Quote from: Kadri on December 09, 2015, 03:04:36 PM
Sometimes there are topics i can not understand.Like this blurring problem (not directly about the question in this thread).
We don't have a gradient kind of feature but you can use other ways to archive some similar things.
Just when you open the default scene and use the "Simple shape shader" and use the "Edge profile" option with a "Edge width" of your desire and play with the main color what you get is a blurring (technically correct or not i don't know) of the fractal terrain by masking.
And isn't playing with the "Displacement roughness" and "Displacement spike limit" actually the same as blurring the Fractal terrain node output too?
If you use those things together with nodes like "Merge" and-or surface restrictions,image masks etc.you could archive many things.
As i said i don't see the exact problem. I will be happy if you show me what i don't understand guys (no sarcasm)?
The SSS approach can create a "Intensity" gradient, but isn't actually smoothing/blurring anything.
The roughness is only the detail on top of the main displacement, so without it, you can plainly see the vector peaks/angles.
I'm not sure how it would be done in TG but from all I'm seeing in other programs and threads about the topic, it's basically a combination of gradienting the edges, as well as transforming the input to manually blur.
This could possibly be done with TG3 as is now by stepping and scaling the border and it's intensity (colour) and tons of Merge Shaders. But I'm not sure where to begin with that. From what I can tell, this would be done manually without extensive knowledge of functions. And by doing so you need a 0 - 1 range and every 0.001 (or so) range in between for softness on every scale step. Not sure, but that seems like over 1000+ nodes.
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Here is a small testing jumping by 0.1 scale on softness and size scale. Need to compensate for radial effect with translation I believe but it does make for a softer look then the default softness of the PF. Merge shaders set to subtract Input - A.
Besides the radial issue and finding correct translation settings, it does make for a soft final power fractal with absolutely NO hard angles/edges. This version has 6 total phases with multiplication of -0.1 on each step to a total of -0.6 translation, 1.6 scale and 0.6 softness.
So it seems possible to blur further, this method, however is more of a radial blur, unfortunately.