Spherise Filter
Intro
Map an input Shape onto a sphere that can be rotated.

For best results, the Shape being filtered should have dimensions with an aspect ratio of 2:1.
UI
- Settings
- Lighting
Sampling Quality - Controls how the image is sampled/interpolated. The options can be thought of as low to high quality from top to bottom and can be useful when working with fine details like text.
- Nearest Neighbour – Uses the closest pixel without blending.
- Bilinear – Blends between nearby pixels for smoother results. Good for general image scaling but can introduce a softness/blur.
- Catmull–Rom – A high-quality resampling method that produces sharper results and preserves fine detail.
- Mitchell – Balanced high-quality filtering.
Centre - Set the position of the sphere.
Radius - Set the radius of the sphere as a percentage of the Shape's size.
Visibility - Determine which sides of the sphere are visible when using images that contain transparency:
- Both - Show both the front and the back of the sphere.
- Front - Show only the font of the sphere.
- Back - Show only the back of the sphere.
Rotation - Rotate the sphere around its X, Y or Z axis in degrees.
Enable Lighting - Enable diffuse lighting on the sphere's surface.
Light Position - Set the 3D position of the light source.
Light Intensity - Set the brightness of the light source.
Light Color - Set the color of the light source.
Ambient Strength - Set the amount of ambient light (base illumination).
Ambient Color - Set the color of the ambient light.
Specular Strength - Set the intensity of the specular highlights.
Specular Color - Set the color of the specular highlights.
Shininess - Set the size and sharpness of the specular highlights. Higher values will create smaller, sharper highlights.
Use as Bump Map - When checked, the Shape's material is used as a bump map to add surface detail lighting.
Bump Map Strength - Increase/decrease the affect the bump map has on the surface lighting.
Enable Self Shadowing - When checked, shadows are added to the back of the sphere.
Shadow Intensity - Determine how dark the shadowed areas become.
Shadow Softness - Determine the softness of the shadow's transition from dark to light.
Back Exposure - Set the brightness of the back/interior surfaces of the sphere.