blurring at the sample level

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Hi, I am trying to setup a shader that blurs the samples on the surface. Basically the idea is that the actual texels on the surface are what is blurred, instead of the actual texture itself (basically what the blur pixel parameter does on the texture VOP, but at the surface sample level)

The result I am looking for is blurred lines in areas where UV seams are (for the purpose of blurring HDR cube maps seamlessly). Is this possible?

Thanks!
-G
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