Why is there a blur node in compositor but not in shader editor? I know you can recreate the effects of blur using noise nodes but just seems strange not to have one in shader editor also.
Hi sswitch23723 ,
That is probably because the Blur Node in the Compositor uses the Pixels of the Image to calculate the blurring.
In the Shader Editor, there are no Pixels yet, except in an Image, when using an Image Texture Node. That would be an extremely limited blur...
So, the question is: what would you like a Shader Editor Blur Node to do exactly? (Blurring, but blurring what?)
So I'm doing some work for an art gallery where I need to bring a painting to life. I have subjects in the painting that I have cut out in photoshop to create an additional layer. I then animate these elements in blender in 2D. I also need to animate reflections on the floor. So what I would want to do is duplicate the subjects, flip them upside-down with the same animation and make the reflection transparent and slightly blurred. I can do this in photoshop which uses an image blur that works very well however would be very handy in the shader editor. The subjects material has been brought in as a shaderless material (IAP Shaderless). In this instance a blur node in the shader editor would be very helpful.
Unfortunately I couldn't use an object floor plane as it is a 2D scene and the camera needs to be orthographic however as you say I ended up just blurring in Photoshop in the end but would be handy to have some sort of image blur node in blender shaders so the control is retained within blender but not he end of the world. Thanks again.