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Filters

Inputs

  • Image(s): Input image(s).
  • Mask(s): (Optional) Mask.

Widgets

  • Radius: Blur strength.
  • Sigma: Gaussian distribution.

Outputs

  • Image(s): Blurred result.

Applies a Gaussian Blur to the image, softening details and reducing noise.

WidgetTypeDescription
blur_radiusIntThe size of the blur kernel. Higher values create a stronger blur.
sigmaFloatControls the spread of the blur. Usually kept proportional to Radius.




Inputs

  • Image(s): Input image(s).

Widgets

  • Factor: Brightness multiplier.

Outputs

  • Image(s): Brightened result.

Adjusts the brightness of an image.

WidgetTypeDefaultDescription
FactorFloat1.0Multiplier. 1.0 is original. >1.0 makes it brighter, <1.0 makes it darker.




Inputs

  • Image(s): Input image(s).
  • Mask(s): (Optional) Mask.

Widgets

  • Gamma: Gamma curve value.

Outputs

  • Image(s): Corrected image.

Applies gamma correction to adjust the midtones of an image without clipping highlights or shadows. Values below 1.0 darken midtones, values above 1.0 brighten them.

WidgetTypeRangeDescription
GammaFloat0.1 - 5.0Gamma curve. 1.0 = no change. < 1.0 = darker midtones. > 1.0 = brighter midtones.




Inputs

  • Image(s): Input image(s).
  • Mask(s): (Optional) Mask.

Widgets

  • Threshold: Brightness cutoff.
  • Intensity: Glow strength.
  • Blur Radius: Glow spread.

Outputs

  • Image(s): Glowing result.

Creates a bloom/glow effect by extracting bright areas above a threshold, blurring them, and blending them back into the original image. Great for neon, light leak, and dreamy effects.

WidgetTypeRangeDescription
ThresholdFloat0.0 - 1.0Minimum brightness to glow. Lower = more areas glow.
IntensityFloat0.0 - 5.0How strong the glow effect is.
Blur RadiusInt1 - 100How far the glow spreads from bright areas.




Inputs

  • Image(s): Input image(s).

Widgets

None

Outputs

  • Image(s): Black & White result.

Removes all color information, converting the image to grayscale.





Inputs

  • Image(s): Input image(s).

Widgets

  • Hue: Color rotation.
  • Saturation: Color intensity.
  • Value: Brightness.

Outputs

  • Image(s): Adjusted image.

Standard HSV (Hue, Saturation, Value) color correction.

WidgetTypeRangeDescription
HueFloat0-180Rotates the color wheel (e.g., Red -> Green -> Blue).
SaturationFloat0-255Intensity of colors. 0 is grayscale.




Inputs

  • Image(s): Input image(s).
  • Mask(s): (Optional) Mask.

Widgets

  • Active: Toggle effect.

Outputs

  • Image(s): Inverted colors.

Inverts the colors of the image (Negative effect). White becomes Black, Blue becomes Orange, etc.





Inputs

  • Image(s): Input image(s).
  • Mask(s): (Optional) Mask.

Widgets

  • Segments: Number of mirror slices.
  • Rotation: Angle of rotation.
  • Center X/Y: Origin point.
  • Mode: Radial or Mirror.

Outputs

  • Image(s): Kaleidoscopic result.

Creates a kaleidoscope effect by slicing the image into radial segments and mirroring them around a center point. Produces mandala-like symmetrical patterns.

WidgetTypeRangeDescription
SegmentsInt2 - 24Number of mirror segments. More = tighter symmetry.
RotationFloat0 - 360Rotates the slicing angle.
Center XFloat0 - 1Horizontal center of the effect.
Center YFloat0 - 1Vertical center of the effect.
ModeDropdownRadial, MirrorRadial = full rotation. Mirror = flip-based.




Inputs

  • Image(s): Input image(s).
  • Mask(s): (Optional) Mask.

Widgets

  • Direction: Axis of reflection.
  • Blend Amount: Crossfade strength.

Outputs

  • Image(s): Mirrored result.

Mirrors the image along an axis. Useful for creating symmetrical compositions or abstract reflections.

WidgetTypeDescription
DirectionDropdownHorizontal, Vertical, Diagonal, or Quad (both axes).
Blend AmountFloatCrossfade between original and mirrored. 1.0 = full mirror.




Inputs

  • Image(s): Input image(s).
  • Mask(s): (Optional) Mask.

Widgets

  • Kernel Size: Blur length.
  • Angle: Blur direction.

Outputs

  • Image(s): Blurred result.

Simulates the blur from camera or object motion in a specific direction. Creates a directional streak effect.

WidgetTypeRangeDescription
Kernel SizeInt3 - 100Length of the blur streak. Higher = more motion.
AngleInt0 - 360Direction of the motion blur in degrees. 0 = horizontal.




Inputs

  • Image(s): Input image sequence.
  • Mask(s): (Optional) Mask.

Widgets

  • History: Number of trailing frames.
  • Opacity/Hue/Sat/Lum Shift: Trail color modifiers.
  • Quality: Rendering quality.

Outputs

  • Image(s): Image with motion trails.

Composites previous frames on top of the current frame with decreasing opacity, creating a ghostly motion trail effect. Each trail frame can shift in hue, saturation, and luminosity for stylized results.

