Deep Fryer Abstract Vector Filter
Deep Fryer is an optional creative preset that divides the geometry matching each Rasterizer swatch into compression-like blocks and horizontal bands, removes some fragments, and shifts or repeats others to imitate heavily compressed, repeatedly copied digital artwork. It uses Rasterizer's normal swatch, job-processing, and export logic.
Best use
Start with artwork that has a recognizable subject, bold silhouettes, or clearly separated color regions that can remain understandable after some geometry is shifted, repeated, or removed.
Deep Fryer can divide the artwork into many blocks and create repeated geometry, so experiment with reduced processing dimensions before producing a detailed export.
Controls
The Deep Fryer controls determine the size of the compression-like blocks and bands, the gaps between them, how far fragments smear sideways, and how much geometry is repeated or removed.
Smaller Block Size and Band Height values divide the artwork into more fragments, while a higher Echo Count can create more repeated geometry, potentially increasing processing time, memory use, and vector-object count.
Output
After the Deep Fryer transformation, the surviving and repeated geometry derived from each color region remains associated with the Rasterizer swatch that region matched.
Control reference
Ranges and defaults below come directly from the current filter implementation.
Block size
Controls the horizontal width of the compression-like rectangular fragments, with smaller values dividing each band into more independently processed blocks.
Analogy: Like cutting each horizontal strip of a picture into narrow or wide rectangular tiles that can be damaged separately.
Band height
Controls the vertical height of the horizontal rows used to divide the artwork, with smaller values creating more bands whose fragments can receive different damage patterns.
Analogy: Like slicing a printed picture into thin or thick horizontal strips before dragging each strip sideways by a different amount.
Compression gap
Shrinks each rectangular block before source geometry is collected from it, creating empty seams between neighboring fragments; larger values widen those seams.
Analogy: Like widening the missing mortar lines between damaged bricks so the individual blocks become more separated.
Smear amount
Controls the scale of horizontal displacement applied to each band and adds smaller fragment-level variations within it; larger values produce longer sideways smears.
Analogy: Wiping wet ink with a cloth.
Echo count
Sets the maximum number of additional copies that may be created from each surviving fragment, with 0 disabling echoes; the Seed and Degradation settings determine which of those possible echoes actually appear.
Analogy: Adding repeats with an audio delay effect.
Echo spacing
Controls the horizontal distance between successive fragment echoes, with larger values spreading the possible repeated copies farther apart.
Analogy: Like changing the distance between repeated images in a photographic motion trail.
Degradation
Increases the probability that fragments are removed and also increases the probability that the remaining fragments receive echoes, producing more missing and repeated geometry at higher values.
Analogy: Like repeatedly copying and resaving an image until some blocks disappear while others leave visible ghost copies.
Seed
Selects the random arrangement used by the preset; the same seed reproduces the same layout, while a different seed creates another variation.
Analogy: Like recording a shuffle number so the same deck order can be recreated later.