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A blur node for textures - thats what I am lokking for recently.
Greetings! :)
This idea was marked as a duplicate of Blur Node .
95.8%
Development Status:
Open
Upvote46Downvote2
v
volkerM
9 Dec 2020
11 Comments
P
PTCreative
This is an old hacky method if you must, can be done with white noise these days rather than regular noise. The softness will improve with samples.
5
p
peter.boos
yes its not the first time here i hink, a gausian would be nice
2
T
Topeich
It will be useful, at least, for procedural textures.
1
V
Vyach
*
@Topeich
* for procedural 3d textures post-blur is extremely heavy operation. Because u need to sample more than 26 points around each pixel.
So just imagine you render with 5200 samples instead 200
1
K
Kdaf
Duplicate !! Search before posting pls ! Btw, the idea is always great.
b
bestelix
*
@Kdaf
* I still upvote knowing it's a duplicate because no one is seeing old posts and most are difficult to find with this less than optimal search system.
b
bestelix
In older blender versions this has been discarded as impractical for performance reasons. It may be the case for a reevaluation these days. Every other software has it because it's so basic and essential. Meantime you can find some workarounds with noise based UV distortion.
l
lsscpp
*
@Ge Ro
* afaik it was not discarded due to performace, but because it is not possible to evaluate the blur while sampling. This is why i made my entry where I propose to have a blur pre-pass
blender.community/c/rightclickselect/WDfbbc/
btw just searching "blur" would have you avoiding making this duplicate request. What Ge Ro says might be true, but one of the reasons this site has become a pile of useless posts is because of all these duplicates
b
bestelix
*
@ Lsscpp
* Thanks for clarification. I realy hope the merge and report/delete features will make in the new year along with a better search.
E
ElioH
*
@Ge Ro
* it's so basic that even Maya and Max don't have it, even though Max has a blurring option for renders, wich is the equivalent of the Blur node in compositing.
They have the same performance issue. We are not talking about regular pixels, but about texels (the unit used for textures on objects). That thing, among other aspects, make that it would be slow. Could work for bitmaps, but it would be a killer for performance with procedural textures
11 Comments
This is an old hacky method if you must, can be done with white noise these days rather than regular noise. The softness will improve with samples.
yes its not the first time here i hink, a gausian would be nice
It will be useful, at least, for procedural textures.
* @Topeich * for procedural 3d textures post-blur is extremely heavy operation. Because u need to sample more than 26 points around each pixel. So just imagine you render with 5200 samples instead 200
Duplicate !! Search before posting pls ! Btw, the idea is always great.
* @Kdaf * I still upvote knowing it's a duplicate because no one is seeing old posts and most are difficult to find with this less than optimal search system.
In older blender versions this has been discarded as impractical for performance reasons. It may be the case for a reevaluation these days. Every other software has it because it's so basic and essential. Meantime you can find some workarounds with noise based UV distortion.
* @Ge Ro * afaik it was not discarded due to performace, but because it is not possible to evaluate the blur while sampling. This is why i made my entry where I propose to have a blur pre-pass blender.community/c/rightclickselect/WDfbbc/
btw just searching "blur" would have you avoiding making this duplicate request. What Ge Ro says might be true, but one of the reasons this site has become a pile of useless posts is because of all these duplicates
* @ Lsscpp * Thanks for clarification. I realy hope the merge and report/delete features will make in the new year along with a better search.
* @Ge Ro * it's so basic that even Maya and Max don't have it, even though Max has a blurring option for renders, wich is the equivalent of the Blur node in compositing. They have the same performance issue. We are not talking about regular pixels, but about texels (the unit used for textures on objects). That thing, among other aspects, make that it would be slow. Could work for bitmaps, but it would be a killer for performance with procedural textures
* @ElioH * Make sense, but anyway a cool idea :)