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Borkus McJorkus
Posts: 45
Filters: 14
I'm working on a filter that simulates ocean waves crashing on a shoreline. The shoreline is based primarily on the threshold level of a heightmap.

I've checked out some of the wiki pages and forum stickies, and I understand why some of the settings contribute to the long render time, but I don't really know how to simplify the filter chain without removing the effects I'm trying to achieve. Useful feedback will be greatly appreciated. Thanks!
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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
Easiest if you include the filter. Otherwise we'll be shooting in the dark for best handling.
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Borkus McJorkus
Posts: 45
Filters: 14
Hmm. Thought I had. Yeah, that might help. Trying this again...

Floodwaters E (Work In Progress).ffxml
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Borkus McJorkus
Posts: 45
Filters: 14
There we go. Derp. Thanks for the heads-up, ThreeDee.
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xirja
Idididoll Forcabbage

Posts: 1698
Filters: 8
Refraction components are expensive, and perhaps could be replaced with offsets, or a stepped noise profile.

Also several Blend components in normal mode could be replaced with threshold components.

A general suggestion is to try to minimize the overall filter chain length.
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