WidgetTypeDescription
HistoryIntHow many previous frames to trail (1-120).
Opacity Shift %FloatHow much each frame fades. Negative = decay.
Hue ShiftFloatRotate trail hue per frame (-360 to 360).
Sat Shift %FloatAdjust trail saturation per frame.
Lum Shift %FloatAdjust trail brightness per frame.
QualityDropdownFast, Balanced, or High.




Inputs

  • Image(s): Input image(s).

Widgets

  • Levels: Color steps (2-256).
  • Dithering: Noise blending.
  • Gamma: Brightness curve.
  • Channel Isolation: Affect specific channel.

Outputs

  • Image(s): Posterized result.

Reduces the number of unique colors in the image, creating a retro “GIF” or “Comic Book” aesthetic.

WidgetTypeDescription
LevelsIntNumber of color bands per channel. Lower = more stylized/banding.




Pyroclastic Burn Simulation

Section titled “Pyroclastic Burn ”

Inputs

  • Image In: Source image.
  • Mask: (Optional) Burn area mask.

Widgets

  • Ignition Min/Max: Brightness range to ignite.
  • Decay Rate: Cooling speed.
  • Diffusion: Heat spread radius.
  • Color Palette: Gradient mapping.

Outputs

  • Visual: Composite with fire overlay.
  • Heat Map: Heat intensity mask.

Simulates a burning/fire propagation effect on the image. Bright areas “ignite” and spread heat to neighbors via diffusion, then cool down over time. Outputs both a visual composite and a raw heat map.

WidgetTypeRangeDescription
Ignition MinFloat0.0 - 1.0Minimum brightness to trigger ignition.
Ignition MaxFloat0.0 - 1.0Maximum brightness threshold.
Cooling / DecayFloat0.01 - 1.0How fast fire cools. 0.01 = long trails, 1.0 = instant strobe.
Heat DiffusionInt1 - 50Blur radius to spread heat to neighboring pixels.
Color PaletteDropdownStandard, ChemicalFire color gradient.




Inputs

  • Image(s): Input image(s).
  • Mask(s): (Optional) Mask.

Widgets

  • Red X/Y: Red channel offset.
  • Green X/Y: Green channel offset.
  • Blue X/Y: Blue channel offset.
  • Radial Mode: Toggle radial displacement.

Outputs

  • Image(s): Chromatic result.

Separates the RGB channels and offsets them independently, creating a chromatic aberration / glitch effect. Can operate in linear or radial mode.

WidgetTypeRangeDescription
Red X / YInt-100 - 100Pixel offset for the red channel.
Green X / YInt-100 - 100Pixel offset for the green channel.
Blue X / YInt-100 - 100Pixel offset for the blue channel.
Radial ModeBool-If enabled, offsets radiate from center instead of linear.




Inputs

  • Image(s): Input image.

Widgets

  • Line Density: Number of lines.
  • Vertical Gain: Line amplitude.
  • Line Thickness: Stroke width.
  • Line Color: Hex color.
  • Use Source Color: Sample from image.
  • Draw Mode: Rendering style.

Outputs

  • Image(s): Scanline result.

Converts the image into horizontal scanlines whose vertical displacement is driven by brightness. Creates an oscilloscope / CRT aesthetic.

WidgetTypeDescription
Line DensityIntNumber of horizontal scanlines (10-200).
Vertical GainIntHow much brightness pushes lines vertically (0-200).
Line ThicknessIntStroke width of each line (1-10).
Line ColorTextHex color string (e.g. #FFFFFF).
Use Source ColorBoolIf true, each line segment samples the image color instead.
Draw ModeDropdownSimple (lines only) or Filled (Depth) (area fill).




Inputs

  • Image(s): Input image.
  • Mask(s): (Optional) Glitch area mask.

Widgets

  • Scatter Amount: Displacement intensity.
  • Drag Strength: Directional smear.
  • Threshold: Brightness gate.
  • Angle: Scatter direction.
  • Noise Scale/Strength: Noise pattern.
  • Chromatic Aberration: Toggle color split.

Outputs

  • Image(s): Glitched result.

Displaces pixels based on noise patterns and brightness thresholds, creating a glitch/scatter distortion effect. Optionally adds chromatic aberration for an extra broken-signal look.

WidgetTypeRangeDescription
Scatter AmountFloat0 - 100How far pixels scatter from their origin.
Drag StrengthFloat0 - 200Directional smearing strength.
ThresholdFloat0 - 1.0Only pixels above this brightness are scattered.
AngleFloat0 - 360Direction of the scatter/drag effect.
Noise ScaleFloat0.1 - 10.0Zoom of the noise pattern driving scatter.
Noise StrengthFloat0 - 100How much noise affects displacement.
Chromatic AberrationBool-Splits RGB channels during scatter for color fringing.




Inputs

  • Image(s): Input image.
  • Mask(s): Mask defining smudge area.
  • Seed: (Optional) Random seed input.

Widgets

  • Strength: Smudge distance.
  • Turbulence: Randomness of smear.
  • Wet Edge: Toggle paint-like blending.
  • Seed: Random seed.

Outputs

  • Image(s): Smudged result.

Randomly displaces pixels along mask edges, creating an organic smudge or wet-paint effect. Useful for blending composited elements into backgrounds or creating painterly edges.

WidgetTypeRangeDescription
StrengthInt0 - 100How far pixels are displaced from mask edges.
TurbulenceFloat0.01 - 1.0Randomness of the smudge direction. Higher = more chaotic.
Wet EdgeBool-Adds a paint-like accumulation at smudge boundaries.
SeedInt0 - 100000Random seed for reproducible results.