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Slope Blur

slope_blur

Smears the image along the slopes of a map โ€” great for erosion, moss, and organic wear

Reviewed
Guide available
The node name and summary are available in English. Port, parameter, and article details are currently shown in Japanese.

Input Ports

NameTypeDescription
็”ปๅƒ
input
Image
Required
ๆตใ™ๅ…ƒ็”ปๅƒใงใ™
ใƒžใƒƒใƒ—
map
Image
Required
ๅ‚พใใฎๅ…ƒใซใชใ‚‹้ซ˜ใ•ใƒžใƒƒใƒ—ใงใ™ใ€‚ใƒŽใ‚คใ‚บใ‚’ใคใชใใฎใŒๅฎš็•ชใงใ™

Output Ports

NameTypeDescription
็”ปๅƒ
output
Image
ๆตใ—ใŸๅพŒใฎ็”ปๅƒใงใ™

Parameters

NameTypeDefaultRangeDescription / Options
่ท้›ข
distance
Float
80โ€“64 / step 0.5

ไฝ•ใƒ”ใ‚ฏใ‚ปใƒซๅˆ†ๆตใ™ใ‹ใงใ™

ใ‚ตใƒณใƒ—ใƒซๆ•ฐ
samples
Int
81โ€“32

ๅ‚พใใซๆฒฟใฃใฆ้€ฒใ‚€ๆฎตๆ•ฐใงใ™ใ€‚ๅคšใ„ใปใฉๆป‘ใ‚‰ใ‹ใซใชใ‚Šใพใ™

ๆททใœๆ–น
mode
Enum
Averageโ€”

ๆตใ—ใŸๅ…ˆใฎ่‰ฒใ‚’ใฉใ†ๆททใœใ‚‹ใ‹ใงใ™

  • ๅนณๅ‡Average
    ใ‚ตใƒณใƒ—ใƒซใ‚’ๅนณๅ‡ใ—ใพใ™ใ€‚ๆŸ”ใ‚‰ใ‹ใ„ๆตใ‚Œใซใชใ‚Šใพใ™
  • ๆ˜Žใ‚‹ใ„ๆ–นMax
    ๆ˜Žใ‚‹ใ„ๆ–นใ‚’ๆฎ‹ใ—ใพใ™ใ€‚ๆ˜Žใ‚‹ใ„ๆจกๆง˜ใŒๆตใ‚ŒๅบƒใŒใ‚Šใพใ™
  • ๆš—ใ„ๆ–นMin
    ๆš—ใ„ๆ–นใ‚’ๆฎ‹ใ—ใพใ™ใ€‚ไพต้ฃŸใฎใ‚ˆใ†ใซๆš—ใ„็ญ‹ใŒๅบƒใŒใ‚Šใพใ™
ๆธ›่กฐ
falloff
Enum
Linearโ€”

ๆ˜Žใ‚‹ใ„ๆ–น/ๆš—ใ„ๆ–นใƒขใƒผใƒ‰ใฎๅŠนใใ‚’่ท้›ขใงใฉใ†ๅผฑใ‚ใ‚‹ใ‹ใงใ™

  • ่ท้›ขใงๅผฑใ‚ใ‚‹Linear
    ้ ใใง่ฆ‹ใคใ‘ใŸๆ˜Žๆš—ใปใฉๅŠนใใ‚’ๅผฑใ‚ใพใ™ใ€‚ๆจกๆง˜ใฎๆง‹้€ ใŒๆฎ‹ใ‚Šใ‚„ใ™ใ„ๆจ™ๆบ–่จญๅฎšใงใ™
  • ใชใ—None
    ่ท้›ขใซ้–ขไฟ‚ใชใๆฅตๅ€คใ‚’ใใฎใพใพๆŽก็”จใ—ใพใ™(ๆ—งใƒใƒผใ‚ธใƒงใƒณใฎๆŒ™ๅ‹•)
ๆตใ™ๅ‘ใ
direction
Enum
Downhillโ€”

ๅ‚พใใฎใฉใกใ‚‰ๅดใธๆตใ™ใ‹ใงใ™

  • ไธ‹ใ‚ŠDownhill
    ใƒžใƒƒใƒ—ใฎไฝŽใ„ๆ–นใธๆตใ—ใพใ™ใ€‚ๆฐดใ‚„้‡ๅŠ›ใฎๆ–นๅ‘ใงใ™
  • ไธŠใ‚ŠUphill
    ใƒžใƒƒใƒ—ใฎ้ซ˜ใ„ๆ–นใธๆตใ—ใพใ™

Overview

Shifts and stacks the image along the slope of a height map. Rock erosion, dripping moss, rust streaks, frayed cloth โ€” any "pattern dragged by gravity or weathering" look can be built with this single node. It is the equivalent of Slope Blur in Substance Designer.

Usage tips

  • The classic wiring: noise_generate (height map) โ†’ map input, and the image you want to process โ†’ input. Feed the map with raw noise from noise_generate or a height map from height_from_image rather than the image itself โ€” the flow looks far more natural.
  • Keep distance at half the size of your pattern features or less. If the features are around 5px, start at 1โ€“2 and increase while watching the result.
  • Pick the mode by intent: erosion (spread dark streaks) โ†’ Min, light or moss (spread bright marks) โ†’ Max, a soft smeared blur โ†’ Average.
  • Average accounts for alpha, so hidden RGB in fully transparent pixels does not create a colored fringe. Min / Max extremum selection and falloff remain separate behavior.
  • Downhill is the direction of water and gravity. For flames or smoke crawling upward, use Uphill.

Common pitfalls

  • Min/Max floods the image with a single color: distance is too large for the size of the pattern. Reduce it, or keep falloff = Linear (the default). falloff = None reproduces the legacy behavior that keeps extreme values regardless of distance and easily destroys fine patterns.
  • Nothing changes: a flat (zero-gradient) map produces no flow. Connect a noise or height map with real contrast to the map input.
  • Jagged streaks: increase samples for a smoother path (slightly slower).

Examples

  • Weathered rock: stone texture + noise_generate (Perlin) map + mode: Min
  • Moss / grime drips: dirt mask + a vertical gradient map + direction: Downhill
  • Licking flames: flame sprite + noise map + mode: Max

Related nodes

  • noise_generate โ€” the go-to source for the map input (Cellular or Perlin)
  • height_from_image โ€” estimate a height map from existing pixel art
  • directional_warp โ€” for dragging in one fixed direction instead of along terrain
  • gaussian_blur โ€” when a uniform, direction-less blur is all you need
Back to Node List
Slope Blur โ€” PixPipeline Node Reference