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Zoltan

Posts: 204
Filters: 24
For reasons outside the scope of this post I end up with a baked texture which does not have edge padding: http://wiki.polycount.com/wiki/Edge_padding

Would it be possible to fix the texture "in post" using FF? The background is full black so thats a good base for a mask. However I'm not sure how to smear the edge pixels because while I could get a rough direction vector, I cant feed it to the actual Smudge node.
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emme
Posts: 718
Filters: 8
You can get reasonably good results by iteratively offsetting the edges in a loop using the direction vectors.

edit: uploads are not working, send me an email if you need the filter file.

edge_padding_v001.ffxml
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Sphinxmorpher
Filter Optimizer

Posts: 1750
Filters: 39
Try the Maximum node (https://filterforge.com/more/help/Comp...imum.html)
and blend the masked unprocessed texture back onto the "maxed" result.
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emme
Posts: 718
Filters: 8
Yeah, maximum probably works ok in most cases, but can run into problems with high contrast areas as it maxes out the darker values. In the worst case the uv edge is black and the padding will be white.
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Zoltan

Posts: 204
Filters: 24
Yeah I tried the maximum then several low radius maxes in a chain: in certain cases the result looks good but in others bright bits starts to spread out, in front of dark bits, causing a seam. But I keep trying until I get my hands on emme's filter. smile:)
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Zoltan

Posts: 204
Filters: 24
Hmm a maximum-median-maximum-median-maximum-median-maximum-median chain with radius = 0.1 is not half bad!
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emme
Posts: 718
Filters: 8
Here is the filter if you still want to try it out. It's not perfect, so some modifications are probably needed.

edge_padding_v003.ffxml
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