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voldemort
voldemort
Posts: 872
Filters: 649
I like to foccus on subtle undertones alot so that a final output actually has multiple componnents so that when you zoom in you see subtle detail but when you incorporate so much into a filter invariably the proccessing time takes way longer would people prefer less of this or should I keep foccussing on those undertones
Thanks
lets all whine for a wine port
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Richard Bartlett
Texturing Hobbyist
Posts: 58
Filters: 11
You know, worst case scenario and you could just add a "draft mode" checkbox to your filter so the end user can choose between quick or detailed renders.

Actually this raises an interesting question, does Filter Forge take that sort of thing into account? Does it trace from the result component back looking for components that don't have an impact and "deactivate" them? If not, perhaps this would be something for the devs to look into.
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
Richard Bartlett wrote:
Does it trace from the result component back looking for components that don't have an impact and "deactivate" them?


Yes, it does. Only components connected to the Result (directly or indirectly) are taken into account. Components that "don't have a route" to the Result aren't calculated and therefore don't increase the rendering time.
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Richard Bartlett
Texturing Hobbyist
Posts: 58
Filters: 11
Yes. I just tested this. It seems to work so here's an example of what I was talking about earlier voldemort...



Test Draft Mode.ffxml
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