I'm trying to create a shader which will simulate photoshop's gaussian blur filter applied to a 3D object. My ultimate goal is to create an object, a long cylinder for example, which will be sharp and solid on one end, and then gradually trail off into a sort of fuzzy cloud. (Still image, not animation). So far, the best solution I could come up with is to take a blinn, connect a vertical ramp to it's transparency node, and then connect a samplerinfo utility to the ramp. The facingratio of the samplerinfo utility connects to the ramp vcoord. I can further modify the shader by first adding a multiply/divide utility to the original blinn's transparency node, and then branching off to a regular verticle ramp at one imput and the ramp plus samplerinfo described above on the other. It's still kind of tricky to get the effect I'm looking for. Any suggestions would be very much appreciated.
On a related note, at the recent 3December event, I saw a preview of cloud/water/fire features which will be available in upcoming versions. I forgot what they were called, but they looked pretty awesome.