How to compute contours in parallel?

Apologies, this is now looking like a mind dump, but writing the previous post I had an epiphany and changed the order of my filters. The reason why ghost cell generator filter wasn’t active was due to multi-block data structure of my data source. Now my filter order is:

  1. MergeBlocks
  2. GhostCellGenerator
  3. CellDatatoPointData (with Piece Invariant checked)
  4. Contour
  5. Connectivity

And it produces good looking surfaces.

Please advise if you think this is still somehow inefficient or may cause issues with accuracy when a number of objects increases substantially. Otherwise, I hope someone may find these notes helpful.