JOS JOS Compositor

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).