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Anwerso
Posts: 5
Filters: 4
Barbed Wire Fence by Mike Blackney
http://www.filterforge.com/filters/904.html

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Kochubey
Filter Forge, Inc.

Posts: 154
Filters: 77
Simply amazing!!!
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James
James
Posts: 676
Filters: 46
Wow great work smile:D
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Alsjemenou
Alsjemenou
Posts: 7
[QUOTE]Just great
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Redcap
Redcap

Posts: 1290
Filters: 100
I always assumed this was an Editor's Pick...

This is an awesome filter, both visually and technically. What gives Vlad smile;)



If you are bored check out my unpractical math website
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jffe
Posts: 2869
Filters: 90
Quote
Redcap wrote:
I always assumed this was an Editor's Pick...


----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. smile:p

jffe
Filter Forger
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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
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.
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dactilardesign
Posts: 173
Filters: 56
Really handy filter
"did you see that? but you knew that already because you are an advanced user"
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