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Generators

Inputs

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

Widgets

  • Min Area: Small filter.
  • Max Area: Large filter.
  • Thickness: Line width.
  • Colors: Contour/Box/Text colors.
  • Show BBox: Draw bounding boxes.
  • Show Text: Draw labels.
  • Use Original: Overlay on source.

Outputs

  • Image(s): Result with overlays.

Finds and draws contours (shapes) from an image. Can overlay bounding boxes and visual debug info.

WidgetTypeDescription
Min/Max AreaFloatFilter small noise or large shapes. Range 0.0-1.0 (percent of image).
Show BBoxBoolDraw a bounding box around each detected shape.
Use OriginalBoolIf true, draws on top of the input image. If false, draws on a black background.




Inputs

None

Widgets

  • Width: Image width.
  • Height: Image height.
  • Color: Fill color.
  • Frames: Number of frames.
  • Transparent: Toggle alpha channel.

Outputs

  • Image: Solid color image.

Creates a blank, solid-color image of a specified size. Useful as a background canvas or for masking.





Flow Field Particles Simulation

Section titled “Flow Field Particles ”

Inputs

  • Image(s): Input image (guides flow).
  • Emitter Mask: (Optional) Spawn area.

Widgets

  • Particle Count: Total particles.
  • Flow Speed: Velocity.
  • Trail Fade: Trail length (0-1).
  • Chaos/Noise: Random jitter.

Outputs

  • Image(s): Rendered particles.

Simulates thousands of particles moving through a fluid-like “flow field” driven by the structure of your input image. Uses edge detection (Sobel) to guide particles along the contours of the image.

Flow Field Example

WidgetTypeDescription
Particle CountIntNumber of particles. (Max 20,000).
Trail FadeFloatHow quickly trails vanish. 0.1 = long trails, 0.9 = short dots.
ChaosFloatAdds random noise to the movement angle for organic effects.




Inputs

  • Image(s): Input used for dimensions.

Widgets

  • X Divisions: Horizontal splits.
  • Y Divisions: Vertical splits.
  • Force Square Grid: Lock aspect ratio.

Outputs

  • Tiles: Image segments.
  • Points: Corner coordinates.
  • Tile Width/Height: Dimensions.

Generates a checkerboard or line grid pattern.





Noise Generator Generator

Section titled “Noise Generator ”

Inputs

  • Width: (Optional) Output width.
  • Height: (Optional) Output height.
  • Total Frames: (Optional) Animation length.

Widgets

  • Noise Type: Algorithm.
  • Scale: Zoom/Frequency.
  • Detail/Roughness: Complexity controls.
  • Lacunarity/Gain: fractal behavior.
  • Offset/Distortion: Shift and warp.
  • Normalize: Fix value range.
  • Animate: Enable time.
  • Speed: Animation speed.
  • Seed: Random seed.

Outputs

  • Image(s): Noise texture.
  • Factor: Mean value.
  • Log: Status.

Generates complex procedural noise using algorithms like Perlin, Ridged Multifractal, and Hetero Terrain. Essential for displacement maps and organic textures.

Noise Generator Example

WidgetTypeDescription
noise_typeDropdownThe noise algorithm. Ridged creates vein-like structures; fBM is standard clouds.
scaleFloatFrequency. Lower = smooth, Higher = granular.
detailFloat(Octaves) Adds fine detail. Higher values (>4) look “crunchy”.
roughnessFloatHow much each detail layer contributes.
lacunarityFloatControls the scale of each detail layer.
offsetFloatShifts the noise pattern.
gainFloatMultiplier for the noise output.
distortionFloatWarps the noise domain.
normalizeBoolcontent_scale the output to 0.0-1.0 range.
animateBoolEnables time-based animation.
animation_speedFloatSpeed of the animation if enabled.
seedIntRandom seed for reproducibility.
WidthIntOutput image width.
HeightIntOutput image height.
Total FramesIntNumber of frames to generate.




Inputs

  • Image: Input image.
  • Mask: (Optional) Sort area.

Widgets

  • Threshold: Brightness selection.
  • Angle: Sort direction (degrees).
  • Max Travel: Line length.
  • Sort Mode: Brightness/Hue/Color.
  • Pixel Size: Blockiness.
  • Randomness: Jitter.
  • Reverse: Sort direction.

Outputs

  • Image: Sorted image.

Sorts the pixels of an image based on values like brightness or hue. This creates a “glitch art” effect where pixels seem to melt or streak.

WidgetTypeDescription
ThresholdIntPixels above this brightness value are sorted; others stay fixed.
AngleFloatDirection of the sort streaks (0 = Horizontal).
Max TravelIntMaximum length of any single sort streak.
Pixel SizeIntSize of the sorting blocks. Higher = chunkier effect.
RandomnessFloatAdds noise to the cut thresholds for a more organic look.