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OverviewInterfaceNode GraphParameters and Controls

Operators

Post EffectsGradient Colorizer
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Effects

Post Effects

All 44 Post FX operators — colour, blur, distortion, warp, morphology, and stylize — with what each one does.

Post FX operators take a texture in and give a processed texture out. Press Tab in the node graph and open the Post FX tab, or drag one from the Operators palette.

The palette groups them the same way this page does. Six effects sit outside the groups and appear unlabelled at the end of the list: Texture Colorizer, Color Key, Anti-Alias, Mosaic Tiling, Subdivision Stretch, and equiDome.

Every Post FX operator carries the standard Opacity, Blend Mode, and Alpha header. See Parameters and Controls.

Color FX

OperatorWhat it doesKey parameters
Gradient ColorizerMaps a per-pixel 0–1 projection into a multi-stop gradient.Projection, Gradient Width, Gradient Offset, Repeat
ConduitFinds line work by brightness and flows a gradient along it with an animated phase.Flow Mode, Flow Speed, Line Threshold, Wavelength
Hue ShiftRotates hue by a number of degrees.Shift
PosterizeQuantizes each channel to N levels.Levels
Color BalanceAdds a signed offset to R, G, and B.Red, Green, Blue
DuotoneMaps luminance between a shadow colour and a highlight colour.Shadow Color, Highlight Color
Texture ColorizerThe same colorize maths, but the ramp is one row read from a wired texture.Sample Row, Projection, Gradient Width
Color KeyKeys out pixels matching a colour or luminance range, writing to alpha, a mask, or a keyed image.Key Mode, Key Color, Threshold, Output
Conduit defaults to Vector flow mode, which needs its input to already be a Vectorizer or Load SVG lookup texture. Feed it an ordinary image and use Trace, Tangent, or Linear instead.

Blur

OperatorWhat it doesKey parameters
Gaussian BlurSeparable gaussian blur.Radius
Motion BlurSmears the frame along a fixed angle.Amount, Angle
Radial BlurSmears samples radially from a centre point.Amount, Center X, Center Y

Motion Blur has no motion vectors. It blurs the current frame along the angle you set, so it does not react to what is actually moving.

Distortion

OperatorWhat it doesKey parameters
Chromatic AberrationOffsets R, G, and B sample positions by an amount growing with distance from centre.Amount, Angle, Falloff, Samples
Barrel DistortionRadial lens distortion — barrel or pincushion by sign.Amount
RippleDisplaces with animated concentric sine rings.Amount, Frequency, Speed
SpherizeBends the image as if projected onto a sphere.Amount, Scale
RGB DelaySamples each colour channel from a different past frame.Mode, Red/Green/Blue Delay

Warp

OperatorWhat it doesKey parameters
Sin WarpDisplaces with a 2D sine field.Amplitude, Warp Scale
TwirlRotates by an amount falling off with radius.Angle, Radius
BulgePushes outward or inward from the centre.Amount
PinchPulls toward a centre point within a radius.Amount, Center X/Y, Radius, Falloff
Turbulence WarpDisplaces with animated multi-octave noise.Amount, Scale, Detail, Speed
KaleidoscopeMirrors one angular wedge N times around the centre.Segments, Angle
Escher DrosteLog-polar transform that recurses the image into itself.Zoom, Frequency, Spiral, Outer Ring
hyperWARPRe-samples through a rotate, translate, and scale transform to build nested instances.Instances, Intensity, Rotation, Scale
MöbiusWARPA Möbius transformation on the sphere between two poles, for equirectangular or flat input.Input Mode, Strength, Pole A/B Latitude
liquidWARPWarps with a puff and shrivel field, with an optional refractive glass layer.Amount, Smoothness, Mode, Glass
Time WarpUses a mask's luminance to choose how far back in the frame history each pixel is sampled.Black Offset, White Offset

Most of these carry POI X and POI Y at the bottom of their panel, below the groups. They move the point the warp is centred on.

Morphology

Morphology erodes, dilates, opens, or closes with a shaped kernel. Parameters: Operation, Kernel Size, Shape, Iterations.

Stylize

OperatorWhat it doesKey parameters
GlitchAnimated block displacement, channel shift, scanlines, jitter, and noise.Intensity, Block Size, Speed, Color Shift
SharpenUnsharp mask.Amount
EmbossTurns luminance gradients into directional relief.Strength, Angle, Elevation, Depth
Surface LightDerives normals from the input's heightfield and renders one lighting term over a composite base.Mode, Normal Strength, Light Azimuth/Elevation
SSAODarkens creases using ambient occlusion from a wired depth map, or from luminance when unwired.Intensity, Radius, Height Scale, AO Only
Film GrainAdds animated per-pixel noise.Amount
PixellateSnaps sample positions to a block grid.Pixel Size
PointillizeRebuilds the image as a grid of discs, or of sprites from an atlas.Dot Size, Sprite Mode, Columns/Rows
HalftoneRebuilds the image as a rotated grid of luminance-sized dots.Dot Size, Angle
Cel ShadingBands luminance and draws an outline where gradients exceed a threshold.Levels, Edge Width, Edge Threshold
Edge DetectExtracts edges, writing edge magnitude into alpha.Intensity, Width, Threshold, Colored
Bloom / GlowBlooms bright areas by threshold, blur, and add, or with an iterative blur pyramid.Threshold, Intensity, Blur Size
Edge Detect leaves everything off an edge transparent by default. A Multiply downstream will look like it is doing nothing until you turn on the opaque background option.

Reprojection and quality

OperatorWhat it doesKey parameters
equiDomeReprojects an equirectangular image into an azimuthal-equidistant fulldome frame.Horizon Latitude, Pitch/Yaw/Roll, Scale
Mosaic TilingRecursively subdivides the frame into square tiles that each re-sample the image.Size, Subdivision Threshold, Max Subdivisions
Subdivision StretchRecursively splits cells at jittered positions and stretches the image inside each.Max Subdivisions, Split Variation, Phase Speed
Anti-AliasRuns SMAA, FXAA, both, TAA, or FSR reconstruction, with optional sharpening.Method, Passes, Strength, Post Sharpen
Anti-Alias reconstructs edges in place. If you are after a performance win, use the Render Scale and upscaler on the Output node instead.

Effects with a second input

Several operators take a second texture. Wiring it changes what they do:

  • Texture Colorizer — Gradient Texture: the colour ramp.
  • Surface Light — Composite: the base image the lighting is drawn over.
  • SSAO — Depth: a real depth map, for geometry-aware occlusion.
  • Time Warp — Mask: the per-pixel time offset. Unwired, it passes through cleanly and uses no frame cache.
  • Mosaic Tiling — FX Texture: drives the per-cell subdivision test.
  • Subdivision Stretch — Gradient: colours the cells.
  • Pointillize — Sprite Atlas: the sprite source. A wired port overrides the sprite-sheet file setting.

Troubleshooting

An effect is missing from a Perform FX list — RGB Delay and Time Warp exist only in the node graph and the Perform FX deck.

Bloom looks different after switching to Advanced — Simple and Advanced keep separate Threshold and Intensity values, so a tuned setup survives the toggle. Set the values again for the mode you are in.

Related

Texture

The Texture operator family.

Gradient Colorizer

Colour ramps in detail.

Parameters and Controls

Driving these parameters.

Null

Passes a picture straight through, as a tidy junction point in the graph.

Gradient Colorizer

Map your generator output through a color gradient with multiple projection modes and presets.

On this page

Color FXBlurDistortionWarpMorphologyStylizeReprojection and qualityEffects with a second inputTroubleshootingRelated