I think you're getting somewhere!
Here's a bit of critique:
In terms of construction of the filter, we can do a bit more cleaning up and also utilize FilterForge's procedural workflow. You wanna use as least amount of nodes as possible. In this filter's case, we have several stones components. We can easily reduce the count of it by reusing them. I guess it's by design you put a "stretch" factor of 10 for some of the stones, though otherwise they're really not so different fr om each other. In such cases, you can get effective with utility nodes rather than repeatedly generating the same pattern. By doing so, you can get very effective with the render times, CPU usage, and will also make editing the filter much easier.
The screen cap below shows wh ere you made the bump map of the filter. The filter originally used a stone component, but since the parameters were pretty much the same you can just remove the stones component in placement of the threshold. It'll take a couple setups but you should get exactly the same result.