Well a lot has been written about bitmap blur and its effect on rendertimes and sharpness and whatnot. A lot of people have incorporated a workflow where they use the input of one bitmap with different color corrections to create a shader. Now I was thinking, say I have a diffuse map with blur set to 0.5, but I want to use that same map for the VrayColor2Bump map to generate some bump, but when using that same VrayHDRI node with the blur set to 0.5 it will be too sharp for bump (or when using it for reflections or whatever...) so I have to duplicate that VrayHDRI node and raise the blur.
Question: wouldn't there be a better way to manage this, so I don't have to go and duplicate the same HDRI map 3-4 times because I want different blur values? I know I can export some parameters with some floating spinners and whatnot if I want to change tiling or other parameters and link them all to the other maps but this wouldn't be necessary if we would have a different way of managing the blur values per map type.
Maybe a special node that receives the map and outputs multiple different blurred maps?
Question: wouldn't there be a better way to manage this, so I don't have to go and duplicate the same HDRI map 3-4 times because I want different blur values? I know I can export some parameters with some floating spinners and whatnot if I want to change tiling or other parameters and link them all to the other maps but this wouldn't be necessary if we would have a different way of managing the blur values per map type.
Maybe a special node that receives the map and outputs multiple different blurred maps?
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