Anyone know how a result could be 'blurred'? This could be used to smooth out some sharp areas.
I haven't found a way to do it - yet.
photoshop maybe??...
Quote from: dhavalmistry on December 15, 2007, 11:35:13 AM
photoshop maybe??...
Yes, true for image maps. But I'm trying to do it via functions.
I'm thinking a true "blur" would be difficult with procedurals as it's a raster/per-pixel effect that requires sampling neighboring pixels. It works at a finite level of detail. A similar effect is probably possible in some cases but I'm afraid I don't know how it would be achieved.
- Oshyan
Quote from: Oshyan on December 15, 2007, 01:46:56 PM
I'm thinking a true "blur" would be difficult with procedurals as it's a raster/per-pixel effect that requires sampling neighboring pixels. It works at a finite level of detail. A similar effect is probably possible in some cases but I'm afraid I don't know how it would be achieved.
- Oshyan
I agree - it might be quite difficult/complex. One way I can think of is to sample at the resolution of the "smallest scale".
Hi,
If you're using a heightfield as your terrain, there is a Heightfield Smooth function with one parameter. Also, have a look under the Fractal Detail tab of the Heightfield Shader and play with the settings there.
Good luck.
AM.
Quote from: Alfamike on December 16, 2007, 08:36:30 AM
Hi,
If you're using a heightfield as your terrain, there is a Heightfield Smooth function with one parameter. Also, have a look under the Fractal Detail tab of the Heightfield Shader and play with the settings there.
Good luck.
AM.
Actually I was trying to do it for a fractal. I wonder if it will still work? I'll try it out.
If you rasterize the fractal (feed it into the Shader input of a Heightfield Generate node then click Generate), then you could use any heightfield operator, however this will make the resolution of the fractal finite and you may see reduced detail.
- Oshyan