How to create procedural square shape in cycles?
Basically what I want to achieve is procedural square shape with ability to blur edges with similar effect to Gaussian blur. I’m aware of Cycles limitations regarding blur nodes, and also I’m familiar with method to blur texture by noise.
Is there a way to blur a procedural texture?
To blur such a procedural texture, you can’t simply add a ‘blur’ node or similar at the point you indicate. Instead, you need to manipulate the input Vector to distort the texture and then rely on the Render Samples to produce the blurring.
How to create procedural textures in the editor?
In this post I’m going to show you how to create procedural textures inside the editor. While in the following example we will generate a 1024 x 1024 texture using random RGB values, the same approach can be used with different generation algorithms to achieve your goals.
How to generate a texture using random RGB?
While in the following example we will generate a 1024 x 1024 texture using random RGB values, the same approach can be used with different generation algorithms to achieve your goals. This post was written using 4.22 version of the engine so you may have to modify the following code in case you’re using a newer version.
How does the Gaussian blur work in a square?
Note that the Gaussian blur starts from the edge of the square – so the square is always maximum intensity with the falloff starting at its boundary. This means that the blur will always make it appear larger – adjust the boundary values to compensate whilst adjusting the Focus if this is not desired.
Is the box blur effect the same as box blur?
This is Box blur effect, only upside of it is that it could be achieved only by changing Color Ramp interpolation to Linear from Constant (pt. 2). The biggest problem here is that despite I can have the shape/effect I want, control over them (and the fact that they are separated setups) is horrible.