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
| Operator | What it does | Key parameters |
|---|---|---|
| Gradient Colorizer | Maps a per-pixel 0–1 projection into a multi-stop gradient. | Projection, Gradient Width, Gradient Offset, Repeat |
| Conduit | Finds line work by brightness and flows a gradient along it with an animated phase. | Flow Mode, Flow Speed, Line Threshold, Wavelength |
| Hue Shift | Rotates hue by a number of degrees. | Shift |
| Posterize | Quantizes each channel to N levels. | Levels |
| Color Balance | Adds a signed offset to R, G, and B. | Red, Green, Blue |
| Duotone | Maps luminance between a shadow colour and a highlight colour. | Shadow Color, Highlight Color |
| Texture Colorizer | The same colorize maths, but the ramp is one row read from a wired texture. | Sample Row, Projection, Gradient Width |
| Color Key | Keys out pixels matching a colour or luminance range, writing to alpha, a mask, or a keyed image. | Key Mode, Key Color, Threshold, Output |
Blur
| Operator | What it does | Key parameters |
|---|---|---|
| Gaussian Blur | Separable gaussian blur. | Radius |
| Motion Blur | Smears the frame along a fixed angle. | Amount, Angle |
| Radial Blur | Smears 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
| Operator | What it does | Key parameters |
|---|---|---|
| Chromatic Aberration | Offsets R, G, and B sample positions by an amount growing with distance from centre. | Amount, Angle, Falloff, Samples |
| Barrel Distortion | Radial lens distortion — barrel or pincushion by sign. | Amount |
| Ripple | Displaces with animated concentric sine rings. | Amount, Frequency, Speed |
| Spherize | Bends the image as if projected onto a sphere. | Amount, Scale |
| RGB Delay | Samples each colour channel from a different past frame. | Mode, Red/Green/Blue Delay |
Warp
| Operator | What it does | Key parameters |
|---|---|---|
| Sin Warp | Displaces with a 2D sine field. | Amplitude, Warp Scale |
| Twirl | Rotates by an amount falling off with radius. | Angle, Radius |
| Bulge | Pushes outward or inward from the centre. | Amount |
| Pinch | Pulls toward a centre point within a radius. | Amount, Center X/Y, Radius, Falloff |
| Turbulence Warp | Displaces with animated multi-octave noise. | Amount, Scale, Detail, Speed |
| Kaleidoscope | Mirrors one angular wedge N times around the centre. | Segments, Angle |
| Escher Droste | Log-polar transform that recurses the image into itself. | Zoom, Frequency, Spiral, Outer Ring |
| hyperWARP | Re-samples through a rotate, translate, and scale transform to build nested instances. | Instances, Intensity, Rotation, Scale |
| MöbiusWARP | A Möbius transformation on the sphere between two poles, for equirectangular or flat input. | Input Mode, Strength, Pole A/B Latitude |
| liquidWARP | Warps with a puff and shrivel field, with an optional refractive glass layer. | Amount, Smoothness, Mode, Glass |
| Time Warp | Uses 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
| Operator | What it does | Key parameters |
|---|---|---|
| Glitch | Animated block displacement, channel shift, scanlines, jitter, and noise. | Intensity, Block Size, Speed, Color Shift |
| Sharpen | Unsharp mask. | Amount |
| Emboss | Turns luminance gradients into directional relief. | Strength, Angle, Elevation, Depth |
| Surface Light | Derives normals from the input's heightfield and renders one lighting term over a composite base. | Mode, Normal Strength, Light Azimuth/Elevation |
| SSAO | Darkens creases using ambient occlusion from a wired depth map, or from luminance when unwired. | Intensity, Radius, Height Scale, AO Only |
| Film Grain | Adds animated per-pixel noise. | Amount |
| Pixellate | Snaps sample positions to a block grid. | Pixel Size |
| Pointillize | Rebuilds the image as a grid of discs, or of sprites from an atlas. | Dot Size, Sprite Mode, Columns/Rows |
| Halftone | Rebuilds the image as a rotated grid of luminance-sized dots. | Dot Size, Angle |
| Cel Shading | Bands luminance and draws an outline where gradients exceed a threshold. | Levels, Edge Width, Edge Threshold |
| Edge Detect | Extracts edges, writing edge magnitude into alpha. | Intensity, Width, Threshold, Colored |
| Bloom / Glow | Blooms bright areas by threshold, blur, and add, or with an iterative blur pyramid. | Threshold, Intensity, Blur Size |
Reprojection and quality
| Operator | What it does | Key parameters |
|---|---|---|
| equiDome | Reprojects an equirectangular image into an azimuthal-equidistant fulldome frame. | Horizon Latitude, Pitch/Yaw/Roll, Scale |
| Mosaic Tiling | Recursively subdivides the frame into square tiles that each re-sample the image. | Size, Subdivision Threshold, Max Subdivisions |
| Subdivision Stretch | Recursively splits cells at jittered positions and stretches the image inside each. | Max Subdivisions, Split Variation, Phase Speed |
| Anti-Alias | Runs SMAA, FXAA, both, TAA, or FSR reconstruction, with optional sharpening. | Method, Passes, Strength, Post Sharpen |
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.