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Indigo Ray
Adam

Posts: 1442
Filters: 82
Blur anything, connect it to the height node of a refraction component, then plug that into the height of the result. What's going on? smile:?:

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Indigo Ray
Adam

Posts: 1442
Filters: 82
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Betis
The Blacksmith

Posts: 1207
Filters: 76
Woah. More anti-aliasing seems to lessen the error, but I still have no idea what causes it.
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
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Carl
c r v a

Posts: 7289
Filters: 82
That is weird smile;) smile:)
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StevieJ
Designer/Artist

Posts: 11264
Filters: 163
Refraction height is picking up extent of blur line.....which will happen sometimes when refraction has trouble "discerning" what to grab for height value. Doing a pre-contrast increase will probably remedy it....
Steve

"Buzzards gotta eat...same as worms..." - Clint :)
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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Strange: if you delete the refraction and hook up the blur to the height input, you see the same error. Now try to save that filter and reopen and the error is gone smile:?:

Obviously the refraction is doing something bad with the precision. I recall this problem has been discussed before but I can't find the link. I think its the combination of bitmap based components -> refraction height that forces another precision in the internal derivative calculation or something, hard to tell though.
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