not. Three families read it three ways:

  • Colour-tile modes (Pixel Art, LEGO, Mosaic, Voxel, Disco) skip any cell darker than the threshold, so lowering it drops the dark cells and keeps the bright ones.
  • Text and geometric modes use a deterministic per-cell hash cull, so lowering it thins the grid evenly rather than by brightness. Deterministic matters: the same cells drop on every frame, so an animation does not shimmer.
  • Modes with no cell grid ignore it entirely. The slider still moves, and nothing changes.
Note

If a slider appears to do nothing, check which family the mode belongs to before assuming it is broken. Coverage on a glass or blur mode is the most common case.

Character ramps

Only the Characters mode reads charSet. 17 presets ship, in four groups, and any string can be typed in as a custom ramp. Order matters: darkest first, and the trailing space is the lightest step, so dropping it removes the ability to render an empty cell.

PresetGroupRamp
StandardClassic@#S08Xx+=-;:.
Classic ASCIIClassic@%#*+=-:.
InkClassic@&$%#?*+~:.
MinimalClassic█▄▀
ForensicClassicbuilt from a shared constant
BlocksBlocks█▓▒░
BarsBlocks█▇▆▅▄▃▂▁
QuadrantsBlocks█▛▙▟▜▚▞▘▝
BrailleBlocks⣿⣷⣦⣤⣠⣄⡄⠆⠄⠂
NumericCoded8069453271.
BinaryCoded10
HackerCoded@#10Xx*+-.
AlphaCodedWMBHAXKOQwvcr:.
DotsGlyphs●◕◑◔○∙·.
GeometricGlyphs█◆◼▲▼◇△▽·.
MathGlyphs#ΣΔΨΩ×÷+·.
KatakanaGlyphsハミヒツウシナモニサワオリアホテマケメー・
Note

The Forensic ramp is special: picking that exact string switches the renderer onto a bitmap stamp path rather than drawing font text. Editing it by one character drops back to normal glyph rendering, which is the honest behaviour but can look like the preset broke.

The dither engine

Dither is free, and it is the deepest of the free modes: 15 algorithms and 15 palettes, which is 225 combinations before you touch any other parameter.

Algorithms

Three families, and the family matters more than the individual choice if you are exporting video.

Ordered (stable in animation)

AlgorithmId
Bayer 2×2bayer2
Bayer 4×4bayer4
Bayer 8×8bayer8
Bayer 16×16bayer16
Halftone (clustered dot)halftone
Radialradial
Horizontal LineslinesH
Vertical LineslinesV
Diagonal LineslinesD

Noise

AlgorithmId
White NoisewhiteNoise
Blue NoiseblueNoise

Error-diffusion (organic, stills)

AlgorithmId
Floyd–Steinbergfloyd
Atkinsonatkinson
Stuckistucki
Sierra LitesierraLite
Warning

Error-diffusion algorithms carry each pixel's error into its neighbours, so a tiny change in one frame moves dots across the whole image in the next. On a still that is the look you want. On video it boils. Pick an ordered algorithm for anything that moves.

Palettes

PaletteIdWhat it is
Mono 1-bitmonoPure black and white, no midtones.
Grey 2-bit (4 levels)grey4Four levels of grey.
Grey 3-bit (8 levels)grey8Eight levels of grey.
Game BoygameboyEight colours, one bit per channel.
CGA Palette 0cga0The four-tone green of the original handheld.
CGA Palette 1cga1The cyan, magenta and white of CGA mode 4.
Pico-8 (16)pico8The red, green and yellow alternative CGA set.
C64-ish (16)c64The sixteen colours of the Pico-8 fantasy console.
NES-ish (16)nes16Sixteen colours in the spirit of the Commodore 64.
3-bit RGB (8)rgb3Sixteen colours in the spirit of the NES.
CyberpunkcyberpunkEight pure RGB corners.
PastelpastelSaturated magenta and cyan against near-black.
RisographrisoLow-saturation, high-value tints.
SepiasepiaFlat risograph inks.
Original colours (preserve)originalWarm brown monochrome.

Variants

Most styles ship one curated look. The free modes ship four each, Stippling ships four and Forms ships seven. A variant is a saved set of parameters for that mode, not a separate mode, so picking one and then moving a slider is normal use rather than a fight with a preset.

Over MCP the variant is an index: variant: 0 is the first look, and the render result tells you how many that style has.

Where a style's own parameters live

Beyond the shared set, most modes add their own panel. Those parameters are documented in the editor next to the control, because they change with the mode you are on, and a full list of every per-mode parameter would be a list of several hundred entries that goes stale on every release. Two reliable ways to read the current set for a mode:

  • Open the mode in the editor. The panel under the style grid is the complete set.
  • Encode a recipe and decode it. The recipe format carries every non-default parameter by its real key, so a decode is a machine-readable dump of what that look actually set.

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