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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Here is a simplified and improved way of using the Smudge component for volumetric extrusion. The example rendering is based on the Spherical Previewer.

Instead of extruding the actual bump / surface / ?? material maps, I transform the coordinate space. Since we only extrude in one direction (vertical), we can let the horizontal space remain procedural. This alone is a 50% improvement in rendering quality.

Moreover since we are transforming coordinate space, it makes sense to use the build-in anti-alias and lower the Density parameter a little (somewhere btwn 95-99, depending on rendering context). I.e. we don't risk blurring the sources or flattening (the wrapping effect) the bump map.

Finally since we transform the space, we can reuse the result for as many maps we want. Thus only one Smudge is required.

Feel free to adapt this method in your 2.5D "tracers" smile:-)

Spherical Object.ffxml
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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Here is an example rendering. Notice the crisp edges, the lack of extrusion "banding", nice anti-aliasing and non-flattened look smile:)

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Thanks very much for improving on this topic, I will try it and see how it works.

Nice example you have done, great textures and cool
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Indigo Ray
Adam

Posts: 1442
Filters: 82
Good idea, and nice result! It's a small step to add other maps. smile8)
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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
Brilliant -- massive improvement in image quality!

I assume this is also faster since the (likely) most calculation-intensive step is only done once.
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Sharandra
Filter Forge Addict

Posts: 863
Filters: 26
I just noticed that the sphere doesn´t seem to be really round. Is there a way to fix that?
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Burt
Random Old Guy
Posts: 333
Filters: 12
Awesome. Have to try this on a couple of filters -thanks.
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