Render to texture solution

that’s exactly what I was doing, then unsharp masking and colour correcting for a crisper result. The next step would have been reducing the colours down to a pre defined pallet, but that turned into a 3d spatial partitioning problem that made my head hurt, and I didn’t come up with a hack around (I was trying to work in greyscale, then go back to colour, but i just ran out of “give-a-fucks”)