Hello my fellow nerdy polycounters, I want to share a quick function i just added in a material of mine that enables you to sample a texture of your choosing and apply a blur to it. The code is similar to a guassan blur, except less expensive (relatively). The total function unfortunately costs a whopping 24 extra…
You can, but you need to setup a separate custom node for Mip-Dropping. The irony is, the more useful texture for this feature (like Cubemaps and Normal Maps) cannot use the custom node without breaking. Normals break around the tangents (so you cannot use the Mip/Blur technique for SSS) and Cubemaps are only read out as…
nice, one thing you should try is jittering your samples, create a noise texture and use it to modulate your samples, it could help break up seeing lines in the blurring.