| Anwerso |
Barbed Wire Fence by Mike Blackney http://www.filterforge.com/filters/904.html |
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| Posted: July 20, 2006 5:37 am | ||||
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Kochubey
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Simply amazing!!! | |||
| Posted: July 20, 2006 6:17 am | ||||
| James |
Wow great work |
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| Posted: July 20, 2006 7:47 pm | ||||
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Alsjemenou
Posts: 7 |
[QUOTE]Just great | |||
| Posted: November 16, 2006 3:14 pm | ||||
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Redcap
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I always assumed this was an Editor's Pick...
This is an awesome filter, both visually and technically. What gives Vlad |
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| Posted: December 22, 2008 9:05 am | ||||
| jffe |
----That is kinda weird that it wasn't, being something people know and all (and considering Crapa gets them left and right for food-stuffs ha-ha). Maybe if he updates it someday and adds a new look or a new feature/control they can quietly slap an EP on it and justice will be served.
jffe Filter Forger |
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| Posted: December 23, 2008 12:52 am | ||||
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Sphinx.
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Yeah, it definitely deserves an EP! However my guess is that the lack of speed could be the issue here. The actual output only covers little compared to the input image size (because of the masking), but the filter renders with speed similar to a full coverage texture.
I took a look at the internals, and here is what I think could be done. Proper threshold clipping should be able to shave off a great deal of the rendering overhead. Moreover we have two high pass filters which probably are the main culprits here, and these will not go well in hand with the threshold clipping due to internal temporary tile rasterization (bitmap-based components need to render complete internal tiles, so clipping will not help much). The high pass comps serves to add depth to the height map (and shade the surface), but this should be possible to achieve via profiling alone. Njyldgarkn sample cache! |
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| Posted: December 23, 2008 3:46 am | ||||
| dactilardesign | Really handy filter | |||
| Posted: February 17, 2013 12:39 pm | ||||
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