Simple BLUR node for the shader editor
What the title says, if its just an option on the image texture node thats ok too.
Why we need that ? becasue sharp textures sometimes create microflickering in an animated camera at steep angles of the polygon to the camera vector , to swiftly fix that it would be nice to just dial in a few % of box- or gaussian-blur.
This idea was marked as a duplicate of Blur Node .
6 Comments
Shader nodes are evaluated from the Material output to the left so you can't have 'true blur' as a shader node. The real solution here is to revive the "Texture Node" editor and have a real procedural raster image system. The result from bitmap node evaluation could then be fed into shader graph (Or modifiers for that matter, or Geometry nodes) and everything would be beautiful.
how many duplicate do we have for this? Are we estabilishing a new guinnes record?
There's been many, many requests for this already. As I understand it, there's currently no way to do that, since blur kernel needs to see surrounding pixels and ray tracing is only looking at a single pixel, so to speak.
If you just want to smooth the pixel2pixel transitions, try Cubic Interpolation .
* @Vladislav Macíček * I'm pretty sure it's possible to add a blur effect to an image texture before it's UV unwrapped onto an object. The compositor has a blur node. You don't need to raytrace to blur an image texture. It's not like he's asking for a realtime compositor, but even that doesn't require a ray to be multiple places at once. For a realtime compositor, you just need to apply the blur to the 3D viewport, which is technically a 2D viewport. And you can blur 2D stuff easily.
Would you be satisfied with a streamlined way of blurring the source image in the image editor and saving it to a data block within the blend file? It would not be animatable but it would save the trouble of having to open photoshop/gimp just to do a 2px gaussian blur.
Here