Updated Anisotropic Blur, added an anisotropy bias parm. By some coincidence if we blur P and uv at the same time we can get sliding topo with auto corrected UV’s. Passing the blurred point uv_temp.y to vertex uv.y gives us seam independent uv correction (in this case). This is just blur not ‘edge sliding’. Happy accident.
Though I’ve been focusing on position blur etc, i popped in some float bias and float bias decay controls which allow for flow advection type stuff directly from the modded attribute blur sop. Float bias accumulated min/avg/max and bias fade allows for accumulation and decay such that when there is strong anisotropy we can very controllably fade the contribution across the length of the blur. Interestingly (to me) while isotropic floor stabilizes some erratic behaviour with vectors like @P etc, it creates a convenient trail diffusion when used with floats. I meant that to happen, honest.
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