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Vex Environment Node


sanostol

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Hi, I want to blur my environment reflections, during the rendering and discovered that the environment function offers this if I specify a cone defined by 4 vectors , hugh. Correct me if I'm allready wrong. now how can i determine this 4 vectors defining that cone. accoring to the reflection ray?

EDIT: Sorry, wrong place, should be in shaders

Edited by sanostol
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Hi, I want to blur my environment reflections, during the rendering and discovered that the environment function offers this if I specify a cone defined by 4 vectors , hugh. Correct me if I'm allready wrong. now how can i determine this 4 vectors defining that cone. accoring to the reflection ray?

EDIT: Sorry, wrong place, should be in shaders

environment() has two version as you see in docs. Second one, as I suppose filters map in respect to multiply reflect vectors similar to sampling in occlusion().This is more advanced usage and I assume you can start with simpler approach on a begging and then proceed further if you won't be satisfied with your results. You can try filtering options available for every texture related function in VEX:

http://www.sidefx.com/docs/houdini9.1/vex/...xts#imagefilter

Something like (ad hoc, not tested):

 surface environ (string map	 = ""; float amount = 2;)
  {
		 nml = frontface(normalize(N), I);
		  R = reflect(normalize(I), nml);

		  Cf = environment(map, R, "pixelblur", amount);
  }

"pixelblur" filters texture in in respect to pixels of texture while "filter" in respect of micro-polygons.

Edited by SYmek
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