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