Camera filter templates

Every ready-made camera filter, what it does, and its settings.

A cat photograph seen through the Fluted glass camera filter

These are the ready-made filters in the Add filter menu of a camera's Lens section, group by group, with their settings. Camera filters explains how to add them and the settings they share.

The templates come from five sources. The ported ones were adapted to the lens and keep their license notice in their code, and pointing at a filter's name in the stack shows where it comes from.

  • Irakasi: 17 filters written for the lens, such as Blank, Blur, Lens blur, Fisheye and Vignette.
  • PixiJS Filters, MIT license: 25 filters, such as Adjustment, Glitch, Old film and Zoom blur.
  • PixiJS, MIT license: Displacement map.
  • glfx.js, MIT license: Hexagonal pixels, Ink, Perspective warp, Sepia, Sharpen and Vibrance.
  • Paper Shaders, Apache 2.0 license: the 20 backgrounds, and Paper texture, Fluted glass, Water, Image dithering, Halftone dots, Halftone CMYK and Lens distortion.

All filters

PreviewFilterGroupWhat it does
Preview of BlankBlankStartPasses the picture through unchanged, as a start for your own code.
Preview of AdjustmentAdjustmentAdjustGamma, contrast, saturation, brightness and channels in one filter.
Preview of Color overlayColor overlayAdjustTints the picture with one color.
Preview of Color replaceColor replaceAdjustSwaps one color for another.
Preview of DuotoneDuotoneAdjustRedraws the picture in two colors.
Preview of HSL adjustmentHSL adjustmentAdjustShifts hue, saturation and lightness.
Preview of InvertInvertAdjustTurns every color into its opposite.
Preview of LevelsLevelsAdjustRemaps the tones between a black and a white point.
Preview of LUT gradingLUT gradingAdjustGrades the colors with a lookup table image.
Preview of Multiple color replacementMultiple color replacementAdjustSwaps several colors at once.
Preview of PosterizePosterizeAdjustCuts the colors down to a few flat levels.
Preview of SepiaSepiaAdjustThe brown tone of an old photograph.
Preview of VibranceVibranceAdjustRaises or lowers saturation, leaving greys as they are.
Preview of BlurBlurBlurSoftens the picture evenly.
Preview of Lens blurLens blurBlurOut of focus, with bright points spread into discs or hexagons.
Preview of Motion blurMotion blurBlurSmears the picture in one direction, as if it moved.
Preview of Radial blurRadial blurBlurBlurs in circles around a center, as if it spun.
Preview of Tilt-shiftTilt-shiftBlurKeeps a band sharp and blurs away from it, like a miniature.
Preview of Zoom blurZoom blurBlurStreaks the picture out from a center, as in a fast zoom.
Preview of Bulge / pinchBulge / pinchDistortSwells or squeezes a circle of the picture.
Preview of Chromatic aberrationChromatic aberrationDistortSlides the red and blue channels apart from the center.
Preview of Displacement mapDisplacement mapDistortMoves each pixel by the colors of a map image.
Preview of FisheyeFisheyeDistortBends the picture as a fisheye lens does.
Preview of Fluted glassFluted glassDistortThe view through ribbed glass.
Preview of GlitchGlitchDistortSlices and shifts the picture like a broken signal.
Preview of KaleidoscopeKaleidoscopeDistortRepeats a mirrored wedge around a center.
Preview of Lens distortionLens distortionDistortFans the picture into shifted copies with rainbow fringes.
Preview of Perspective warpPerspective warpDistortMoves the picture's corners to new places.
Preview of ReflectionReflectionDistortMirrors the picture as on rippling water.
Preview of RGB splitRGB splitDistortOffsets the red, green and blue channels.
Preview of RippleRippleDistortRings spread from a center and bend the picture.
Preview of ShockwaveShockwaveDistortA wave ring travels out from a center.
Preview of TwistTwistDistortTwists the picture around a center.
Preview of WaterWaterDistortThe view through moving water.
Preview of ASCIIASCIIStylizeRedraws the picture with text characters.
Preview of BevelBevelStylizeRaises the edges of shapes with light and shadow.
Preview of ConvolutionConvolutionStylizeMixes each pixel with its neighbors through a 3 by 3 matrix.
Preview of CrosshatchCrosshatchStylizeRedraws the picture as pen hatching.
Preview of CRT scanlinesCRT scanlinesStylizeA curved old screen with dark lines between rows.
Preview of Drop shadowDrop shadowStylizeCasts a shadow under the shapes.
Preview of EmbossEmbossStylizeTurns the picture into a grey relief.
Preview of Film grainFilm grainStylizeFine moving noise, like film stock.
Preview of GlowGlowStylizeA soft light around the shapes.
Preview of GooeyGooeyStylizeMelts nearby shapes into liquid blobs.
Preview of Halftone CMYKHalftone CMYKStylizePrint dots in cyan, magenta, yellow and black.
Preview of Halftone dotsHalftone dotsStylizeRedraws the picture as a grid of dots.
Preview of Hexagonal pixelsHexagonal pixelsStylizeBreaks the picture into hexagonal cells.
Preview of Image ditheringImage ditheringStylizeReduces the picture to a few colors with dither patterns.
Preview of InkInkStylizeDarkens and spreads the edges like ink.
Preview of Light mapLight mapStylizeLights the picture with a lighting image.
Preview of Old filmOld filmStylizeThe scratches, dust and sepia of an old film.
Preview of OutlineOutlineStylizeDraws a line around the shapes.
Preview of Paper texturePaper textureStylizeThe grain and folds of paper.
Preview of PixelatePixelateStylizeBreaks the picture into square cells.
Preview of SharpenSharpenStylizeMakes the edges crisper.
Preview of VignetteVignetteStylizeDarkens the picture toward the corners.
Preview of Color panelsColor panelsBackgroundsOverlapping translucent color panels.
Preview of DitheringDitheringBackgroundsA shape, such as noise, waves or a sphere, drawn in two colors with a dither pattern.
Preview of Dot gridDot gridBackgroundsA grid of dots.
Preview of Dot orbitDot orbitBackgroundsDots moving in orbits.
Preview of God raysGod raysBackgroundsRays of light from a center.
Preview of Grain gradientGrain gradientBackgroundsA grainy color gradient in motion.
Preview of Mesh gradientMesh gradientBackgroundsA flowing gradient between several colors.
Preview of MetaballsMetaballsBackgroundsBlobs that merge as they move.
Preview of Neuro noiseNeuro noiseBackgroundsGlowing threads like a neural network.
Preview of Perlin noisePerlin noiseBackgroundsSoft noise like clouds.
Preview of Pulsing borderPulsing borderBackgroundsA glowing border that pulses around the edges.
Preview of Simplex noiseSimplex noiseBackgroundsSmooth color bands made from noise.
Preview of Smoke ringSmoke ringBackgroundsA ring of moving smoke.
Preview of SpiralSpiralBackgroundsA spiral of stripes.
Preview of Static mesh gradientStatic mesh gradientBackgroundsA still gradient between several colors.
Preview of Static radial gradientStatic radial gradientBackgroundsA still gradient out from a center.
Preview of SwirlSwirlBackgroundsBands of color twisting around a center.
Preview of VoronoiVoronoiBackgroundsColor cells with glowing gaps between them.
Preview of WarpWarpBackgroundsChecks, stripes or edges in several colors, warped and swirled.
Preview of WavesWavesBackgroundsWavy lines.

