Node reference
Blender Filters nodes
Brick
Rows of bricks with mortar (Blender's Brick Texture).
Inputs: none (it makes its own picture).
| Setting | Default | Range or choices | What it does |
|---|---|---|---|
| scale | 5 | 0.1 to 50 | Pattern repeats across the width. |
| offset x | 0 | -10 to 10 | Slides the pattern across, in pattern repeats. |
| offset y | 0 | -10 to 10 | Slides the pattern up, in pattern repeats. |
| offset | 0.5 | 0 to 1 | How far every offset_frequency-th row shifts. |
| offset frequency | 2 | 1 to 10 | Every this many rows, one is shifted by the offset. |
| squash | 1 | 0.1 to 4 | Multiplies the brick width in the squashed rows. |
| squash frequency | 2 | 1 to 10 | Every this many rows, one has its bricks squashed. |
| colour 1 | 0.8 0.8 0.8 1 | 0 to 1 | One end of the bricks' colours: each brick takes a random mix of colour 1 and colour 2. |
| colour 2 | 0.2 0.2 0.2 1 | 0 to 1 | The other end of the bricks' colours. |
| mortar | 0 0 0 1 | 0 to 1 | The colour between the bricks. |
| mortar size | 0.02 | 0 to 0.2 | How far the mortar reaches in from each brick's edge, in texture units. |
| mortar smooth | 0.1 | 0 to 1 | Softens the mortar's edge over this share of the mortar size; 0 is a hard edge. |
| bias | 0 | -1 to 1 | Shifts the bricks' random mix towards colour 2 (positive) or colour 1 (negative). |
| brick width | 0.5 | 0.01 to 2 | A brick's width, in texture units. |
| row height | 0.25 | 0.01 to 2 | A row's height, in texture units. |
Combine
Builds an image from channels: R, G, B, A inputs take a channel each; "in" inputs take a layer, a channel or a whole image (one more appears as they fill). Routes rewire any output.
Inputs: R (optional), G (optional), B (optional), A (optional), in (optional); more as you connect them.
| Setting | Default | Range or choices | What it does |
|---|---|---|---|
| pass through | on | Every layer of an image on an "in" input comes through. Off: only its R, G, B, A (lighter data); a layer picked on the noodle, and routes, still come. |
Despeckle
Replaces isolated pixels unlike their neighbours by the neighbours' average (Blender's).
Inputs: input, mask (optional).
| Setting | Default | Range or choices | What it does |
|---|---|---|---|
| channels | all | rgb, rgba, alpha, all | rgb, rgba, alpha, all, or a layer (depth) or channel by name, as Nuke's. |
| threshold | 0.5 | 0 to 1 | How different a neighbour must be to count. |
| neighbours | 0.5 | 0 to 1 | The fraction of the eight neighbours that must differ. |
| invert mask | off | Use 1 - the mask's alpha. | |
| mix | 1 | 0 to 1 | How much of the result shows over the input: 0 is the input, 1 the full effect. |
DoubleEdgeMask
A gradient from an inner mask out to an outer mask's edge (Blender's Double Edge Mask).
Inputs: inner, outer.
| Setting | Default | Range or choices | What it does |
|---|---|---|---|
| output | alpha | alpha, rgba, rgb, all | The channels the gradient is written into (of the outer image). |
| image edges | off | The image's border counts as an edge of the outer mask (Blender's Image Edges). | |
| only inside outer | off | Inner shapes count only inside the outer mask (Blender's Only Inside Outer). |
Kuwahara
Painterly smoothing that keeps edges (Blender's Kuwahara: classic or anisotropic).
