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user1853
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Sadly, filter, matte, or distort nodes, like the ones in the compositor, are not available for the textures in the material nodes.

But a work around it is to use the "Map UV" node in the compositor to "remap" or alter the texture of a rendered object, based on the UVs of an object.

On this example the cube and the sphere have a voronoi texture as a texture on the their diffuse shader materials.

enter image description here

To blur the texture on the Cube this is what you'd do:

UV unwrap your object.

Assign a material and give it a pass index number.

enter image description here

Enable the UV and Material in the render layer passes.

enter image description here

Hit F12 to render.

In the compositor you would remap the UVs of the rendered object with a texture that has a blur filter applied to it.

Use the Index MA output and ID Mask of the material as the factor to mix the unblurred elements with the blurred ones.

enter image description here

enter image description here

Details on the MapUV node: http://wiki.blender.org/index.php/Doc:2.4/Manual/Composite_Nodes/Types/Distort

The MapUV technique works also for masks and keys and other nodes not avilableavailable for texturing. It can also be used to repalcetreplace the texturstextures on images that have already been rendered and saved as Open EXR in multilayer mode.

If what you're looking for is to affect a texture used as a displacement on a material this solution will not work for you.

Sadly, filter, matte, or distort are not available for the textures in the material nodes.

But a work around it is to use the "Map UV" node in the compositor to "remap" or alter the texture, based on the UVs of an object.

On this example the cube and the sphere have a voronoi texture as a texture on the their diffuse shader materials.

enter image description here

To blur the texture on the Cube this is what you'd do:

UV unwrap your object.

Assign a material and give it a pass index number.

enter image description here

Enable the UV and Material in the render layer passes.

enter image description here

Hit F12 to render.

In the compositor you would remap the UVs of the rendered object with a texture that has a blur filter applied to it.

Use the Index MA output and ID Mask of the material as the factor to mix the unblurred elements with the blurred ones.

enter image description here

enter image description here

Details on the MapUV node: http://wiki.blender.org/index.php/Doc:2.4/Manual/Composite_Nodes/Types/Distort

The MapUV technique works also for masks and keys and other nodes not avilable for texturing. It can also be used to repalcet the texturs on images that have already been rendered and saved as Open EXR in multilayer mode.

If what you're looking for is to affect a texture used as a displacement on a material this solution will not work for you.

Sadly, filter, matte, or distort nodes, like the ones in the compositor, are not available for the textures in the material nodes.

But a work around it is to use the "Map UV" node in the compositor to "remap" or alter the texture of a rendered object, based on the UVs of an object.

On this example the cube and the sphere have a voronoi texture as a texture on the their diffuse shader materials.

enter image description here

To blur the texture on the Cube this is what you'd do:

UV unwrap your object.

Assign a material and give it a pass index number.

enter image description here

Enable the UV and Material in the render layer passes.

enter image description here

Hit F12 to render.

In the compositor you would remap the UVs of the rendered object with a texture that has a blur filter applied to it.

Use the Index MA output and ID Mask of the material as the factor to mix the unblurred elements with the blurred ones.

enter image description here

enter image description here

Details on the MapUV node: http://wiki.blender.org/index.php/Doc:2.4/Manual/Composite_Nodes/Types/Distort

The MapUV technique works also for masks and keys and other nodes not available for texturing. It can also be used to replace the textures on images that have already been rendered and saved as Open EXR in multilayer mode.

If what you're looking for is to affect a texture used as a displacement on a material this solution will not work for you.

added 164 characters in body
Source Link
user1853
user1853

Sadly, filter, matte, or distort are not available for the textures in the material nodes.

But a work around it is to use the "Map UV" node in the compositor to "remap" or alter the texture, based on the UVs of an object.

On this example the cube and the sphere have a voronoi texture as a texture on the their diffuse shader materials.

enter image description here

To blur the texture on the Cube this is what you'd do:

UV unwrap your object Assign.

Assign a material and give it a pass index number.   

enter image description here

Enable the UV and Material in the render layer passes.

enter image description here

Hit F12 to render.

In the compositor you would remap the UVs of the rendered object with a texture that has a blur filter applied to it.

Use the Index MA ouputoutput and ID Mask of the material as the factor to mix the unbluredunblurred elements with the bluredblurred ones.

enter image description here

enter image description here

Details on the MapUV node: http://wiki.blender.org/index.php/Doc:2.4/Manual/Composite_Nodes/Types/Distort

The MapUV technique works also for masks and keys and other nodes not avilable for texturing. It can also be used to repalcet the texturs on images that have already been rendered and saved as Open EXR in multilayer mode.

If what you're looking for is to affect a texture used as a displacement on a material this solution will not work for you.

Sadly filter, matte, or distort are not available for the textures in the material nodes.

But a work around it is to use the "Map UV" node in the compositor to "remap" or alter the texture based on the UVs of an object.