Adjust

Filters that change color and tone.

Adjustment

Preview of Adjustment

Changes several tones at once. Every value at 1 leaves the picture as it is.

  • Gamma: from 0.1 to 4. Above 1 brightens the midtones, and below 1 darkens them.
  • Contrast: from 0, flat grey, to 4.
  • Saturation: from 0, black and white, to 3.
  • Brightness: from 0, black, to 3.
  • RGB multipliers: scales the red, green, and blue channels separately, from 0 to 3 each.
  • Opacity: from 0, transparent, to 1.

Color overlay

Preview of Color overlay

Tints the picture with one color.

  • Color: the tint. Its opacity sets how strongly it covers the picture's colors. Transparent areas stay transparent.

Color replace

Preview of Color replace

Swaps one color for another.

  • Original color RGB: the color to replace, as red, green, and blue values from 0 to 1.
  • Replacement color RGB: the color that takes its place.
  • Tolerance: how far a color can be from the original and still be replaced, from 0 to 1.75.

Duotone

Preview of Duotone

Redraws the picture in two colors, from its shadows to its highlights.

  • Shadow color and Highlight color: the two ends of the range. A color's opacity mixes it with the picture's own color.
  • Contrast: from 0.5 to 2. Higher values push more tones toward the two ends.

HSL adjustment

Preview of HSL adjustment

Shifts hue, saturation, and lightness.

  • Hue: turns every color around the color wheel, from -360° to 360°.
  • Saturation: from -1, grey, to 1.
  • Lightness: from -1, black, to 1, white.
  • Colorize: gives the whole picture the single color of Hue, instead of shifting each color.

Invert

Preview of Invert

Turns every color into its opposite, white into black and pure blue into yellow, and keeps transparency. Mix is its only setting.

Levels

Preview of Levels

Remaps the picture's tones, like the levels tool of a photo editor.

  • Input black and Input white: the tones that become the darkest and lightest of the result. Raising Input black deepens the shadows, and lowering Input white brightens the highlights.
  • Gamma: from 0.1 to 5. Above 1 brightens the midtones.
  • Output black and Output white: the darkest and lightest tones the result can have.

LUT grading

Preview of LUT grading

Grades the colors with a lookup table, the format that color grading apps export.

  • Lookup image (horizontal strip): a strip of square slices side by side, each as many pixels wide as there are slices, such as a PNG of 1024 by 32 pixels. It can be up to 2048 pixels on each side. Without an image, the picture passes through unchanged.
  • Nearest sampling: reads the red and green of the table without blending neighboring entries.

Multiple color replacement

Preview of Multiple color replacement

Swaps several colors at once.

  • Original colors RGB and Replacement colors RGB: two lists paired row by row, with room for 16 colors each. Edit controls raises that to 128. The first pair within Tolerance wins, and a row without a partner is ignored.
  • Tolerance: how far a color can be from an original and still be replaced, from 0 to 1.75.

Posterize

Preview of Posterize

Cuts each color channel down to a few flat levels, like a screen print.

  • Levels: how many levels each channel keeps, from 2 to 16.
  • Gamma: from 0.5 to 2. It moves where the steps fall between dark and light.

Sepia

Preview of Sepia

Gives the picture the brown tone of an old photograph.

  • Amount: from 0 to 1.

Vibrance

Preview of Vibrance

Adjusts the saturation of the colors and leaves greys unchanged.

  • Amount: from -1 to 1. Positive values add saturation, and negative values take it away.

Blur

Filters that soften the picture.

Blur

Preview of Blur

Softens the whole picture evenly. Transparent areas do not darken the shapes they border.

  • Radius: how far the blur reaches around each pixel, in pixels, from 0 to 100.

Also has Edge overscan. See Common settings.

Lens blur

Preview of Lens blur

An out-of-focus blur, as through a camera lens, where bright points spread into discs or hexagons.

  • Radius: the size of the blur, in pixels, from 0 to 100.
  • Quality: how many samples each pixel averages, from 24 to 128. Low values leave a fine grain in the blur.
  • Brightness: from 0 to 2. Higher values give bright points more weight, so highlights spread into brighter shapes. At 0 every sample counts the same.
  • Shape: the shape bright points take, Disc or Hexagon.

Also has Edge overscan. See Common settings.

Motion blur

Preview of Motion blur

Smears the picture in one direction, as if it moved during the shot.

  • Velocity: the direction and length of the streak, as X and Y in pixels, from -200 to 200 each.
  • Samples: how many copies make up the streak, from 1 to 64. More copies give a smoother streak, and 1 turns the blur off.
  • Offset: moves the streak along its direction, in pixels, from -100 to 100. Positive values move the blurred copies along Velocity, and negative values move them the other way. Positive Velocity X points right, and positive Y points up.

Also has Edge overscan. See Common settings.

Radial blur

Preview of Radial blur

Blurs the picture in arcs around a center, as if it were spinning.

  • Angle: how far the blur sweeps around the center, from -180° to 180°.
  • Center: the point the blur turns around, X and Y from 0 to 1 across the camera, from the bottom left.
  • Samples: how many copies make up the blur, from 1 to 64. More copies give a smoother blur, and 1 turns it off.
  • Radius (-1 fills camera): the size of the blurred circle around Center, in pixels, from -1 to 1500. The blur fades out around this circle and stops past it. At -1 the whole camera blurs.

Also has Edge overscan. See Common settings.

Tilt-shift

Preview of Tilt-shift

Keeps a band of the picture sharp and blurs it more the farther it lies from the band, so the scene looks like a miniature.

  • Radius: the strongest blur, far from the band, in pixels, from 0 to 100.
  • Center: a point the sharp band passes through, X and Y from 0 to 1 across the camera, from the bottom left.
  • Angle: turns the band, from 0° to 360°. At 0° the band is horizontal.
  • Sharp band: the width of the sharp band, as a share of the camera height, from 0 to 1.
  • Falloff: how far past the sharp band the blur takes to reach full strength, as a share of the camera height, from 0 to 1.

Also has Edge overscan. See Common settings.

Zoom blur

Preview of Zoom blur

Streaks the picture outward from Center, as if the camera zoomed during the shot.

