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Have anyone figured out how new Curvature Smooth node works in Designer?

gnoop
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gnoop sublime tool
So far I find it best for doing various edge masks  just  on top of a  final  normal map .    Tried to make it work in Painter  but as always  it's weird and never same , works only on square textures  i.e  a dead end.   

Want to recreate it for Blender  shader editor.  
I see it sort of shift iteratively in  x and y  positive and negative detection the   dot products of normal XY channels vs plain XY vectors  and then subtract  from before shift .    No actual blur involved probably which is extremely hard to do in Blender.  just loops  of fading shifts.      But this is mostly my guess.   I couldn't understand   some parts at all when open the node in Designer .        Am I on the right path ?




  
I would want to give it a kind of a wind effect  to have brighter  slope down to certain  direction .    Any ideas how to do it?   


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  • poopipe
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    poopipe grand marshal polycounter
    it's a bit beyond what you can do with a stateless pixel shader effect afaik.  standard curvature is doable with a sobel (like) filter but this needs to consider a much larger range

    if you want to mask by a specific normal direction though - just dot(normal, other normal) 

  • gnoop
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    gnoop sublime tool
    poopipe   From what I see in the node  Designer just makes copies  scaled down images till 2x2 pix  where it perform roughly same  and upscale back .  Instead of doing blur  or Sobel like .     But it's extremely hard to read and figure out  form their math nodes  really  as if they specifically tried  to make it cryptic  vs Blender for example so I am not sure .   Some parts  I don't understand at all.      Like where they set their variables and what for . I hardly see any "set" nodes. 
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