OSL texture() "blur" argument

OSL texture() "blur" argument

zenop
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OSL texture() "blur" argument

zenop
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Advocate

Is the "blur" argument in a texture() call implemented for Arnold?

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madsd
Advisor
Advisor

You need to hook Auto Mip-mapping in render settings.
This makes it possible to parse a bias to the blur float value.

3836-qweqwe.png

shader TextureDOF
(
	point Po = P,
	float strength = 0.022,
	float Time = 0,
	string fileName = "",
output color Out = 0, ) { point p = Po; float focus = sin(Time)*.35+.5; float blur = strength*sqrt(abs(p[1] - focus));
Out = texture(fileName, p[0],1-p[1], "blur", blur); }
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