  • Strength: the length of the streaks, from 0 to 1.
  • Center: the point the streaks radiate from, X and Y from 0 to 1 across the camera, from the bottom left.
  • Inner radius: a circle around Center, in pixels, from 0 to 1000, where the blur fades out and leaves the middle sharp.
  • Radius (-1 fills camera): the size of the blurred area around Center, in pixels, from -1 to 1500. The blur fades out past it. At -1 it reaches the whole camera.
  • Samples: how many reads make up each streak, from 2 to 64. More reads give a smoother streak.

Also has Edge overscan. See Common settings.

Distort

Filters that bend, move, or split the picture.

Bulge / pinch

Preview of Bulge / pinch

Swells or squeezes a round area of the picture.

  • Center: the middle of the area, X and Y from 0 to 1 across the camera, from the bottom left.
  • Radius: the size of the area, in pixels, from 0 to 1000.
  • Strength: from -1 to 1. Positive values swell the area outward, and negative values pinch it inward.

Also has Edge overscan. See Common settings.

Chromatic aberration

Preview of Chromatic aberration

Slides the red and blue channels apart from the middle of the camera, like the color fringes of a cheap lens.

  • Amount: how far the channels slide apart, as a share of the camera height, from 0 to 0.03.
  • Edge weight: from 0 to 1. At 0 the fringes are as wide everywhere. At 1 they grow from nothing in the middle to widest at the edges.

Displacement map

Preview of Displacement map

Moves each part of the picture by an amount read from a map image. The map's red channel moves the picture sideways and its green channel up and down. Mid grey moves nothing, and without a map the picture stays as it is.

  • Map: the image that drives the movement. Upload one to see any effect.
  • Strength X and Strength Y: how far the map moves the picture sideways and up and down, in pixels, from -100 to 100 each. With positive values, red above mid grey moves the picture left and green above mid grey moves it up; darker values, or negative Strength, reverse the direction. The largest shift is about half the Strength value.
  • Map scale: the size of the map, from 0.1 to 4. At 1 it spans the camera.
  • Repeat: tiles the map past its edges. Off, the picture outside the map does not move.

Also has Edge overscan and Anchor. See Common settings.

Fisheye

Preview of Fisheye

Bends the picture as a fisheye lens does, magnifying the middle and squeezing the edges.

  • Strength: from 0, the flat picture, to 1, the full fisheye.
  • Field of view: from 10° to 170°. Higher values bend the picture more.
  • Center: the middle of the fisheye, X and Y from 0 to 1 across the camera, from the bottom left.
  • Fill edges: on, the fisheye spreads out to the farthest corner of the camera. Off, it draws a circle as wide as the camera's shorter side, and the corners fade out as Strength rises.

Also has Edge overscan. See Common settings.

Fluted glass

Preview of Fluted glass

Shows the picture through ribbed glass: stripes that each bend the picture, with shading on their edges.

  • Background color: fills the transparent areas behind the picture. It starts transparent.
  • Shadow color and Highlight color: the colors of the shading on each stripe.
  • Shadows and Highlights: how strong that shading is, from 0 to 1 each.
  • Size: the width of the stripes, from 0 to 1. Higher values make fewer, wider stripes.
  • Stripe shape: the path the stripes follow: Lines, Irregular lines, Wave, Zigzag, or Pattern.
  • Angle: turns the stripes, from 0° to 180°.
  • Distortion shape: the profile of each stripe, which sets how it bends the picture: Prism, Lens, Contour, Cascade, or Flat.
  • Distortion: how much each stripe bends the picture, from 0 to 1.
  • Shift: moves the picture sideways inside each stripe, from -1 to 1.
  • Stretch: from 0 to 1. Stretches the picture vertically near the edges of each stripe.
  • Blur: blurs the picture behind the glass vertically, from 0 to 1.
  • Edges: softens where the bent picture runs out at its own edges, from 0 to 1.
  • Margin: leaves a band along every side of the camera without glass, as a share of the camera, from 0 to 1.
  • Separate margins: sets each side on its own with Left margin, Right margin, Top margin, and Bottom margin, from 0 to 1 each.
  • Grain distortion: breaks up the bending with grain, from 0 to 1.
  • Grain overlay: lays grain over the result, from 0 to 1.

Also has Edge overscan, Scale, Rotation, Offset X, Offset Y, Source, Image, Fit, Origin X, Origin Y, and Anchor. See Common settings.

Glitch

Preview of Glitch

Cuts the picture into slices and shifts them out of place, with the color channels split, like a damaged video signal.

  • Slices: how many slices the picture is cut into, from 1 to 32.
  • Offset: the farthest a slice can move, in pixels, from 0 to 400.
  • Direction: the direction the slices move, from -360° to 360°. The slices run across it, so at 0° they are horizontal bands that move sideways.
  • Edge fill: what shows where a slice moves past the edge: Transparent, Original (the picture in place), Repeat, Clamp (the edge pixels stretched), or Mirror.
  • Even slice sizes: makes the slices closer to the same size.
  • Minimum slice size: the thinnest a slice can be, from 0 to 128, counted in rows of Slice resolution.
  • Slice resolution: how many rows the picture is divided into to place the slices, from 32 to 2048.
  • Red offset, Green offset, and Blue offset: shift each color channel by X and Y, in pixels, from -200 to 200 each. Positive X shifts the channel left and positive Y shifts it down; negative values reverse the direction. Seed also shortens the distance.

Also has Edge overscan and Seed. See Common settings.

Kaleidoscope

Preview of Kaleidoscope

Repeats one wedge of the picture around a center, mirrored, like a kaleidoscope.

  • Segments: how many times the wedge repeats, from 2 to 24.
  • Angle: turns which wedge of the picture is repeated, from 0° to 360°.
  • Center: the middle of the kaleidoscope, X and Y from 0 to 1 across the camera, from the bottom left.
  • Zoom: from 0.25 to 4. Values above 1 magnify the wedge.

Also has Edge overscan. See Common settings.

Lens distortion

Preview of Lens distortion

Fans the picture out into shifted copies, like light spread through a prism, with rainbow fringes. Transparent areas stay transparent.

  • Spread: how far the copies fan out, from 0 to 1.
  • Bias: from -1 to 1. At 0 the copies are spaced evenly. Away from 0 they bunch toward one end of the fan, and the sign picks the end.
  • Angle: the direction of the fan, from 0° to 360°.
  • Perspective: from 0, every copy moves in the direction of Angle, to 1, the copies spread outward from the middle.
  • Layer count: how many copies make up the fan, from 2 to 50.
  • Dispersion: how strongly the copies take rainbow colors, from 0 to 1.
  • Dispersion shift: from -1 to 1. Negative values keep the colors near the middle, and positive values near the edges.
  • Dispersion color: turns the rainbow's colors, from 0 to 1.
  • Focus center: keeps the middle of the picture sharp, from 0 to 1.
  • Focus edges: reduces the spread toward the edges of the picture, from 0 to 1.
  • Swirl: turns the copies around the middle so the fan curves, from -1 to 1. Negative values turn the other way.
  • Noise: turns the fan's direction at random from place to place, from 0 to 1.
  • Noise frequency: how fine that random pattern is, from 0 to 1.
  • Noise offset: moves the random pattern, from 0 to 1.
  • Lens bulge: from -1 to 1. Positive values magnify the middle like a magnifying glass, and negative values shrink it. Strong positive values fade the outer area out.
  • Lens circle: from 0 to 1. Gathers the effect into a round lens with a rim at its edge.
  • Grain distortion: roughens the fan with grain, from 0 to 1.
  • Grain overlay: lays grain over the result, from 0 to 1.
  • Image X and Image Y: move the picture inside the effect, as a share of its width and height, from -1 to 1 each.

