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	<title>Comments on: Surface Blur</title>
	<link>http://mke3.net/weblog/surface-blur/</link>
	<description></description>
	<pubDate>Sun, 23 Nov 2008 12:13:48 +0000</pubDate>
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		<title>By: RC</title>
		<link>http://mke3.net/weblog/surface-blur/#comment-7322</link>
		<author>RC</author>
		<pubDate>Mon, 16 Apr 2007 15:52:26 +0000</pubDate>
		<guid>http://mke3.net/weblog/surface-blur/#comment-7322</guid>
		<description>Hi Matt,
cant this approach be also used to avoid the "UV islands" problem with http://mke3.net/weblog/fast-fake-sss/ ?</description>
		<content:encoded><![CDATA[<p>Hi Matt,<br />
cant this approach be also used to avoid the &#8220;UV islands&#8221; problem with <a href="http://mke3.net/weblog/fast-fake-sss/" rel="nofollow" >http://mke3.net/weblog/fast-fake-sss/</a> ?</p>
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		<title>By: Jiri Hnidek</title>
		<link>http://mke3.net/weblog/surface-blur/#comment-1099</link>
		<author>Jiri Hnidek</author>
		<pubDate>Thu, 20 Jul 2006 12:20:11 +0000</pubDate>
		<guid>http://mke3.net/weblog/surface-blur/#comment-1099</guid>
		<description>Hi Matt,
aha, I can see it at screenshot. You do sobel filtering of two directions of normal map, etc. That's true ... we can get much better result using such methods.
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		<content:encoded><![CDATA[<p>Hi Matt,<br />
aha, I can see it at screenshot. You do sobel filtering of two directions of normal map, etc. That&#8217;s true &#8230; we can get much better result using such methods.</p>
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		<title>By: Darek</title>
		<link>http://mke3.net/weblog/surface-blur/#comment-1098</link>
		<author>Darek</author>
		<pubDate>Sat, 15 Jul 2006 07:57:53 +0000</pubDate>
		<guid>http://mke3.net/weblog/surface-blur/#comment-1098</guid>
		<description>Hey Matt, that really would be useful. I'm tired of waiting for all those extra passes to render.</description>
		<content:encoded><![CDATA[<p>Hey Matt, that really would be useful. I&#8217;m tired of waiting for all those extra passes to render.</p>
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		<title>By: Matt</title>
		<link>http://mke3.net/weblog/surface-blur/#comment-1097</link>
		<author>Matt</author>
		<pubDate>Fri, 14 Jul 2006 19:15:56 +0000</pubDate>
		<guid>http://mke3.net/weblog/surface-blur/#comment-1097</guid>
		<description>Hi Jiri:

It's not really what I want - Photoshop has something similar called 'smart blur' too. In both cases, those filters are just using the existing RGBA pixels to decide what to blur and what not to blur - basically just guessing with an edge detect filter. In Blender we have a lot more information about the geometry's surface (with the Normal and Z passes) so it would be good if we could use that information to make a more accurate mask for the blur. 

cheers</description>
		<content:encoded><![CDATA[<p>Hi Jiri:</p>
<p>It&#8217;s not really what I want - Photoshop has something similar called &#8217;smart blur&#8217; too. In both cases, those filters are just using the existing RGBA pixels to decide what to blur and what not to blur - basically just guessing with an edge detect filter. In Blender we have a lot more information about the geometry&#8217;s surface (with the Normal and Z passes) so it would be good if we could use that information to make a more accurate mask for the blur. </p>
<p>cheers</p>
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		<title>By: Jiri</title>
		<link>http://mke3.net/weblog/surface-blur/#comment-1096</link>
		<author>Jiri</author>
		<pubDate>Fri, 14 Jul 2006 09:15:49 +0000</pubDate>
		<guid>http://mke3.net/weblog/surface-blur/#comment-1096</guid>
		<description>Hi Matt,
this is very good suggestion. I guess, that something like this exist in Gimp ... run Gimp, open image rendered with AO, RMP, Filters, Blur, Selective Gaussina Blur ... Is this case, what you want?</description>
		<content:encoded><![CDATA[<p>Hi Matt,<br />
this is very good suggestion. I guess, that something like this exist in Gimp &#8230; run Gimp, open image rendered with AO, RMP, Filters, Blur, Selective Gaussina Blur &#8230; Is this case, what you want?</p>
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