The DOs and DON'Ts of Filter Construction
From Filter Forge Wiki
Introduction
Welcome to The DOs and DON'Ts Of Filter Construction article!
I'm glad you've found your way here, because that means you care about learning your way around FF, about creating efficient filters and becoming a better filter author. Three cheers to that, but let's cut right to the cheese! Your FF trial period won't last forever, you know! ;P
The Purpose of this Article
So what's this article all about? Well...
An important aspect of filter construction often overlooked is efficiency: the delicate balance between the best possible visual result and the minimum filter complexity necessary to achieve it. The rendering and interactive performance of a filter is as important as its end result, and consequently a filter author should strive to achieve it as economically as possible. While it is true that all roads lead to Rome (meaning: the Result component), the wise filter author prepares these roads in a way that makes for the smoothest journey.
This is where this article comes into play. It is meant as a collection of thoughts and techniques on filter construction, the DOs and DON'Ts so to speak, that should serve to alert filter authors to the various pitfalls that litter the filter tree. The article assumes that you are already familiar with the basics of Filter Forge, and that you have already perused the official Filter Forge Help section.
Alright, without further ado, off we go! Towards more efficient filters!!! ;)
Chapters
This article has grown quite considerably since its inception and had to be split into separate wiki pages for viewing convenience. The following 'chapters' are currently available:
- Fundamental Techniques
- Blur Lore
- Avoiding Bitmap-Based Components
- Noise Lore
- Seamless Tiling
- Surface Filters
- Photorealism Techniques
- Best Practices
- Clipping
- Miscellaneous
Contributions
Anyone willing to contribute to this article is very welcome to do so. Commenting can be done in the forum thread for better visibility. For the sake of visual consistency, let's adhere to the following guidelines:
|
Acknowledgements
Thanks to Sjeiti & Sphinx. for their excellent contributions to this article!
My gratitude to Carl, Beliria and many others for "additional" inspiration. ;P
-- Crapadilla
