I am trying to generate a smooth curvature map from a normal map. I already know how to generate a sharp curvature (from this post: [How to convert a normal map into a curvature map](https://blender.stackexchange.com/questions/52902/how-to-convert-a-normal-map-into-a-curvature-map) )

Here is the normal map source that i got from the free pack "Rock and boulders 2" of Unity:

High quality normal map for your test: <https://drive.google.com/file/d/0B1wP1Y8dmh8aVmN6VUpYMU02Q28/view?usp=sharing>

[![enter image description here](https://i.stack.imgur.com/JXVtJ.jpg)](https://i.stack.imgur.com/JXVtJ.jpg)

The result i am trying to get in the compositor:

[![enter image description here](https://i.stack.imgur.com/UgVw4.png)](https://i.stack.imgur.com/UgVw4.png)

(and the sharp curvature that i can already make in Blender, it uses 1 pixel width)

[![enter image description here](https://i.stack.imgur.com/7FiGB.jpg)](https://i.stack.imgur.com/7FiGB.jpg)

My goal is to import the curvature smooth and sharp in Linear mode and overlay them together to generate a greyscale, then a color ramp will be used to generate the albedo. I am trying to reproduce this hand painted effect texture: <https://youtu.be/dE0CM1C_soc>