On this example the cube and the sphere have a voronoi texture as a texture on the their diffuse shader materials.

enter image description here

To blur the texture on the Cube this is what you'd do:

UV unwrap your object Assign a material and give it a pass index number.  enter image description here

Enable the UV and Material in the render layer passes.

enter image description here

Hit F12 to render.

In the compositor you would remap the UVs with a texture that has a blur filter.

Use the Index MA ouput and ID Mask of the material as the factor to mix the unblured elements with the blured ones.

enter image description here

enter image description here

Details on the MapUV node: http://wiki.blender.org/index.php/Doc:2.4/Manual/Composite_Nodes/Types/Distort

The MapUV technique works also on images that have already been rendered as Open EXR in multilayer mode.

If what you're looking for is to affect a texture used as a displacement on a material this solution will not work for you.

Sadly, filter, matte, or distort are not available for the textures in the material nodes.

But a work around it is to use the "Map UV" node in the compositor to "remap" or alter the texture, based on the UVs of an object.

On this example the cube and the sphere have a voronoi texture as a texture on the their diffuse shader materials.

enter image description here

To blur the texture on the Cube this is what you'd do:

UV unwrap your object.

Assign a material and give it a pass index number. 

enter image description here

Enable the UV and Material in the render layer passes.

enter image description here

Hit F12 to render.

In the compositor you would remap the UVs of the rendered object with a texture that has a blur filter applied to it.

Use the Index MA output and ID Mask of the material as the factor to mix the unblurred elements with the blurred ones.

enter image description here

enter image description here

Details on the MapUV node: http://wiki.blender.org/index.php/Doc:2.4/Manual/Composite_Nodes/Types/Distort

The MapUV technique works also for masks and keys and other nodes not avilable for texturing. It can also be used to repalcet the texturs on images that have already been rendered and saved as Open EXR in multilayer mode.

If what you're looking for is to affect a texture used as a displacement on a material this solution will not work for you.

added 17 characters in body
Source Link
user1853
user1853

Sadly filter, matte, or distort are not available for the textures in the material nodes.

But a work around it is to use the "Map UV" node in the compositor to "remap" or alter the texture based on the UVs of an object.

On this example the cube and the sphere have a voronoi texture as a texture on the their diffuse shader materials.

enter image description here

To blur the texture on the Cube this is what you'd do:

UV unwrap your object Assign a material and give it a pass index number. enter image description here

Enable the UV and Material in the render layer passes.

enter image description here

Hit F12 to render.

In the compositor you would remap the UVs with a texture that has a blur filter.

Use the Index MA ouput and ID Mask of the material as the factor to mix the unblured elements with the blured ones.

enter image description here

enter image description here

Details on the MapUV node: http://wiki.blender.org/index.php/Doc:2.4/Manual/Composite_Nodes/Types/Distort

The MapUV technique works also on images that have already been rendered as Open EXR in multilayer mode.

If what you're looking for is to affect a texture used as a displacement on a material this solution will not work for you.

Sadly filter, matte, or distort are not available for the textures in the material nodes.

But a work around it is to use the "Map UV" node in the compositor to "remap" or alter the texture on an object.

On this example the cube and the sphere have a voronoi texture as a texture on the their diffuse shader materials.

enter image description here

To blur the texture on the Cube this is what you'd do:

UV unwrap your object Assign a material and give it a pass index number. enter image description here

Enable the UV and Material in the render layer passes.

enter image description here

Hit F12 to render.

In the compositor you would remap the UVs with a texture that has a blur filter.

Use the Index MA ouput and ID Mask of the material as the factor to mix the unblured elements with the blured ones.

enter image description here

enter image description here

Details on the MapUV node: http://wiki.blender.org/index.php/Doc:2.4/Manual/Composite_Nodes/Types/Distort

The MapUV technique works also on images that have already been rendered as Open EXR in multilayer mode.

If what you're looking for is to affect a texture used as a displacement on a material this solution will not work for you.

Sadly filter, matte, or distort are not available for the textures in the material nodes.

But a work around it is to use the "Map UV" node in the compositor to "remap" or alter the texture based on the UVs of an object.

On this example the cube and the sphere have a voronoi texture as a texture on the their diffuse shader materials.

enter image description here

To blur the texture on the Cube this is what you'd do:

UV unwrap your object Assign a material and give it a pass index number. enter image description here

Enable the UV and Material in the render layer passes.

enter image description here

Hit F12 to render.

In the compositor you would remap the UVs with a texture that has a blur filter.

Use the Index MA ouput and ID Mask of the material as the factor to mix the unblured elements with the blured ones.

enter image description here

enter image description here

Details on the MapUV node: http://wiki.blender.org/index.php/Doc:2.4/Manual/Composite_Nodes/Types/Distort

The MapUV technique works also on images that have already been rendered as Open EXR in multilayer mode.

If what you're looking for is to affect a texture used as a displacement on a material this solution will not work for you.

Source Link
user1853
user1853
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