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๐Ÿงต Untitled Thread

Anonymous No. 878570

Is there a single software that can blur texture in 3D, by actually looking how is the texture UVmapped on model? Every software literally blurs the 2D image

Anonymous No. 878571

Of course. How much are you willing to pay?

Anonymous No. 878572

>>878571
For the software or for info?

Anonymous No. 878588

test

Anonymous No. 878591

>>878570
Someone proficient in retardenese interpret this in a way the question actually makes sense.

Anonymous No. 879413

>>878591
What's so hard to understand? I understood it before his first comma. Maybe you're the retard?

Anyway, I've been meaning to make a post about this myself for over a year, but kept forgetting. I guess subconsciously I was expecting this to be a known need amongst 3d artists and was just being patient for it to get implemented.

In Blender I made many whole body textures, but sometimes it would be nice to just Blur the whole texture. Afterwards I could overlay it on other textures in Photoshop for example. Or use it as a base skin texture to add more detail to.
Blender just has the "Blur" paint brush meaning you have to sit and manually press blur a million times on the whole mesh while slowly rotating it. I've done this once but took me two hours and I accidentally saved it as JPG lol.

If you use the blur effect directly on your skin image file in Photoshop, it will show seams when back in Blender due to it blurring the UV seams.

Anonymous No. 879414

Also, OPs pic is clearly supposed to be a mesh with it's whole texture blurred without any UV seam issues. But i expect you already knew that, or you wouldn't/shouldn't be an artist.

Anonymous No. 879439

>>879413
>>879414
I thought he meant just blurring a texture, but the way he said it made it seem like he was asking for something else entirely.
The second half is what tripped me up. Since UVs have basically nothing to do with it. Not to mention, blurring the texture is exactly the same as blurring the 2d image.

If that's the case, then he can just plug in a fine noise texture before the texture mapping node. Or something like that.
Here's a vid explaining it in more detail.
https://www.youtube.com/watch?v=q8NAhBib_qY

Anonymous No. 879635

>>879439
That's actually very interesting, thanks. It would still be nice to have a "Blur" node to simplify the process. It's not easy finding tutorials for this even if it can be really useful

Anonymous No. 879640

>>879635
I agree that some processing and filter nodes would go a long way in improving things.
At the end of the day though, all of those filters and stuff are just math, and math is something that the nodes can do without much of an issue.
I'd rather have dedicated nodes though.

Anonymous No. 879645

>>878570
>blur texture in 3D
???
>actually looking how is the texture UVmapped on model?

Ok, so, I *think* you're trying to ask for a blur function that takes UV's into account.The answer is yes, but it's not perfect.

Blender's blur tool, if used in 3D texture paint mode along a UV seam, will do this.

Anonymous No. 879649

>>878570
closest i have found is a method that "blurs" the texture by applying noise to it to scatter the pixels
https://www.youtube.com/watch?v=kvDZvRDoV6A

doesn't look good unless you crank the noise detail super high

Anonymous No. 879650

>>879640
> all of those filters and stuff are just math, and math is something that the nodes can do without much of an issue.
The problem is, all conventional blur algorithms are using for loop to get average of neighbouring pixels, and there is no loop node in blender. There is a script node, however, so that problem can be solved with python.

Anonymous No. 879651

>>879650
Edit: script node is an OSL shader, not a python script. Never bothered to use this node.

Anonymous No. 881592

Is there a way to do such blur in substance painter? I want to to have a controllable procedural blur.

Anonymous No. 881894

>>878570
There's a tool that can do this, but I couldn't figure out how to properly use import my own models in there. I'm sure the megaminds of /3/ would help a nigga out?
https://youtu.be/YW9Gwn6cJ9o

Anonymous No. 881905

>>881592
There's a dedicated blur filter that you can edit whenever you want, yes.

Anonymous No. 881910

>>881894
Tried exporting .ply with blender and meshlab. They don't work

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Anonymous No. 881944

>>881905
Anon...
I mean the blur filter that wouldn't fuck up all the seams.

Anonymous No. 881985

>>881944
It's been a while since I've fucked with SP, but I don't think I've ever run into that issue. I mean you really shouldn't since that would defeat the purpose of having the option to blur something in the first place.
What does your UV layout look like?

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Anonymous No. 881998

>>881985
Why would it defeat the purpose? I want to use blur as one of the tools for procedural texturing. It gets in my way every time i try to blur something near the seam.
As OP described, blur filter affects just 2D image and does not take seams into account

Anonymous No. 883688

>>879649
this one works only for procedural 3d textures

>>881894
anyone got this working?

Anonymous No. 883738

>>881592
>>881944
>>881998
why don't you just blur it in photoshop and use that as a stamp?

Anonymous No. 883851

>>883738
Because i don't need BLUR written on the side of my badger.
I mean i want it for general purpose of procedural texturing.

Anonymous No. 883853

>>881998
Can you use tri planar projection.

Anonymous No. 883889

if you first create a selection in Photoshop and then use the blur tool it'll blur the contents while maintaining the sharp edges, isn't that what you're asking for?

Anonymous No. 885594

I think the tard is asking about blurring across uv seams, this is not generally possible because the thing that is being blurred is the underlying texture itself where the boundary doesn't exist, so a filter can't take "neighbouring" pixels from a totally different part of the texture into account

there are solutions for blurring across cubemap boundaries but I don't know of anything that does what you want

just hide your seams better. or fix up the seams manually by painting over them in 3D

Anonymous No. 886588

>>878591
Seems to me like you're the one who needs a normal to tard interpreter.