See volumes for an explanation of standard volumes and OpenVDB volumes.
For each voxel, this node computes an average (see the Operation parameter) from the surrounding values and sets the voxel to that average. (The “surrounding area” is a cube, despite the name Filter Voxel Radius).
To smooth an SDF, use VDB Smooth SDF.
The name of VDB primitive(s) in the input to be smoothed. See specifying volumes.
If enabled, it will use the second input’s VDB for alpha masking. Assumes voxel values are between 0 to 1 inclusive. See specifying volumes for more information.
How to smooth the voxel values.
Find the mean (
total/count) of the surrounding values.
This is equivalent to a box blur of the same radius.
Find the median (middle value) of the surrounding values. This is useful for de-spiking noisy data as extreme values will not contribute to the final result.
Filter Voxel Radius
The number of voxels to run the smooth operation over. This is measured in voxels, not distance. This distance defines a cube, so increasing the “radius” will exponentially increase the work.
Number of times to repeat the smoothing operation.
For a cone blur, multiply the radius by
0.454545 and use two passes.
For a gaussian, multiply the radius by
0.33 and use four passes.
The method for smoothing the SDF after each iteration. Later options in the list are slower but more accurate.
Invert Alpha Mask
Inverts the alpha mask so that values from 0-1 maps to 1-0.
Min Mask Cutoff
Alpha mask values below this are mapped to 0.
Max Mask Cutoff
Alpha mask values above this are mapped to 1.