View Full Version : Blur Node, anyone?

07-23-2009, 10:56 PM
I did a seearch and could not find it.
I know there is the Blur Filter from Dpont, but i could not make it work.

I asking because i'm starting to like to use Dpont's Curvature Node to feed a gradient and almost automaticaly color an object. But in some spots its shows rough results and i would like to smooth/blur them.

Any idea?


PS: Ok, probably better use for Metalic statues, but Curvatures with Gradient can give a fast paint on a model. Only problem is as you can see, some spots where it gets sharp.

model from http://www.ir-ltd.net/home/

07-24-2009, 01:07 PM
Interesting use of the curvature node..
You could always test to bake it out to an image and then blur it. Depending of the UVs it could work out quite nice.

07-24-2009, 09:24 PM
The idea was to... BAAMMM instant paint.
After if i wanted i could give details, but not making it funcional by painting it.
Otherwise all this automatic settings are just good for a painting starting reference.

You can change where the curveness affects with subtract or add nodes. Tryed to add the Random node there, but no good results.

Render in difuse shading.

PS: Both Average and Blur would be nice for color, not just vector (if there isn't already :P)

07-25-2009, 02:34 AM
You couldn't blur Curvature output with the Average or Blur Filter nodes,
because they work with coordinate system, used mainly in procedurals
or image mapping.
Curvature node work with weights like vertex UV map
so no coordinate here, but basically Curvature result is averaged
on a polygon basis.

Random node is for Item/Surface not for Spot,
commonly a 3D procedural like Turbulence gives
you random values per spot.


07-29-2009, 02:55 AM
Ty Denis once again for your explanations.

I'll try to make it work with Turbulence