Quote from: bobbystahr on November 04, 2011, 09:54:18 AM
Quote from: Dune on November 03, 2011, 12:08:16 PM
QuoteI wish we had a "blurring" node for some things but apparently this cannot work in this TG2 node world
I was just thinking about this, and needing it badly for a project I'm working on. Is there no way to blur a mask (stones, PF...)? Maybe some blue nodes.... Anyone?
I'm afraid what we need here may be the illusive full grey scale transparency from the Alpha channel like almost every other 3 D app on the planet has....nuff said . .. ...
I see the point you're making and I think I agree with you that TG2 still lacks this essential ability. However...
The renderer is perfectly able to work with grey-shades. I think it doesn't work with alpha channels because those are being raytraced and that that part of the renderer isn't made suitable to handle greyscale transparency yet.
For example, raytracing is also used for calculating the terrain shadows.
In the context of this topic it is not relevant. You "blur" PF's by using a low contrast value, for example.
However again, if you have a sharp fractal and would like to blur it then that's not possible like Dune pointed out.
(he probably wants sharply defined areas with stones, but with blurred edges to avoid weird stones)
It would require a procedural based blur function to do that which isn't available as well yet, though I think not extremely easy to apply on planetary scales.