Also has Edge overscan, Scale, Rotation, Offset X, Offset Y, Source, Image, Fit, Origin X, and Origin Y. See Common settings.

Perspective warp

Preview of Perspective warp

Stretches a four-sided area of the picture onto another four-sided area, to fake a change of perspective. Parts that would come from outside the camera's picture are transparent.

  • Source top left, Source top right, Source bottom right, and Source bottom left: the corners of the area taken from the picture. They start at the camera's corners.
  • Destination top left, Destination top right, Destination bottom right, and Destination bottom left: where those corners land.

Every corner is X and Y measured across the camera from the bottom left, where 0 and 1 are the camera's edges. Each value goes from -2 to 3, so a corner can sit past the edges. If the corners of either set fall on one line, the camera shows nothing.

Reflection

Preview of Reflection

Mirrors the upper part of the picture into the lower part with a wavy surface, like a reflection in water. It moves on its own as the timeline plays.

  • Mirror: on, the lower part shows the upper part flipped. Off, it shows the picture in place, with the waves.
  • Boundary from top: where the reflection starts, from 0 at the top of the camera to 1 at the bottom.
  • Wave amplitude: how far the waves sway the picture sideways, in pixels, from 0 to 100. The first value applies at the boundary and the second at the bottom of the camera, with a blend between them.
  • Wavelength: the distance between waves, in pixels, from 1 to 500, at the boundary and at the bottom.
  • Opacity: how opaque the reflection is, from 0 to 1, at the boundary and at the bottom.

Also has Speed and Time offset. See Common settings.

RGB split

Preview of RGB split

Shifts the red, green, and blue channels apart so the picture shows colored fringes.

  • Red offset, Green offset, and Blue offset: move each channel by X and Y, in pixels, from -200 to 200 each. Positive X shifts the channel left and positive Y shifts it down; negative values reverse the direction.

Ripple

Preview of Ripple

Rings spread out from the middle of the camera and bend the picture. They move on their own as the timeline plays.

  • Amplitude: how far the rings push the picture, as a share of the camera height, from 0 to 0.05.
  • Frequency: how close together the rings are, from 1 to 60. Higher values make more rings.
  • Speed: how fast the rings travel outward, from 0 to 10. At 0 they stay still.

Also has Edge overscan. See Common settings.

Shockwave

Preview of Shockwave

A single ring travels out from a center and bends the picture as it passes, like a blast wave. It moves on its own as the timeline plays. Time offset starts at 0.5, so the ring is already on its way when the timeline starts.

  • Center: where the ring starts, X and Y from 0 to 1 across the camera, from the bottom left.
  • Travel speed: how fast the ring grows, in pixels per second, from 0 to 2000.
  • Amplitude: how far the ring pushes the picture, in pixels, from 0 to 150.
  • Wavelength: the width of the ring, in pixels, from 1 to 500.
  • Brightness: from 0 to 3. Above 1 lightens the picture under the ring, and below 1 darkens it.
  • Radius (-1 fills camera): from -1 to 2000. The ring fades as it grows and is gone at this distance, in pixels. At -1 it keeps going without fading.
  • Playback speed: how fast the timeline moves the ring, from -5 to 5.

Also has Edge overscan and Time offset. See Common settings.

Twist

Preview of Twist

Turns a round area of the picture around its center, the most in the middle and less toward its edge.

  • Center: the middle of the twist, X and Y from 0 to 1 across the camera, from the bottom left.
  • Radius: the size of the twisted area, in pixels, from 0 to 1500.
  • Angle: how far the middle turns, from -720° to 720°. The turn fades to nothing at Radius.

Also has Edge overscan. See Common settings.

Water

Preview of Water

Shows the picture as if seen through moving water, with rippling distortion and bright caustic lights. It moves on its own as the timeline plays.

  • Background color: fills the transparent areas behind the picture. It starts as an opaque grey, so it covers the board background; make it transparent to keep the background.
  • Highlight color: the color of the caustic lights.
  • Highlights: how bright the caustic lights are, from 0 to 1.
  • Layering: adds a second layer of the caustic pattern, from 0 to 1.
  • Edges: from 0 to 1. Low values reduce the Caustic distortion near the picture's edges, and 1 lets it reach them. The Waves distortion is not affected.
  • Waves: how much large, slow waves bend the picture, from 0 to 1.
  • Caustic: how much the caustic pattern bends the picture, from 0 to 1.
  • Size: the size of the water pattern, from 0.01 to 7. Higher values make it larger.

With Source set to None, only the background color and the lights show.

Also has Edge overscan, Speed, Time offset (ms), Scale, Rotation, Offset X, Offset Y, Source, Image, Fit, Origin X, Origin Y, and Anchor. See Common settings.

Stylize

Filters that redraw the picture in a graphic style or add a look on top of it.

ASCII

Preview of ASCII

Redraws the picture as a grid of text characters. Each cell takes a character from . for the darkest areas up to # for the brightest, drawn in the color of the picture under it. The gaps between characters are transparent.

  • Character size: the size of each character cell in pixels, from 2 to 80.
  • Replace color: draws every character in Color RGB instead of the picture's color. With it on, transparent areas fill with small dots.
  • Color RGB: the character color while Replace color is on, as red, green, and blue values from 0 to 1.

Also has Anchor. See Common settings.

Bevel

Preview of Bevel

Gives shapes a raised edge: a light color along the edges that face the light and a shadow color along the opposite ones. It works from the edges of shapes, so it needs transparent areas around them.

  • Rotation: the direction the light comes from, from -360° to 360°. The default 45° lights the top left edges.
  • Thickness: how wide the bevel is in pixels, from 0 to 50.
  • Light color and Shadow color: the colors of the lit and shaded edges. A color's opacity sets how strongly it covers the shape.

Convolution

Preview of Convolution

Mixes each pixel with its eight neighbors using a grid of weights, the basic tool behind sharpening, blurring, and edge detection. The picture's transparency stays as it is.

  • Kernel: the 3 by 3 grid of weights. The center weight applies to the pixel itself and the others to its neighbors. The default grid sharpens the picture. Weights that add up to 1 keep the overall brightness.
  • Sample spacing: how far apart the neighbors are read, in pixels, from 0 to 20 for X and Y.

