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  • Published 29 Oct 2017

Cycles node support "Blur" and "Dilate/Erode"

Just one idea, hope cycles node can support "Blur" and "Dilate/erode", like the compositing nodes. It's will be nice for texture processing, and the "Dilate/erode" node is good for make mask for mix factor : )

Zo6kDPS.png

This idea was marked as a duplicate of Cycles Cache/Blur node.
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Development Status: Open

Upvote 17 Downvote 1
cgpiece
29 Oct 2017

8 Comments

anodin

+1 A game changer

beer.baron

Please refer to my reply on this proposal on how to approach this sort of functionality: rightclickselect.com/p/general/Sgbbbc/cycles-blur-node

A classic Dilate/Erode requires the all the data to be available in a 2D grid, which is not how a shader works at all.

blazer044

* @Beer Baron * It would seem to me that textures within the shader workspace are just 2D data on a grid, at least before it goes through mapping etc. I don't know about procedural textures and how Blender views those. But it would be nice for image textures to be able to add some blur (I especially find myself at times blurring bump maps to make them less harsh.) It seems doable, but of course, how much work it actually is, I don't know. It seems easy and straight forward for these cases, but I'm well aware it may not be.

blazer044

If it is a limitation, I understand, but I also would like to have this. Or, at least, a better integration of the texture nodes, so that a quick setup can be done there, and sent back to the material nodes. It may be possible, but I've tried several times and gotten lost.

jason

For now, blurring is possible by feeding distorting the texture mapping normals with a noise texture.

lsscpp

afaik it is not possible for some technical reason

jason

This really should be two separate proposals.

cgpiece Author

sorry for this, i will care at next time : D