How do you blur the edges of a voronoi noise texture?

I have a post process material that is basically just a desaturated voronoi noise texture.

As you can see in the picture above, the edges between the tiles are sharp. How do I blur it or smooth it so that the transition is not that apparent?

This is what I want to achieve as my end result. In the picture (from blender) above, a 3D noise texture is passed through a color ramp and added to the roughness of the voronoi noise texture.

How do I achieve something like this?

Bake it in blender and then use the texture in Unreal

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I can’t. I want to use this post process for my background objects for my scenes regardless of what color it originally was.

I don’t think rebaking the texture for all the objects I use is an efficient way of doing things.

Thanks for your response.

Like Arkiras mentions you can bake the noise and then blur it. Just make sure you set it to tiling.

External link not affiliated with Epic Games:
https://www.unrealengine.com/en-US/tech-blog/getting-the-most-out-of-noise-in-ue4

Your question is too abstract to give you a better answer. In general, when you need to blur a texture you should always pre-compute it whenever humanly possible. If it needs to be done in realtime, then the most efficient approach is to do it in multiple passes with a separable filter and/or downsampling depending on the size of the kernel.

For textures specifically you can usually get away with just biasing the mip level, since mipmaps are auto-generated on import. This is how unreal handles blurry reflections on rough surfaces when using reflection captures.

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Ok got it, I will look into a way to bake the texture beforehand and to look into mipmaps as well.

Thank you all for your responses.

If you’d like, I can try to recreate the math calculations for Blender’s Voronoi noise “texture” in UE materials. This process can take some time, so to speed it up, you could also explain which Voronoi noise parameters in Blender you don’t intend to change (e.g., Dimension will always be 3D/4D, distance metrics will always be Euclidean, etc.). Then I’ll try to do it if you still need it.