Crosshatch

Preview of Crosshatch

Redraws the picture as black pen hatching on white. Darker areas get more sets of diagonal lines, up to four. It covers the whole camera area with white, and transparent areas, the board background included, get the densest hatching.

Besides Mix, its only setting is Anchor. See Common settings.

CRT scanlines

Preview of CRT scanlines

Makes the picture look like an old curved TV screen, with dark lines between the rows and shaded edges. The lines and shading lay black over the whole camera area, board background included.

  • Line spacing: the distance between lines as a share of the camera's height, from 0.003 to 0.03.
  • Line darkness: from 0, no lines, to 1, black lines.
  • Curvature: how much the screen bulges, from 0, flat, to 0.5. The corners that bend out of view turn black.

Drop shadow

Preview of Drop shadow

Casts a soft shadow behind shapes. It works from the edges of shapes, so it needs transparent areas around them.

  • Offset X and Offset Y: how far the shadow moves from the shapes in pixels, from -100 to 100. Positive values move it right and down.
  • Blur: how soft the shadow is in pixels, from 0, a sharp copy, to 50.
  • Color: the shadow color. Its opacity sets how dark the shadow is.
  • Shadow only: hides the shapes and keeps only their shadow.

Also has Edge overscan. See Common settings.

Emboss

Preview of Emboss

Turns the picture into grey relief. Edges and color changes stand out as light and dark ridges. Transparent areas stay transparent.

  • Strength: from 0, flat grey, to 10. Higher values make the ridges deeper.

Film grain

Preview of Film grain

Lays fine noise over the picture, like grain on film. The grain changes 24 times a second as the timeline plays, and it covers the whole camera area, board background included.

  • Strength: from 0 to 0.5. Higher values make the grain more visible.
  • Grain size: the size of each grain as a share of the camera's height, from 0.001 to 0.01.

Glow

Preview of Glow

Draws a colored glow around shapes, inside their edges, or both. It works from the edges of shapes, so it needs transparent areas around them.

  • Distance: how far the glow reaches from the edge in pixels, from 1 to 32.
  • Outer strength: the glow outside the shapes, from 0 to 10.
  • Inner strength: the glow inside the shapes' edges, from 0 to 10.
  • Color: the glow color. Its opacity scales both strengths.
  • Quality: from 0.02 to 1. Higher values read more directions around each pixel, for a smoother glow that takes more work to draw.
  • Hide original: hides the shapes and keeps only the glow.

Gooey

Preview of Gooey

Blurs shapes and then cuts the blur back to a clean edge, so shapes close to each other melt into one liquid blob. It works from the edges of shapes, so it needs transparent areas around them.

  • Radius: the blur size in pixels, from 0 to 100. Larger values join shapes that are farther apart.
  • Threshold: where the blur is cut, from 0 to 1. Higher values make the blobs thinner, and 1 leaves nothing.
  • Softness: how soft the cut edge is, from 0 to 0.5.
  • Colors: Blend mixes the colors where shapes merge. Nearest keeps the original colors where the picture has content, while the areas the merge fills use the blended colors of the blur.

Also has Edge overscan. See Common settings.

Halftone CMYK

Preview of Halftone CMYK

Prints the picture as four screens of cyan, magenta, yellow, and black dots, each at its own angle, like color printing. The background color fills the whole camera area, board background included.

  • Background color: the paper behind the inks.
  • Cyan ink, Magenta ink, Yellow ink, and Black ink: the four ink colors. An ink's opacity sets how strongly it prints.
  • Size: from 0 to 1. Higher values make bigger dots on a coarser grid.
  • Grid noise: from 0 to 1. Higher values move the dots randomly off their grid.
  • Pattern: Dots keeps the dots apart. Ink lets neighboring dots run into each other. Sharp joins them too but reads the picture pixel by pixel, for finer detail.
  • Softness: how soft the dot edges are, from 0 to 1.
  • Contrast: from 0 to 2. Higher values push the dots toward empty or full.
  • Flood C, Flood M, Flood Y, and Flood K: add a dot of that ink to every cell, from 0 to 1, even where the picture has none of that color.
  • Gain C, Gain M, Gain Y, and Gain K: grow or shrink that ink's dots in proportion to their size, from -1 to 1.
  • Grain size: from 0 to 1. Higher values make the grain coarser.
  • Grain distortion: from 0 to 1. Grain that eats away parts of the dots.
  • Grain overlay: from 0 to 1. Black and white grain laid over the result.

Also has Scale, Rotation, Offset X, Offset Y, Source, Image, Fit, Origin X, Origin Y, and Anchor. See Common settings.

Halftone dots

Preview of Halftone dots

Redraws the picture as a grid of dots that grow in the dark areas and shrink in the light ones, like a newspaper photo. Transparent areas count as white. The background color fills the whole camera area, board background included.

  • Background color and Foreground color: the color behind the dots and the color of the dots.
  • Original colors: gives each dot the picture's own color instead of Foreground color.
  • Pattern: Classic draws round dots. Gooey lets neighboring dots melt together. Holes turns the darkest areas into solid cells with holes. Soft draws blurred dots.
  • Inverted: swaps light and dark, so the dots grow in the light areas. Transparent areas then fill with dots.
  • Grid: Square lines the dots up in rows and columns. Hex staggers every other row.
  • Size: from 0 to 1. Higher values make bigger dots on a coarser grid.
  • Radius: how big the dots get within their cells, from 0 to 2.
  • Contrast: from 0 to 1. Higher values push the dots toward their smallest and largest sizes.
  • Grain distortion: from 0 to 1. Grain that eats away parts of the dots.
  • Grain overlay: from 0 to 1. Black and white grain laid over the result.
  • Grain size: from 0 to 1. Higher values make the grain coarser.

Also has Scale, Rotation, Offset X, Offset Y, Source, Image, Fit, Origin X, Origin Y, and Anchor. See Common settings.

Hexagonal pixels

Preview of Hexagonal pixels

Breaks the picture into hexagonal tiles, each filled with one color from the picture.

  • Center: the point the tile grid is built around, with X and Y from 0 to 1 across the camera, from the bottom left.
  • Tile size: the size of each tile in pixels, from 1 to 120.

Also has Anchor. See Common settings.

Image dithering

Preview of Image dithering

Redraws the picture with a few colors in a pattern of square pixels, like early computer graphics. The background color fills the whole camera area, board background included.

  • Background color: the color of the dark pixels and of transparent areas.
  • Foreground color: the color of the lit pixels.
  • Highlight color: the color of the brightest pixels.
  • Original colors: keeps the picture's own colors in the lit pixels instead of the three colors.
  • Inverted: swaps light and dark.
  • Pattern: how the pixels spread between two tones. Random scatters them as noise. Bayer 2×2, Bayer 4×4, and Bayer 8×8 use an even repeating grid, finer with the bigger grids.
  • Pixel size: the size of each pixel in pixels, from 0.5 to 20.
  • Color steps: the number of steps between black and white, from 1 to 7, which gives 2 to 8 brightness levels.

