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A Blur Texture node group using Repeat Zone in #b3d Shader Editor. (Nodes in the comments).
32,001 次观看 • 5 个月前 •via X (Twitter)
14 条评论

EEVEE handling this better than Cycles at the moment:

Is this real? I've been waiting for this for a while.

I'd say it is dithering 2.0! 😅 Before we used to sample just one time and now we can do this!

@BennyGovaerts Add a noise into UV coordinates easier to control and it just faster.

@BennyGovaerts A Noise instead of the White Noise you mean? The idea is to blur so the Noise must be set veeeery high then I’d guess.

@BennyGovaerts Any way to displace UV coordinates. This is not cheap, but still cheaper than averaging multiply full size buffers.

@BennyGovaerts One sample coordinate displace looks just like a dithering effect. The point here is doing it multiple times with different seeds and normalising it out at the end so it looks like a blur. Therefore being more expensive is expected. Not sure if I really got your point though.

@BennyGovaerts Well, at least such shader graph are easier to read ;)
2026

Only for visuals, but not for displacement nor normal maps. It will produce a huge ammount of spikes, nothing else.

Yes. It is Dithering in the end of the day... there is no "neighboring relationship".

Why do you have the texture inside a closure? I still haven't spent any time learning/using bundles or closures and I'm not sure what im missing out on 😅

The reason here is that you can define the image from outside the nodegroup. As we don't have a way to choose an image datablock from the node group directly in shader nodes right? But at least now we have this!

Ohhh true true - thank you so much dude 🤗
