Technical notes

How the filter works under the hood.

  • Filter: smooth (weighted) Kuwahara with a circular Gaussian kernel and four overlapping sectors.
  • Instead of picking one sector, all four are blended by their variance. This removes the blocky artifacts and the temporal flicker of the classic filter.
  • Averaging is done in Reinhard-compressed space, so very bright HDR pixels don't create sparkles.
  • Samples are clamped to the viewport, so the screen borders stay clean.
  • Render pass: before tonemapping, in HDR, after temporal anti-aliasing / upscaling.
  • Implementation: one Custom HLSL node in MF_Kuwahara. Everything else is standard material nodes.

Updated Nov 11, 2026 · 3 views · Stuck? Open a support ticket