Revisiting
this one, adding in some animation.
Uses the same hure rotate based animation as the
crane one, almost everything is identical in the setup for that matter.
That being said, the base of the animation is the huerotate filter primitive over a spectrum gradient.
However it theoretically should look fluent, the hue rotate itself isn't -as can be seen in
the knot. There had to tweak the lightness with blending to be even, yet the saturation got messed up.
Then, a component transfer was used to extract the red channel so it would occure moving. Converted the luminance to alpha and used that as a source for the displacement map.
Problems are the following:
using the image filter primitive -better be avoided, for copy/pasting;
the hue rotate produces messed up results in action,
and the red channel doesn't map the whole spectrum range -which was the reason behind using it.
So probably, will have to look into animating gradient instead.
More so,
that's how it was done in the golden age of cg and it should render fluently.
Thought there might be some loop
A loop would result in an instant crash as with the image filter primitive I guess.
All the blending and background image inputs could have been eliminated if there was a way to stitch two filters together, preferably with an option to label the subchains.