Have anyone tried to make node (effect/filter) like in substance designer (Sharpen) in cycles?

Example: 123

  • $\begingroup$ The only way to reproduce exactly what SD is doing here would be to run a convolution matrix over the texture in Cycles, which, IMO would be a heroic, but uneconomical way to do it $\endgroup$ – Robin Betts May 8 '18 at 6:38
  • $\begingroup$ Why developers haven't yet added filter nodes like this? This would allow the creation of more complex procedural materials $\endgroup$ – 0xFFF May 8 '18 at 10:56
  • $\begingroup$ @0xFFF because use cases are rare and very specialized, it would be hard to develop something that is useful to many people. These things are perfect example of additional community created value where the Blender itself only caters to making node environment flexible and robust enough to allow for complex setups. $\endgroup$ – kheetor May 8 '18 at 12:17
  • $\begingroup$ it would actually be pretty useful to write a little OSL node to run a 2 or 3D convolution matrix of the user's choice over 2 or 3D textures; I think it would significantly expand the range of procedural textures that could be cooked up reasonably quickly .. $\endgroup$ – Robin Betts May 8 '18 at 14:12
  • $\begingroup$ I found some material on this topic. 5x5 Convolve for Cycles Nodes Materials There is a 5x5 convolution matrix with a few kernels provided: Sharpen, Box Blur, Gaussian Blur, Edge Detect, and Emboss. Download scene from Blendswap $\endgroup$ – 0xFFF May 8 '18 at 15:09

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Browse other questions tagged or ask your own question.