For me when I started learning Filter Forge I realized something: That the shader tree was doing something similar to layering different kinds of noise, and adjusting transparencies of the layers. It was a different way of working. Here is an example of a very simple filter, I took a perlin noise component and plugged in some control components and plugged it into the result component. This gives me a filter that can generate different types of perlin based noise. Each control component gives a corresponding control on the filter controls panel.
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