[Request] Material Editor Node - Blur TextureSample

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.

basemesh2.jpg

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:

https://rocket.unrealengine.com/questions/12522/dx11-tessellation-bug-static-meshes-in-world-do-no.html

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”

tyepicdevsheart.jpg

Thanks!

Rama

Hi Rama,

Thank you for your request. I have previously entered a request for a blur function in the texture editor, so I have updated it with this idea as well. It would probably be more effective as a material node, like you describe, so that it can be modified at runtime.

Thank you,

Alexander

Thanks Alexander!

Great to hear from you as always!

:slight_smile:

Rama