Sample of reason behind my request: I am getting awesome results with dx11 tessellation, but a “Blur TextureSample” Material Node would really help me out
The picture below is done almost entirely with dx11 tessellation using a bump map I made from one of the UE4 demo diffuse textures and the very low-poly mesh shield.
I never had access to any high poly version of this shield, I got the low poly and the diffuse texture from cave sample and recreated the result below using Dx11 Tessellation.
Dear Friends at Epic,
I’ve been doing a lot of research into Dx11 tessellation and I found that I frequently had to blur the bump Texture to get just the right look that I wanted.
This has required me to constantly reload my bump asset
but the scale of the object also effects how the bump map works
and so for differently scaled objects I need very different bump maps
this would get very resource intenseive for a 1024x1024 bump map
if you review my post here on Dx11 Tessellation research with Cheap Constrast:
you can see I found CheapContrast_RGB very helpful
#Request: Blur Node for Texture Samples
It would be absolutely lovely and help out my DX11 work if you could make a Blur_RGB Material node.
#Why?
I would enormously save on the utimate size of my game if I did not need to save multiple 1024x1024 bump maps for the same mesh being Dx11 Tessellated and Bump-mapped, but done so differently to account for different mesh sizes or even different looks.
With a Blur node I could even change the mesh shape dynamically during game time using Dx11 Tessellation to simulate damage being taken or some kind of “powerup”
Thanks!
Rama