Also has Scale, Rotation, Offset X, Offset Y, Source, Image, Fit, Origin X, Origin Y, and Anchor. See Common settings.

Ink

Preview of Ink

Darkens the edges and color changes in the picture, like ink lines on a drawing. Transparent areas stay transparent.

  • Strength: from -1 to 1. Positive values darken the edges and negative values lighten them. Values near 0 change little, and the effect grows quickly toward either end.

Light map

Preview of Light map

Lights the picture with an uploaded lighting image, stretched over the camera area. Bright areas of the image light the picture, dark areas leave it dark, and colored light tints it. Transparent areas stay transparent.

  • Light map: the lighting image. Without one, only the ambient light lights the picture, so with the default black Ambient color RGB the shapes turn black.
  • Ambient color RGB: light added everywhere, as red, green, and blue values from 0 to 1.
  • Ambient intensity: how much of the ambient color is added, from 0 to 1.

Old film

Preview of Old film

Ages the picture like old film, with a sepia tone, noise, scratches, and dark corners. Transparent areas stay transparent.

  • Sepia: from 0, the original colors, to 1, full sepia.
  • Noise: how strong the noise is, from 0 to 1.
  • Noise size: the size of each noise speck in pixels, from 0 to 20. At 0 there is no noise.
  • Scratches: from -1 to 1. Positive values draw light scratches and negative values dark ones. At 0 there are none.
  • Scratch density: how many scratches there are, from 0 to 1. Scratches show only while this is above Seed.
  • Scratch width: how thick the scratches are, from 0 to 20.
  • Vignette: how far the dark corners reach toward the center, from 0, none, to 1.
  • Vignette opacity: how dark the corners get, from 0 to 1.
  • Vignette softness: how gradually the corners fade, from 0 to 1.
  • Seed: from 0 to 1. A different value gives different noise and scratches.

Outline

Preview of Outline

Draws a colored line around the outside of shapes. It works from the edges of shapes, so it needs transparent areas around them.

  • Thickness: the width of the line in pixels, from 0 to 50.
  • Color: the line color. Its opacity sets how strongly the line shows.
  • Quality: from 0.01 to 1. Higher values read more directions around each pixel, for a smoother line that takes more work to draw.
  • Hide original: hides the shapes and keeps only the outline.

Paper texture

Preview of Paper texture

Prints the picture on a sheet of paper, with grain, fibers, folds, wrinkles, crumples, and drops. The paper fills the whole camera area, board background included. With Source on None it draws the paper alone.

  • Background color: the color that shows where the paper is transparent or clipped.
  • Paper color: the color of the sheet.
  • Shadow color: the color of the texture's shading and of the drops.
  • Blending: how strongly the paper's color and shading affect the picture, from 0 to 1. At 0, Distortion and Drops can still change it.
  • Distortion: how much the folds, wrinkles, and crumples bend the picture, from -1 to 1. Negative values bend it the other way.
  • Clip: keeps the paper only where the picture has content.
  • Angle: the direction the light comes from, from 0° to 360°. It sets which side of each fold and wrinkle is lit.
  • Roughness and Roughness size: the strength and size of the fine grain, from 0 to 1 each.
  • Roughness rows: adds faint parallel bands to the grain, from 0 to 1.
  • Fiber and Fiber size: the strength and size of the paper fibers, from 0 to 1 each.
  • Folds: how deep the fold creases are, from 0 to 1.
  • Fold size X and Fold size Y: from 0 to 1. Higher values make fewer, larger panels between folds.
  • Fold offset X and Fold offset Y: move the fold lines across the sheet, from 0 to 1.
  • Wrinkles and Wrinkle size: the strength and size of the small wrinkles, from 0 to 1 each.
  • Crumples: how crumpled the sheet looks, from 0 to 1.
  • Crumple count: how many crumpled facets the sheet has, from 2 to 15.
  • Drops: water drop stains, from 0 to 1.

Also has Edge overscan, Seed, Scale, Rotation, Offset X, Offset Y, Source, Image, Fit, Origin X, Origin Y, and Anchor. See Common settings.

Pixelate

Preview of Pixelate

Breaks the picture into square cells, each filled with the color at its center.

  • Cell size: the side of each cell, from 0.002 to 0.1, as a share of the camera's height with Anchor on Camera, or of 720 board units with Anchor on Board. The default 0.02 gives 50 cells per camera height on Camera, or cells 14.4 board units wide on Board.

Also has Anchor. See Common settings.

Sharpen

Preview of Sharpen

Sharpens the picture by increasing the contrast along edges.

  • Amount: how strong the sharpening is, from 0 to 5.
  • Radius: how wide an area around each edge is sharpened, in pixels, from 0 to 20.

Also has Edge overscan. See Common settings.

Vignette

Preview of Vignette

Darkens the picture toward the corners. The darkening covers the whole camera area, board background included.

  • Strength: how dark the corners get, from 0 to 1.
  • Radius: where the darkening starts, from 0, the center, to 1, the corners.
  • Softness: how gradually it fades in, from 0.05 to 1.

Backgrounds

Backgrounds are the 20 Paper Shaders effects. Each one generates a picture in the camera area and combines it with what the camera films through Picture: Over the effect, the default, draws the filmed shapes on top, so the effect fills only what they leave transparent; Under the effect draws the effect on top of them; Hidden shows the effect alone. A new background goes first in the stack.

They share these placement and timing controls:

  • Fit: how the effect's area fits the camera, as None, Contain or Cover. With Anchor on Board, Fit has no effect.
  • World width (0 = auto) and World height (0 = auto): the size of the effect's area, in pixels, from 0 to 10000. At 0 it uses the camera's size with Anchor on Camera, or the fixed 720-unit frame with Anchor on Board.
  • Scale: zooms the effect, from 0.01 to 4.
  • Rotation: turns the effect, from 0° to 360°.
  • Offset X and Offset Y: move the effect, from -1 to 1.
  • Origin X and Origin Y: the point of the effect's area that lines up with the same point of the camera, from 0 to 1.
  • Anchor: keeps the effect still in the camera's view, or fixes it to the board.
  • Speed: on the 16 backgrounds that move on their own, from -20 to 20. A Speed of 0 freezes the effect, and a negative Speed runs it backwards. Dot grid, Static mesh gradient, Static radial gradient and Waves don't move and don't have it.
  • Time offset (ms): on the same 16, shifts the effect's clock by that many milliseconds.

Colors lists can be edited: add, remove and reorder colors, up to each effect's capacity. With an empty list only the background color shows, and the effects without a Background color draw nothing.

