Inputs
- Image(s): Input image(s).
- Mask(s): (Optional) Mask.
Inputs
Widgets
Outputs
Applies a Gaussian Blur to the image, softening details and reducing noise.
| Widget | Type | Description |
|---|---|---|
| blur_radius | Int | The size of the blur kernel. Higher values create a stronger blur. |
| sigma | Float | Controls the spread of the blur. Usually kept proportional to Radius. |
Inputs
Widgets
Outputs
Adjusts the brightness of an image.
| Widget | Type | Default | Description |
|---|---|---|---|
| Factor | Float | 1.0 | Multiplier. 1.0 is original. >1.0 makes it brighter, <1.0 makes it darker. |
Inputs
Widgets
Outputs
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.
| Widget | Type | Range | Description |
|---|---|---|---|
| Gamma | Float | 0.1 - 5.0 | Gamma curve. 1.0 = no change. < 1.0 = darker midtones. > 1.0 = brighter midtones. |
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Widgets
Outputs
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.
| Widget | Type | Range | Description |
|---|---|---|---|
| Threshold | Float | 0.0 - 1.0 | Minimum brightness to glow. Lower = more areas glow. |
| Intensity | Float | 0.0 - 5.0 | How strong the glow effect is. |
| Blur Radius | Int | 1 - 100 | How far the glow spreads from bright areas. |
Inputs
Widgets
None
Outputs
Removes all color information, converting the image to grayscale.
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Widgets
Outputs
Standard HSV (Hue, Saturation, Value) color correction.
| Widget | Type | Range | Description |
|---|---|---|---|
| Hue | Float | 0-180 | Rotates the color wheel (e.g., Red -> Green -> Blue). |
| Saturation | Float | 0-255 | Intensity of colors. 0 is grayscale. |
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Widgets
Outputs
Inverts the colors of the image (Negative effect). White becomes Black, Blue becomes Orange, etc.
Inputs
Widgets
Outputs
Creates a kaleidoscope effect by slicing the image into radial segments and mirroring them around a center point. Produces mandala-like symmetrical patterns.
| Widget | Type | Range | Description |
|---|---|---|---|
| Segments | Int | 2 - 24 | Number of mirror segments. More = tighter symmetry. |
| Rotation | Float | 0 - 360 | Rotates the slicing angle. |
| Center X | Float | 0 - 1 | Horizontal center of the effect. |
| Center Y | Float | 0 - 1 | Vertical center of the effect. |
| Mode | Dropdown | Radial, Mirror | Radial = full rotation. Mirror = flip-based. |
Inputs
Widgets
Outputs
Mirrors the image along an axis. Useful for creating symmetrical compositions or abstract reflections.
| Widget | Type | Description |
|---|---|---|
| Direction | Dropdown | Horizontal, Vertical, Diagonal, or Quad (both axes). |
| Blend Amount | Float | Crossfade between original and mirrored. 1.0 = full mirror. |
Inputs
Widgets
Outputs
Simulates the blur from camera or object motion in a specific direction. Creates a directional streak effect.
| Widget | Type | Range | Description |
|---|---|---|---|
| Kernel Size | Int | 3 - 100 | Length of the blur streak. Higher = more motion. |
| Angle | Int | 0 - 360 | Direction of the motion blur in degrees. 0 = horizontal. |
Inputs
Widgets
Outputs
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.
| Widget | Type | Description |
|---|---|---|
| History | Int | How many previous frames to trail (1-120). |
| Opacity Shift % | Float | How much each frame fades. Negative = decay. |
| Hue Shift | Float | Rotate trail hue per frame (-360 to 360). |
| Sat Shift % | Float | Adjust trail saturation per frame. |
| Lum Shift % | Float | Adjust trail brightness per frame. |
| Quality | Dropdown | Fast, Balanced, or High. |
Inputs
Widgets
Outputs
Reduces the number of unique colors in the image, creating a retro “GIF” or “Comic Book” aesthetic.
| Widget | Type | Description |
|---|---|---|
| Levels | Int | Number of color bands per channel. Lower = more stylized/banding. |
Inputs
Widgets
Outputs
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.
| Widget | Type | Range | Description |
|---|---|---|---|
| Ignition Min | Float | 0.0 - 1.0 | Minimum brightness to trigger ignition. |
| Ignition Max | Float | 0.0 - 1.0 | Maximum brightness threshold. |
| Cooling / Decay | Float | 0.01 - 1.0 | How fast fire cools. 0.01 = long trails, 1.0 = instant strobe. |
| Heat Diffusion | Int | 1 - 50 | Blur radius to spread heat to neighboring pixels. |
| Color Palette | Dropdown | Standard, Chemical | Fire color gradient. |
Inputs
Widgets
Outputs
Separates the RGB channels and offsets them independently, creating a chromatic aberration / glitch effect. Can operate in linear or radial mode.
| Widget | Type | Range | Description |
|---|---|---|---|
| Red X / Y | Int | -100 - 100 | Pixel offset for the red channel. |
| Green X / Y | Int | -100 - 100 | Pixel offset for the green channel. |
| Blue X / Y | Int | -100 - 100 | Pixel offset for the blue channel. |
| Radial Mode | Bool | - | If enabled, offsets radiate from center instead of linear. |
Inputs
Widgets
Outputs
Converts the image into horizontal scanlines whose vertical displacement is driven by brightness. Creates an oscilloscope / CRT aesthetic.
| Widget | Type | Description |
|---|---|---|
| Line Density | Int | Number of horizontal scanlines (10-200). |
| Vertical Gain | Int | How much brightness pushes lines vertically (0-200). |
| Line Thickness | Int | Stroke width of each line (1-10). |
| Line Color | Text | Hex color string (e.g. #FFFFFF). |
| Use Source Color | Bool | If true, each line segment samples the image color instead. |
| Draw Mode | Dropdown | Simple (lines only) or Filled (Depth) (area fill). |
Inputs
Widgets
Outputs
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.
| Widget | Type | Range | Description |
|---|---|---|---|
| Scatter Amount | Float | 0 - 100 | How far pixels scatter from their origin. |
| Drag Strength | Float | 0 - 200 | Directional smearing strength. |
| Threshold | Float | 0 - 1.0 | Only pixels above this brightness are scattered. |
| Angle | Float | 0 - 360 | Direction of the scatter/drag effect. |
| Noise Scale | Float | 0.1 - 10.0 | Zoom of the noise pattern driving scatter. |
| Noise Strength | Float | 0 - 100 | How much noise affects displacement. |
| Chromatic Aberration | Bool | - | Splits RGB channels during scatter for color fringing. |
Inputs
Widgets
Outputs
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.
| Widget | Type | Range | Description |
|---|---|---|---|
| Strength | Int | 0 - 100 | How far pixels are displaced from mask edges. |
| Turbulence | Float | 0.01 - 1.0 | Randomness of the smudge direction. Higher = more chaotic. |
| Wet Edge | Bool | - | Adds a paint-like accumulation at smudge boundaries. |
| Seed | Int | 0 - 100000 | Random seed for reproducible results. |