Mind me a small critique here. I figure these have some specific usage but not too far as it goes. The filter here does have the texture, but it's merely a noise pattern with gradients masking out dark areas. So here are some suggestions:
1. Depth: roundness of the cylindrical bark shape.
2. Textural depth: A real birch tree presents itself with a variety of unique details. It's not black and white. The dark areas are rough like a typical gingko tree, where the white areas have horizontal "peaks" or "lines" passing through. Dark areas tend to be spotty and not necessary a direct noise pattern, also the dark areas tend to fall off towards the bottom of the tree. Noise alone, probably can't achieve the depth I'm talking about.
3. Practicality: To help with usage, the black bars on the side shouldn't be there. In 3D applications, the black areas will wrap to the other side, causing a black strip along a given surface. Unfortunately, this means the filter isn't that useful in its current condition. Even in 2D applications, it's best to keep the texture straight, without masking out areas given people typically will mask things themselves to their liking. Given the fact that you've made the filter public, it's best to maintain a filter that's generalized and avoid specific usage.
I really don't want you to take these points too direct. This is your work so I'm really just here saying stuff about it, and to roll a conversation. I just hope what I've said helps... if not it's just another comment here. A lot of what I've said is somewhat advanced, but we can take this step by step in learning the program's insane ability! Lot's of stuff can happen.