Color panels

Preview of Color panels

Translucent panels that turn around a central axis, as in a fan of cards seen from the side.

  • Colors: up to 7. The panels take the colors in turn.
  • Background color: the color behind the panels.
  • Density: from 0.25 to 7. Higher values bring the panels closer together.
  • First angle and Second angle: tilt the two side edges of each panel, from -1 to 1.
  • Length: the length of the panels, from 0 to 3.
  • Edges: changes the shading at the edges of the panels and keeps panels seen almost edge-on more visible.
  • Blur: softens the side edges of the panels, from 0 to 0.5.
  • Fade in and Fade out: from 0 to 1. Fade in fades the panels near the central axis, and Fade out fades them toward their outer end.
  • Gradient: blends each panel from its color into the next one, from 0, one flat color, to 1.

Also has the shared placement controls, Speed and Time offset (ms).

Dithering

Preview of Dithering

Redraws a moving shape in two colors with a dither pattern, like an old screen with few colors.

  • Background color and Foreground color: the two colors.
  • Shape: what the dither draws. Simplex is drifting soft blobs, Warp flowing wavy lines, Dots columns of dots moving up and down, Wave a wavy line filled below, Ripple rings spreading from the center, Swirl spiral arms turning around the center, and Sphere, the default, a ball lit by a moving light.
  • Pattern: how the cells are spread to show the tones. Random scatters them, and Bayer 2×2, Bayer 4×4 and Bayer 8×8 use a regular grid, with more tone steps as the grid grows. The default is Bayer 4×4.
  • Pixel size: the size of the dither cells, in pixels, from 1 to 20.

Also has the shared placement controls, Speed and Time offset (ms).

Dot grid

Preview of Dot grid

A still grid of dots.

  • Background color: the color between the dots.
  • Fill color and Stroke color: the inside of each dot and its outline.
  • Shape: Circle, Diamond, Square or Triangle.
  • Size: the size of each dot from its center, in pixels, from 1 to 100.
  • Gap X and Gap Y: the distance between the centers of neighboring dots, in pixels, from 2 to 500.
  • Stroke width: the outline's width, in pixels, from 0, no outline, to 50.
  • Size range: makes some dots smaller at random, from 0, all the same size, to 1.
  • Opacity range: makes some dots more transparent at random, from 0, all the same, to 1.

Also has the shared placement controls.

Dot orbit

Preview of Dot orbit

Dots that each circle around their own place on a loose grid.

  • Colors: up to 10. Each dot gets a color from the list at random.
  • Background color: the color behind the dots.
  • Steps per color: the in-between shades used between two neighboring colors, from 1 to 4. At 1 the dots only take the colors of the list.
  • Size: the size of the dots, from 0 to 1.
  • Size range: makes some dots smaller at random, from 0, all the same size, to 1.
  • Spreading: how far each dot travels from its place, from 0 to 1. At 0 the dots stay almost still on the grid.

Also has the shared placement controls, Speed and Time offset (ms).

God rays

Preview of God rays

Rays of light fanning out from a point, with a glow in the middle.

  • Colors: up to 5. Each color is its own set of rays.
  • Background color: the color behind the rays.
  • Bloom color and Bloom: Bloom, from 0 to 1, adds the rays' light together where they overlap instead of layering them, and tints them with Bloom color.
  • Intensity: how strong and solid the rays are, from 0 to 1.
  • Density: how many rays there are, from 0 to 1.
  • Spotty: breaks the rays into spots along their length, from 0 to 1.
  • Mid size and Mid intensity: the size and brightness of the glow in the middle, from 0 to 1.

Also has the shared placement controls, Speed and Time offset (ms).

Grain gradient

Preview of Grain gradient

A moving shape filled with the colors as a gradient, with a grainy texture.

  • Colors: up to 7, in the order the gradient goes through them.
  • Background color: the color around the shape.
  • Softness: from 0, sharp bands of color, to 1, smooth blends.
  • Intensity: roughens the edges of the shape with grain, from 0 to 1.
  • Noise: adds grain speckles, from 0 to 1.
  • Shape: Wave is a wavy line filled below, Dots columns of soft dots, Truchet a tiling of curved arcs, Corners, the default, soft color that gathers toward the corners, Ripple rings spreading from the center, Blob four soft blobs that merge as they move, and Sphere a ball lit by a moving light.

Also has the shared placement controls, Speed and Time offset (ms).

Mesh gradient

Preview of Mesh gradient

Soft spots of color that move and blend into each other over the whole area.

  • Colors: up to 10, one spot each.
  • Distortion: bends the color shapes into waves as they move, from 0 to 1.
  • Swirl: twists the colors around the middle, more toward the edges, from 0 to 1.
  • Grain distortion: roughens the borders between colors with grain, from 0 to 1.
  • Grain overlay: lays black and white grain over the result, from 0 to 1.

Also has the shared placement controls, Speed and Time offset (ms).

Metaballs

Preview of Metaballs

Colored balls that wander and merge where they touch, like drops of liquid.

  • Colors: up to 8. The balls take the colors in turn.
  • Background color: the color behind the balls.
  • Count: how many balls there are, from 1 to 20, in steps of 0.25. A fraction shrinks the last ball.
  • Size: the size of the balls, from 0 to 1.

Also has the shared placement controls, Speed and Time offset (ms).

Neuro noise

Preview of Neuro noise

A flowing web of thin glowing lines, like nerve cells.

  • Foreground color: the brightest parts of the lines.
  • Middle color: the dimmer parts of the lines.
  • Background color: the color behind the lines.
  • Brightness: brightens the lines, from 0 to 1.
  • Contrast: from 0 to 1. Higher values leave only the brightest lines.

Also has the shared placement controls, Speed and Time offset (ms).

Perlin noise

Preview of Perlin noise

Slowly changing blobs of two colors, like clouds or a marbled surface.

  • Background color and Foreground color: the two colors.
  • Proportion: how much of the area the foreground covers, from 0 to 1.
  • Softness: from 0, sharp edges, to 1, smooth blends.
  • Octave count: how many layers of finer detail are added, from 1 to 8.
  • Persistence: how strong each finer layer is, from 0.3 to 1.
  • Lacunarity: how much finer each next layer is, from 1.5 to 10.

Also has the shared placement controls, Speed and Time offset (ms).

Pulsing border

Preview of Pulsing border

A glowing border around the frame, with spots of color that travel along it and pulse.

