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blur mask in material context


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If you want to do blurring at material level, you can evaluate the noise at different positions using slight offsets just like derivatives and then average all of the noise outputs and use that instead but it will increase the noise evaluation cost by the number of your samples.

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16 hours ago, animatrix said:

If you want to do blurring at material level, you can evaluate the noise at different positions using slight offsets just like derivatives and then average all of the noise outputs and use that instead but it will increase the noise evaluation cost by the number of your samples.

Hi, thanks a lot. Can you create a little example scene and upload it here for me to see. That would be amazing :)

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16 hours ago, animatrix said:

If you want to do blurring at material level, you can evaluate the noise at different positions using slight offsets just like derivatives and then average all of the noise outputs and use that instead but it will increase the noise evaluation cost by the number of your samples.

thanks. i think i got something thanks to you :)image.png.a14e984bc29bbd025599afba4f07f34e.png

blur_smooth_in_mat_network_shader.hip

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