Inputs: input, mask (optional).
| Setting | Default | Range or choices | What it does |
|---|---|---|---|
| channels | all | rgb, rgba, alpha, all | rgb, rgba, alpha, all, or a layer (depth) or channel by name, as Nuke's. |
| type | classic | classic, anisotropic | classic: square quadrants; anisotropic: ellipses along the edges (Blender's default). |
| size | 6 | 1 to 30 | The quadrants' (or ellipse's) size in pixels. |
| uniformity | 4 | 0 to 50 | How smoothly the edge directions are read (a blur of them, in pixels). |
| sharpness | 1 | 0 to 1 | How much the flattest sectors win: higher keeps edges sharper. |
| eccentricity | 1 | 0 to 2 | How round the ellipses stay: lower stretches them more along edges. |
| high precision | off | Kept for Blender's scenes: ours always sums in double precision. | |
| invert mask | off | Use 1 - the mask's alpha. | |
| mix | 1 | 0 to 1 | How much of the result shows over the input: 0 is the input, 1 the full effect. |
MaskToSDF
A signed distance field of a mask: pixels to its edge, negative inside (Blender's Mask to SDF).
Inputs: input.
| Setting | Default | Range or choices | What it does |
|---|---|---|---|
| mask channel | A | Inside where above 0.5. | |
| output | rgb | rgb, rgba, alpha, all | The channels the distance is written into. |
Pixelate
Blocky mosaic: blocks of size pixels, each its average (Blender's).
Inputs: input, mask (optional).
| Setting | Default | Range or choices | What it does |
|---|---|---|---|
| channels | all | rgb, rgba, alpha, all | rgb, rgba, alpha, all, or a layer (depth) or channel by name, as Nuke's. |
| size | 8 | 1 to 64 | The blocks' size in pixels. |
| invert mask | off | Use 1 - the mask's alpha. | |
| mix | 1 | 0 to 1 | How much of the result shows over the input: 0 is the input, 1 the full effect. |
Voronoi
Cells around random points (Blender's Voronoi Texture).
Inputs: none (it makes its own picture).
| Setting | Default | Range or choices | What it does |
|---|---|---|---|
| scale | 5 | 0.1 to 50 | Pattern repeats across the width. |
| offset x | 0 | -10 to 10 | Slides the pattern across, in pattern repeats. |
| offset y | 0 | -10 to 10 | Slides the pattern up, in pattern repeats. |
| feature | F1 | F1, F2, smooth_F1, distance_to_edge, n_sphere_radius | F1: the distance to the nearest point; F2: to the second; smooth_F1: F1 with rounded creases; distance_to_edge; n_sphere_radius: the largest circle in the cell. |
| distance | euclidean | euclidean, manhattan, chebyshev, minkowski | How distances to the points are measured. |
| exponent | 0.5 | 0.01 to 4 | Minkowski's exponent (1: manhattan, 2: euclidean). |
| detail | 0 | 0 to 15 | Fractal octaves added at finer scales (Blender's). |
| roughness | 0.5 | 0 to 1 | Each octave's weight. |
| lacunarity | 2 | 1 to 4 | How much finer each octave is. |
| smoothness | 1 | 0 to 1 | How round the creases between cells are. |
| randomness | 1 | 0 to 1 | How far each cell's point moves from the centre of its square; 0 puts the points on a grid. |
| normalize | off | Keep the fractal sum about 0..1. | |
| output | distance | distance, color, position, radius | The distance, each cell's colour, its point's position (R, G), or its n-sphere radius. |
Wave
Bands or rings (Blender's Wave Texture).
Inputs: none (it makes its own picture).
| Setting | Default | Range or choices | What it does |
|---|---|---|---|
| scale | 5 | 0.1 to 50 | Pattern repeats across the width. |
| offset x | 0 | -10 to 10 | Slides the pattern across, in pattern repeats. |
| offset y | 0 | -10 to 10 | Slides the pattern up, in pattern repeats. |
| wave type | bands | bands, rings | Bands: straight waves; rings: waves round an axis or the origin. |
| bands direction | x | x, y, diagonal | The axis the waves run along. |
| rings direction | spherical | x, y, spherical | x or y: rings round that axis (bands across the other); spherical: round the origin. |
| wave profile | sine | sine, saw, triangle | The shape of each wave, from 0 to 1. |
| distortion | 0 | 0 to 20 | How much noise bends the waves (Blender's). |
| detail | 2 | 0 to 15 | The noise's octaves. |
| detail scale | 1 | 0 to 10 | The noise's size. |
| detail roughness | 0.5 | 0 to 1 | Each octave's weight. |
| phase offset | 0 | -1 to 1 | Shifts the waves (1: one whole wave). |
