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Blur node alpha

Blur node alpha

2005-06-03       - By Dan Yargici

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Reply:     1     2     3     4     5     6     7     8     9     10     >>  

Well if you drive the blur scale with incidence from a light then look
at the area from the termination point backwards there seems to be
issues.  Also if you insert a changerange and set a negative number
things freak out some more.  What looks like the tessellation of the
geometry is also visible in some  of my tests.

When I was playing earlier I managed to completely bust it to the point
where each bucket rendered something totally different and it kinda gave
up.  Stupidly I closed the scene without saving the log (and even more
stupidly, I hadn't switched on MR verbosity either).

Sorry to be a bit vague, I'd try and fill the gaps a little
later/tomorrow.  Like I said though, I'm seeing *alot* of potential for
coolness....

DAN


Alan Jones wrote:

>You can tell me how much it sucks if you like. Bug reports would
>probably be handy as there may be (read is almost certain to be)
>things I haven't thought of as far as potential issues.
>
>Cheers,
>
>Alan.
>
>On 6/3/05, Dan Yargici <dan@(protected)> wrote:
>  
>
>>Hi Alan, just tried it out.  Looks really promising.
>>
>>Not sure what to critisize as you're probably aware of all the current
>>issues...
>>
>>This could definately become one for the everyday toolbox though.
>>Perhaps you should start charging or at least add a PayPal link to your
>>site?
>>
>>DAN
>>
>>
>>Alan Jones wrote:
>>
>>    
>>
>>>It's slow, but it works.
>>>
>>>No idea whether the idea for the way I've implemented is average or
>>>poor. Could really do with adaptive sampling and other goodies to
>>>speed things up, but we'll see how useful it is first.
>>>
>>>Cheers,
>>>
>>>Alan.
>>>
>>>
>>>
>>>-- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----
>>>
>>>      
>>>
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