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Blur texture input + weaken Normal Map

Posted: Wed Dec 13, 2023 2:28 pm
by desire
He there!
Can't find solutions for these two tasks:
- how to add blur to ImageTexture node (or to generator node if it'd be real)?
- how to weaken NormalMap node in case it is not a texture but generator? Direct example - Flakes generator.

I will be glad to your help to solve them!

Re: Blur texture input + weaken Normal Map

Posted: Wed Dec 13, 2023 5:26 pm
by ricky_otoy
Hi desire,

There is no blur image function for the texture at the moment as far as I know, but there is probably an OSL shader for Gaussian blur on the forum floating around.

To weaken the Normals from Flakes, you can use the Blend Factor properties: https://docs.otoy.com/StandaloneH_STA/S ... Flakes.htm
As for others, I guess you could use a mix texture node and a solid base color of 0.5, 0.5, 1.0 and blend the amount. (will work similar to Blend Factor on the Flakes generator).

Re: Blur texture input + weaken Normal Map

Posted: Wed Dec 13, 2023 5:53 pm
by desire
ricky_otoy wrote:Hi desire,

There is no blur image function for the texture at the moment as far as I know, but there is probably an OSL shader for Gaussian blur on the forum floating around.

To weaken the Normals from Flakes, you can use the Blend Factor properties: https://docs.otoy.com/StandaloneH_STA/S ... Flakes.htm
As for others, I guess you could use a mix texture node and a solid base color of 0.5, 0.5, 1.0 and blend the amount. (will work similar to Blend Factor on the Flakes generator).
Thank you for your answer!
Will try tomorrow.

Re: Blur texture input + weaken Normal Map

Posted: Fri Dec 22, 2023 5:57 pm
by desire
Thanks to ricky_otoy control of strenght of normal map is Ok.
But had no luck with OSL blur texture script.
May be someone had went that route?

Re: Blur texture input + weaken Normal Map

Posted: Wed Dec 27, 2023 7:42 am
by bepeg4d
Hi,
about OSL Gaussian Blur node, to make it works, you need to have a Projection node connected to the source texture, and change it to "OSL delayed UV":
IMG_0692.jpeg
ciao,
Beppe