Inputs
Here you can input the color structure that you want to blur into the node. These can, for example, be simple images or nodes that don't require 3D sampling such as pattern generators.
This setting defines the intensity of the blurring effect. When in Kernel or Stochastic mode, the Radius can be defined per sample, e.g., via grayscales. When in Baked mode the Radius can only be used statically for the entire color structure.
If you link a noise here, extremely long render times can result (you should then reduce the bright noise components). There is a reason that the slider is restricted to values up to 0.02! Noises exceed this value by far by default.
Three blur modes are available:
- Baked: First calculates the input colors in the defined resolution: these calculations are also based on the Interpolation value, which influences the color transitions. In the following step, this color structure will be blurred in accordance with the respective Radius value. The Radius is applied statically, which means that it cannot be varied individually per sample.
- Kernel. Also pre-calculates a structure from the input colors whose size can be defined via the Resolution setting. Other than in Baked mode, a variable Radius can be used. The calculation is slower than Baked due to the sampling that is required but can therefore be defined individually.
- Stochastic: Works similarly to the Kernel mode but doesn't need any pre-calculation. The blurring is done via a random variation of the UV coordinates during the sampling. The radius of the blur effect can therefore also be defined individually during sampling in this mode. This mode tends to produce a noisy result. This is in part due to the fact that it works with the original colors at the Color input. In order to keep render times to a minimum, keep the start value for the Samples setting quite low. This noise can be reduced by increasing the Samples value but will also produce longer render times.
This setting is made available when Mode is set to Baked. It is used to define the color calculation for the saved color structure. A description of how this woks can be found in the Cache Node.
Here you can define the resolution for the saved Color structure for the modes Baked or Kernel. The higher the resolution, the longer the calculation will take and the more details that will be included.
This setting is made available if Mode is set to Stocastic. It defines the numbe rof UV variations that should be used for the calculation of the blur per sample. The more Samples that are used, the more the noise will be reduced in the final result and the longer the calculation will take.
The Stocastic mode uses randomly varied UV coordinates for sampling. This random distribution is based on this Seed value. A modified Seed value will therefore produce a different noise pattern.
Normally, the random distribution for the UV sampling in Stocastic mode is calculated new per animation frame. Stocastic Noise will keep the random order unchanged and the noise will remain static as a result.