  • Colors: up to 5. Each color has its own spots.
  • Background color: the color inside and around the border.
  • Roundness: rounds the corners, from 0, square, to 1.
  • Thickness: the width of the border, from 0 to 1.
  • Softness: blurs the border into a glow, from 0 to 1.
  • Aspect ratio: Auto follows the shape of the frame, and Square keeps the border square, centered.
  • Intensity: the brightness of the spots, from 0 to 1.
  • Bloom: from 0 to 1. It adds the light of the spots together where they overlap.
  • Spots: how many spots each color has, from 1 to 4.
  • Spot size: the length of each spot along the border, from 0 to 1.
  • Pulse: makes the border beat like a heart, from 0 to 1.
  • Smoke and Smoke size: smoky shapes around the border and their size, from 0 to 1.
  • Margin: the space between the border and the edges of the frame, from 0 to 1.
  • Separate margins: uses Margin left, Margin right, Margin top and Margin bottom, from 0 to 1 each, instead of Margin.

Also has the shared placement controls, Speed and Time offset (ms).

Simplex noise

Preview of Simplex noise

Flowing bands of color over the whole area, from soft noise that changes as it moves.

  • Colors: up to 10. The bands go through them in order, and the last color blends back into the first.
  • Steps per color: how many bands lie between two neighboring colors, from 1 to 10.
  • Softness: from 0, sharp bands, to 1, smooth blends.

Also has the shared placement controls, Speed and Time offset (ms).

Smoke ring

Preview of Smoke ring

A ring of smoke with ragged edges that keep changing.

  • Colors: up to 10. The first color fills the thickest part of the ring, and the last its faint edges.
  • Background color: the color around the ring.
  • Thickness: the width of the ring, from 0.01 to 1.
  • Radius: the size of the ring, from 0 to 1.
  • Inner shape: from 0 to 4. Higher values fill the ring further toward its center.
  • Noise iterations: how many layers of detail the smoke has, from 1 to 8.
  • Noise scale: from 0.01 to 5. Higher values give more and smaller wisps around the ring.

Also has the shared placement controls, Speed and Time offset (ms).

Spiral

Preview of Spiral

A spiral line that turns around the center.

  • Background color and Foreground color: the color between the turns and the color of the line.
  • Density: from 0 to 1. At 1 the turns are evenly spaced, and lower values crowd them toward the center.
  • Distortion: bends the line into waves, from 0 to 1.
  • Stroke width: the thickness of the line, from 0 to 1.
  • Stroke taper: widens the colored line as it moves away from the center, from 0 to 1.
  • Stroke cap: changes how the line ends near the center, from 0 to 1.
  • Noise and Noise frequency: roughen the edges of the line, and set how fine that roughness is, from 0 to 1.
  • Softness: blurs the edges of the line, from 0 to 1.

Also has the shared placement controls, Speed and Time offset (ms).

Static mesh gradient

Preview of Static mesh gradient

A still blend of soft color spots over the whole area.

  • Colors: up to 10, one spot each.
  • Position seed: moves the spots to other places, from 0 to 100.
  • Wave X and Wave Y: bend the colors in waves, sideways and up and down, from 0 to 1.
  • Wave X shift and Wave Y shift: slide those waves along, from 0 to 1.
  • Mixing: from 0, sharp borders between colors, to 1, broad blends.
  • Grain distortion: roughens the borders between colors with grain, from 0 to 1.
  • Grain overlay: lays black and white grain over the result, from 0 to 1.

Also has the shared placement controls.

Static radial gradient

Preview of Static radial gradient

A still gradient within a circle, directed toward a focal point that can lie inside or outside the circle.

  • Colors: up to 10. The first color is at the edge of the circle, and the last at the focal point.
  • Background color: the color outside the circle.
  • Radius: the size of the circle, from 0 to 3.
  • Focal distance and Focal angle: how far the focal point is from the center, from 0 to 3, and in which direction, from 0° to 360°.
  • Falloff: from -1 to 1. Positive values spread the colors of the focal point toward the edge, and negative values the colors of the edge toward the focal point.
  • Mixing: from 0, sharp rings, to 1, smooth blends.
  • Distortion: makes the rings wavy, from 0 to 1.
  • Distortion shift: moves those waves in or out, from -1 to 1.
  • Distortion frequency: how many waves go around the circle, from 0 to 20.
  • Grain distortion: roughens the borders between colors with grain, from 0 to 1.
  • Grain overlay: lays black and white grain over the result, from 0 to 1.

Also has the shared placement controls.

Swirl

Preview of Swirl

Bands of color that curl out from the center and turn around it.

  • Colors: up to 10, in order from the edge of each band to its middle.
  • Background color: shows in the middle and between the bands.
  • Band count: how many arms the swirl has, from 0 to 15. At 0 the bands become rings.
  • Twist: how much the bands curl, from 0, straight arms, to 1.
  • Center: how far the background spreads from the middle, from 0 to 1.
  • Proportion: shifts the balance between the colors of each band, from 0 to 1.
  • Softness: from 0, sharp edges, to 1, smooth blends.
  • Noise and Noise frequency: roughen the edges of the bands, and set how fine that roughness is, from 0 to 1.

Also has the shared placement controls, Speed and Time offset (ms).

Voronoi

Preview of Voronoi

A pattern of cells, like cracked mud or stained glass, that shift as they move.

  • Colors: up to 5. Each cell gets a color from the list at random.
  • Glow color and Glow: lights the cells from their borders inward, from 0 to 1.
  • Gap color and Gap: the lines between the cells and their width, from 0 to 0.1.
  • Steps per color: the in-between shades used between two neighboring colors, from 1 to 3.
  • Distortion: how far the cells move and how irregular they are, from 0 to 0.5. At 0 the cells form a still square grid.

Also has the shared placement controls, Speed and Time offset (ms).

Warp

Preview of Warp

A pattern of colors twisted by flowing noise and swirls, over the whole area.

  • Colors: up to 10, in the order the pattern goes through them.
  • Proportion: shifts the balance between the first and the last colors, from 0 to 1.
  • Softness: from 0, hard edges between the colors, to 1, smooth blends.
  • Distortion: warps the pattern with noise, from 0 to 1.
  • Swirl: twists the pattern into swirls, from 0 to 1.
  • Swirl iterations: from 2 to 20, which applies 1 to 19 layers of swirl. Higher values add more layers.
  • Shape: the pattern before the warp. Checks is a checkerboard of soft squares, Stripes a set of stripes, and Edge a single border between the colors.
  • Shape scale: from 0 to 1. On Checks and Stripes it sets their size, and on Edge higher values make the border sharper.

Also has the shared placement controls, Speed and Time offset (ms).

Waves

Preview of Waves

Still rows of wavy lines in two colors.

  • Background color and Foreground color: the color between the lines and the color of the lines.
  • Amplitude: the height of the waves, from 0 to 1.
  • Frequency: how many waves fit across, from 0 to 2.
  • Spacing: the distance between the lines, from 0 to 2.
  • Proportion: the thickness of the lines compared with the gaps, from 0 to 1.
  • Softness: blurs the edges of the lines, from 0 to 1.
  • Shape: the outline of the waves, from 0 to 3. 0 is a zigzag, 1 a smooth wave, and 2 and 3 two irregular waves, with blends in between.

Also has the shared placement controls.