Announcement

Collapse
No announcement yet.

Basic blur node

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Basic blur node

    Hi,

    I know this might not be VRay/CG territory but I'm just asking:
    Is it possible to have a VRayBlur texture node? Basically blurring an input node (gauss/box/etc)?
    I looked around on this internet thing and couldn't seem to find such a node. To me it seems pretty basic - is there something I'm missing?
    Software:
    Windows 7 Ultimate x64 SP1
    3ds Max 2016 SP4
    V-Ray Adv 3.60.04


    Hardware:
    Intel Core i7-4930K @ 3.40 GHz
    NVIDIA GeForce GTX 780 (4096MB RAM)
    64GB RAM


    DxDiag

  • #2
    +1 I think i requested a VrayColorCorrection node that also had a blur parameter in it. Would be great since max CC node sucks.. :P

    Comment


    • #3
      Yes indeed.
      Software:
      Windows 7 Ultimate x64 SP1
      3ds Max 2016 SP4
      V-Ray Adv 3.60.04


      Hardware:
      Intel Core i7-4930K @ 3.40 GHz
      NVIDIA GeForce GTX 780 (4096MB RAM)
      64GB RAM


      DxDiag

      Comment


      • #4
        Blurring an arbitrary texture can be quite slow; it can be optimized for bitmaps since they have mip-map levels, but f.e. blurring a Noise texture can only be done by sampling the texture at multiple points (f.e. 9 or 16) around the shaded point, which may be quite slow.

        Best regards,
        Vlado
        I only act like I know everything, Rogers.

        Comment


        • #5
          Hm...I think I would still prefer to have such a node. I don't know about what magnitude of slow we are talking but I think I would still prefer to have it available.
          Software:
          Windows 7 Ultimate x64 SP1
          3ds Max 2016 SP4
          V-Ray Adv 3.60.04


          Hardware:
          Intel Core i7-4930K @ 3.40 GHz
          NVIDIA GeForce GTX 780 (4096MB RAM)
          64GB RAM


          DxDiag

          Comment


          • #6
            me too.. the lack of any proper blurring in the max material setup is quite annoying. i dont care if its a bit slow. besides, id imagine optimisations could be done.. f.e. a blurred procedural would not need to be sampled at as high a resolution as a sharp one? or is that not the case?


            ive actually often wondered why there is not some kind of resolution "clamp" available for procedurals.. since their essentially infinite detail levels cause aa issues and unnecessary calculations, it would be nice to limit their detail when rendering?


            there is a similar issue when using them to modulate a volume grid.. they are dog slow to render, since the detail is enormous.. often much higher than required.

            its possible my understanding of the whole subject is somewhat flawed though.

            Comment


            • #7
              Originally posted by super gnu View Post
              ive actually often wondered why there is not some kind of resolution "clamp" available for procedurals.. since their essentially infinite detail levels cause aa issues and unnecessary calculations, it would be nice to limit their detail when rendering?
              The Max Noise texture already does that - it reduces the number of fractal levels based on distance; for points that are very far away it returns just a flat color.

              Best regards,
              Vlado
              I only act like I know everything, Rogers.

              Comment


              • #8
                Also the fractal levels kinda clamp its detail doesn't it?
                Software:
                Windows 7 Ultimate x64 SP1
                3ds Max 2016 SP4
                V-Ray Adv 3.60.04


                Hardware:
                Intel Core i7-4930K @ 3.40 GHz
                NVIDIA GeForce GTX 780 (4096MB RAM)
                64GB RAM


                DxDiag

                Comment


                • #9
                  yes of course, but not all procedurals have a "fractal levels" setting. im thinking more the ability to undersample procedurals in much the same way that a bitmap can be. i guess just baking them out is an answer.. but then you lose the procedural/ 3d nature of them.

                  Comment


                  • #10
                    Did this ever happen?

                    Comment


                    • #11
                      Not to my knowledge
                      Software:
                      Windows 7 Ultimate x64 SP1
                      3ds Max 2016 SP4
                      V-Ray Adv 3.60.04


                      Hardware:
                      Intel Core i7-4930K @ 3.40 GHz
                      NVIDIA GeForce GTX 780 (4096MB RAM)
                      64GB RAM


                      DxDiag

                      Comment


                      • #12
                        still missing a blur node got the swap to Blender

                        https://blender.stackexchange.com/qu...der-compositor

                        Comment


                        • #13
                          Originally posted by thescopeteam View Post
                          still missing a blur node got the swap to Blender

                          https://blender.stackexchange.com/qu...der-compositor
                          There's no blur shading node in Blender, that's a 2D compositing node.
                          __
                          https://surfaceimperfections.com/

                          Comment

                          Working...
                          X