Might just be worth clarifying, but this technique doesn't average pixels like a proper blur does. This is closer to dithering, where it's a bunch if tiny discrete randomizations that look like smooth gradients from a zoomed out scale. For color, this works well enough that you shouldn't worry about it. But for stuff like roughness, normals, and displacement maps, the results can often be not great, as the dithering doesn't smooth things out the same way it does for colors.
Would you be interested in making a blurtutorial but for geometry? I mean like a particle system which visibility is dependent on object's speed for those manga speed strokes, trail blurring which aligns with the velocity vector, that kind of stuff?
He talked about this in one of his videos a while back. I think the RUclips analytics around comments, judgement and ad money was getting too much into his head so he turned it off for a while. Pls correct me if I’m wrong. I’m glad it’s back on again. Feels like home lol
The image seems to scale up when I add the white noise to it? I@m using window coordinates which I'm assuming is the same as UV but for the screen not the object.
Technically it's not a blur, it's just scrambling coordinates around at such a high frequency that after a few render samples it appears to be a smoother version despite being extremely detailed at an extremely small scale. For this reason, it doesn't work well for things that expect consistent results from each sample such as bump mapping or sample only once like displacement.
Might just be worth clarifying, but this technique doesn't average pixels like a proper blur does.
This is closer to dithering, where it's a bunch if tiny discrete randomizations that look like smooth gradients from a zoomed out scale.
For color, this works well enough that you shouldn't worry about it. But for stuff like roughness, normals, and displacement maps, the results can often be not great, as the dithering doesn't smooth things out the same way it does for colors.
This has been my concern actually, does anyone know a way to smooth values?
@@koch_ic nope , blur isnt possible in vector shaders
comments are open?!!
Instead of subtracting 0.5, you can use the linear light option in the color mix node. Works for all coordinate inputs :D
I don't even have a pc but i like to watch some of your videos
finally you opened the comments again ! I wanted to show my support with more than just a like...
❤
Thank you CGMatter for all that you do!
☝️
This is all good, and probably cheaper than a proper blur, but it would be nice to have actual blue for cases where it matters.
Oh man, I was just thinking this week how I need to figure out a blurring texture node - nice!!
just amazing!!! thanks for short and straightforward tutorial to increase knowledge man. u r great and kind!
hi man big fan
just finished the geonodes level 1
i was wondering if u have any complete course on geonodes
thanks for the knowledge sensie
damn i was seeking for this blur for so long
Thank you i have now ascended
Welcome back everybody?!
Insanely good content
Try doing this with the Voronoi texture and a photo of a face. It will be very funny.
very useful, thanks!
golden.
genial !
If anyone is wondering, you can't really use this for displacement. Doesn't work to well.
bro i was trying to figure it sinceeeeeeee 5 YEARSS
Would you be interested in making a blurtutorial but for geometry? I mean like a particle system which visibility is dependent on object's speed for those manga speed strokes, trail blurring which aligns with the velocity vector, that kind of stuff?
Why did you turn off comments for all of your videos?
He talked about this in one of his videos a while back. I think the RUclips analytics around comments, judgement and ad money was getting too much into his head so he turned it off for a while. Pls correct me if I’m wrong. I’m glad it’s back on again. Feels like home lol
@@bastian6173 Mekes sense, thank you for the reply.
eyyy the comment section is open now
thanks dad
The image seems to scale up when I add the white noise to it? I@m using window coordinates which I'm assuming is the same as UV but for the screen not the object.
are updates free when buying the pack or do we need to buy it again for every new feature? you peaked my interest
Is there really no way in which a blur node will be an input for a texture like in a substance designer?
is that waltuh in the watermark of your videos
i need to blur an tension and compression attributes but the attribute node has no input
is this possible for displacement to blur noise for instance
Why isn't this a node yet?
Technically it's not a blur, it's just scrambling coordinates around at such a high frequency that after a few render samples it appears to be a smoother version despite being extremely detailed at an extremely small scale. For this reason, it doesn't work well for things that expect consistent results from each sample such as bump mapping or sample only once like displacement.
promo sm