2D
Nodes you won't find elsewhere
From Blender
These nodes come from Blender's compositor and texture nodes. They are in the node picker's Blender Filters category. They are written to give the look of Blender's nodes; their numbers may not match Blender's exactly.
Kuwahara
Painterly smoothing that keeps edges sharp.
- type: classic (square regions) or anisotropic (follows the image's structure).
- size (6): the size of the brush strokes.
- anisotropic only: uniformity, sharpness and eccentricity shape the strokes.
Pixelate
A mosaic: each block of size pixels (8) becomes its average colour.
Despeckle
Replaces isolated pixels that differ from their neighbours with the neighbours' average.
- threshold (0.5): how different a pixel must be to count as a speck.
- neighbours (0.5): how many of its neighbours must agree.
MaskToSDF
Turns a mask into a signed distance field: each pixel holds its distance, in pixels, to the mask's edge, negative inside. Use it for even outlines, glows and offsets.
- mask_channel (A): the mask; inside is where it is above 0.5.
DoubleEdgeMask
A smooth gradient from the edge of an inner mask out to the edge of an outer mask.
- image_edges: also treats the image's borders as edges.
- only_inside_outer: keeps the gradient inside the outer mask.
Voronoi, Wave and Brick
Procedural textures, each with scale and offset.
- Voronoi: cells around random points.
- feature: F1, F2, smooth F1, distance to edge or n-sphere radius.
- distance: euclidean, manhattan, chebyshev or minkowski.
- detail, roughness, randomness.
- output: distance, colour, position or radius.
- Wave: bands or rings.
- direction.
- profile: sine, saw or triangle.
- distortion and detail for a turbulent look; phase to animate.
- Brick: rows of bricks in two colours with mortar.
- brick_width, row_height.
- offset and squash, each with a frequency.
- mortar_size, mortar_smooth.
Keying
JOS includes its own keyer and spill suppressor, so you don't need a third-party keyer licence.
ChromaKeyer
A chroma keyer working in YCbCr.
| Knob | Default | What it does |
|---|---|---|
| key colour | green | The screen colour |
| acceptance angle | 120° | How far from the key colour still counts as screen |
| suppression angle | 40° | How much of the screen colour is removed from the foreground |
| key lift, key gain | 0, 1 | Adjust the matte |
| despill | on | Removes spill |
| output | premultiplied | Premultiplied or unpremultiplied |
Despill
Removes green, blue or red spill.
- screen: green, blue or red.
- limit: the screen channel is held down to the average, max or min of the other two, or a weighted mix (weight).
- amount: how much spill is removed.
- keep luminance (on): adds the brightness taken away back as grey, so skin doesn't go dark.
Text in every script
The Text node lays out text correctly in every script, with proper joining, reordering and combining marks. That includes Arabic and Hebrew (right to left), Devanagari, Tamil and other Indian scripts, Thai, and CJK.
font takes a font file or a font name. Fonts are found among the system's fonts, the fonts that come with JOS, and the folders in JOS_FONT_PATH.
clip to says where the result is cut, as on Paint Roto. A new Text starts on none: text moved past the project format is kept. bbox keeps only the input's area, format cuts at the format, union keeps the input's area and the format, intersect the input's area within the format. Nuke scripts keep their own setting (Nuke's default is format), and Text nodes from projects saved before this setting keep showing what they showed. Where the text goes past its input's area, the input's edge pixels continue under it, as in Nuke.
