Example #1 animation-transition from Geometric Normal to Smoothed/Perturbed Normal.
Example #2 control weight map which tells whether Normal should be taken from Geometric Normal or from Smoothed/Perturbed Normals.
(so you have object having both hard edges and smooth edges at the same time)
Whoa.This method is used by Oliver Hotz in some of his Buffer/Passes plugins from his OD Tools.
Input Node Example 11
Output used: Ray Weight
Description: Outputs the accumulated weight of the ray represented as a color.
Here we use it to create an antialiased mask for a surface. The nativ Surface ID buffer is not antialiased (for good reason), but sometimes you need an antialiased surface mask.