Material Blur node or Function

I’m looking to make an edge wear Material function and I’ve managed to figure out how to determine the edges from the object’s normals trouble is they are too narrow… anyone know how I can blur them wider or have already made a blur function to do so? texture/vector offset would work as well i think just cant seem to figure out how to do it?

Hi Aidan,

I would be happy to help you with this issue. Can you please send me a screenshot of how your material function is put together? That way I will know how exactly you are determining the edges and what would be the best approach to blurring them wider.

Thank you,

Alexander

Hey thanks, I just went over my function again and “technically” I’m not finding the edges, just cheating (as what I’ve done wont work in all cases and I’m gonna re-look at it to fix that). I get the the R & G channels from the objects normal map and do some funky stuff here the functions:

A blur would require have knowledge of your neighbor pixels (screen space) or better you want to be able to blur along the surface which requires adjacency information or some sort of parameterization.

Short answer is, I think you want to preprocess your texture and/or mesh and generate a texture you read in your material. That way you can do some image space processing.