Bluring textures with nodes!

I’m not sure I can do that actually. DownshiftDX was right… I’ll try nevertheless. Maybe there is a way. But I can’t do that today.

EDIT: It’s not a simplified file and where is the HG1 node setup?

In the car matte material I use the node setup. Look more carefully in the car materials. In the middle of car there is sphere acting as refleciton probe.

Oh, sorry - I forgot to earse some lines from code. Here is .blend with some objects in background to see reflections too:
http://www.pasteall.org/blend/36626

I tried a system with HG1 file but without success: http://www.mediafire.com/download/inxpfx00wd41s5m/RealtimeCubemapNode_V1.0_(1).blend

I made 6 planes with 1 texture per plane to receive the 6 cameras captures.

Then I burred the 6 textures on the 6 planes.

And I changed the textures input in the node setup (the textures used are the plane’s textures). It’s weird because we can see the reflections on the sphere so basically the technique works. But it does not take into account the blur effect I apply to the planes (visible on the plane but not on the sphere). I don’t know if a more experimented user could explain why? Thanks!

Yeah… Still some things to examine, but I quess this:
The shader doesn’t modify the texture, but the output of planes. Somehow it must be changed to affect textures globally. Or someone skilled enaugh could make a node gorup doing htat action(AFAIK most of stuff programed in shaders can be done with nodes).

Ah yes you’re right. The shader modify material and not texture… So… I don’t know how to do the stuff.

Unless the sphere reflects the blured planes themselves. I made a quick try and it works in the principle but I have to think about this more.

EDIT: http://www.pasteall.org/blend/36631 :smiley: It works but it’s very ugly and there are many mapping problems :slight_smile: