A node that blurs a given input along the object UVs.
I'm imagining having a shading network with noises, curvature, the whole procedural shabang, and adding a blur node at the very end to blur the entire thing, perhaps with some filter type options.
It would be functionally the same as baking out the texture, blurring it in a different application, then importing the result, but it would be live in the shading network.
I'm not sure if this is even possible, given that, as far as I know, nobody seems to have implemented in a renderer (?). But if it is, it would be a sweet tool for creating procedural materials.
I'm imagining having a shading network with noises, curvature, the whole procedural shabang, and adding a blur node at the very end to blur the entire thing, perhaps with some filter type options.
It would be functionally the same as baking out the texture, blurring it in a different application, then importing the result, but it would be live in the shading network.
I'm not sure if this is even possible, given that, as far as I know, nobody seems to have implemented in a renderer (?). But if it is, it would be a sweet tool for creating procedural materials.
Comment