JOS JOS Compositor

Node reference

Filter nodes

Bilateral

An edge-keeping blur: neighbours weighted by distance and by colour difference.

Inputs: Source, Guide (optional), mask (optional).

Setting Default Range or choices What it does
Use GPU if available on Kept from Nuke scripts; the filter always runs on the CPU for now.
channels all rgba, rgb, alpha, all The channels the node changes; the others pass through.
Guide Channels all Kept from Nuke scripts; the colour differences are read from the Guide input's R, G and B (else the source's).
Size 3 0 to 20 The neighbourhood's radius in pixels, horizontally; the filter uses the average of x and y.
Size 3 0 to 20 The neighbourhood's radius in pixels, vertically; the filter uses the average of x and y.
Positional Sigma 0.4 0 to 1 How fast a neighbour's weight falls with distance, as a fraction of the size.
Color Sigma 0.4 0 to 1 How fast a neighbour's weight falls with its colour difference from the pixel; smaller keeps edges sharper.
Filter gaussian gaussian, median How pixels are resampled when the picture moves or scales.
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.

Blocky

The picture in blocks, each its average.

Inputs: input.

Setting Default Range or choices What it does
size_x 10 1 to 100 Each block's width in pixels.
size_y 10 1 to 100 Each block's height in pixels.

Blur

Gaussian blur. The data window grows by the blur radius (within the format unless crop is off).

Inputs: input, mask (optional).

Setting Default Range or choices What it does
size 0 0 to 200 Width of the blur in pixels.
size y 0 0 to 200 Height of the blur when split (Nuke's size {x y}).
split off Blur across by size and down by size y.
channels all rgba, rgb, alpha, all rgba, rgb, alpha, all, or a layer (depth) or channel by name, as Nuke's.
filter gaussian box, triangle, quadratic, gaussian The blur's shape, as in Nuke. Size is its width: for gaussian, the width at half height.
crop on Keeps the result within the format (Nuke's crop). Outside the image the edge pixels repeat.
quality 15 0 to 100 As Nuke's: a gaussian wider than this is made on a smaller copy (faster, slightly softer steps); 0 or a value above the size: the exact blur.
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.

Bokeh

Lens defocus from a depth channel: a disc blur growing away from the focal plane, or a real lens's circle of confusion; highlights can bloom.

Inputs: Source, Kernel (optional), Matte (optional), Missing (optional), mask (optional).

Setting Default Range or choices What it does
Bokeh Channels rgba rgba, rgb, alpha, all The channels the node changes; the others pass through.
Depth Channel depth.Z The channel holding each pixel's depth.
Output Defocused Image Defocused Image, Lens Bloom, Focal Distance Visualization, Filter Shape, Focus Matte Defocused Image: the blurred image; Lens Bloom: the same with bloom of at least 1; Focal Distance Visualization: the blur radius over the maximum kernel size; Filter Shape: the disc; Focus Matte: 1 where in focus.
Focus Region Output Both Both, Front, Back Which side of the focal plane is blurred: both, only in front, or only behind.
Multiplier 1 0 to 10 Scales the blur radius everywhere.
Front Multiplier 1 0 to 10 Scales the blur radius in front of the focal plane.
Back Multiplier 1 0 to 10 Scales the blur radius behind the focal plane.
Depth Style Real Real, 1/z How the depth channel is stored: Real is the distance itself, 1/z its inverse.
Focal Plane 100 0 to 1000 The distance in focus, in the depth channel's units.
Focus Region Size 1 0 to 100 How far from the focal plane pixels stay sharp; the blur grows by this distance beyond it.
Focus Region Falloff Linear Linear, Quadratic How the blur grows outside the focus region: in proportion to the distance, or with its square.
Defocus Matte Channel none Nuke's (kept; not used yet).
Normalize Visualization on Nuke's (kept; the visualization is always divided by the maximum kernel size).
Integrate Deep Front and Back Separately off Nuke's (kept; not used yet).
Real World Lens Simulation off Take the blur from a real lens's circle of confusion (focal length, aperture, film back) instead of the focus region.
Focal Length 35 0 to 300 The lens's focal length in millimetres, with real world lens simulation.
Aperture 6 0 to 32 The lens's f-stop, with real world lens simulation: lower values blur more.
World Scale cm mm, cm, m, inches, feet The unit of the depth channel and focal plane, with real world lens simulation.
World Scale Multiplier 1 0 to 10 Scales the world unit, with real world lens simulation.
Film Format 35mm 35mm, Academy, Anamorphic, Super 35mm, Vista Vision, 16mm, Super 16mm, APSC, Four Thirds, Custom Nuke's (kept; the aperture width is used as it is).
Aperture Width 22 0 to 100 The film back's width in millimetres, spread across the image width, with real world lens simulation.
Aperture Height 16 0 to 100 Nuke's (kept; not used yet).
Bloom 0 0 to 1 Brightens colour above the bloom threshold before the blur, by this much of the excess.
Curvature 2 0 to 10 Nuke's (kept; not used yet).
Bloom Threshold 0.7 0 to 1 Colour values above this bloom.
Bloom Matte Channel none Nuke's (kept; not used yet).
Spherical Aberration 0 0 to 1 Nuke's (kept; not used yet).
Chromic Aberration 0 0 to 1 Nuke's (kept; not used yet).
Chromic Aberration Offset 0.6 1 1 1 0 to 1 Nuke's (kept; not used yet).
Chromic Aberration Matte Channel none Nuke's (kept; not used yet).
Kernel Type Circular Input, Circular, Aperture Blades Nuke's (kept; the kernel is always round).
Maximum Kernel Size 256 0 to 1000 The largest blur radius, in pixels.
Expand Bounding Box To Max Kernel Size off Nuke's (kept; not used yet).
Missing Kernel Channel none Nuke's (kept; not used yet).
AspectRatio 1 0 to 2 Nuke's (kept; not used yet).
Softness 0.1 0 to 1 Nuke's (kept; not used yet).
Blade Count 6 0 to 12 Nuke's (kept; not used yet).
Curvature 0.1 0 to 1 Nuke's (kept; not used yet).
Rotation 0 0 to 360 Nuke's (kept; not used yet).
Number of Corrective Slices 10 0 to 50 Nuke's (kept; not used yet).
Override Near/Far off Nuke's (kept; not used yet).
Near and Far 0 0 to 1000 Nuke's (kept; not used yet).
Near and Far 0 0 to 1000 Nuke's (kept; not used yet).

Convolve

Convolves the image with a filter image (a bokeh or any kernel shape).

Inputs: image, filter (optional), 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.
filter channel A The filter's channel used as the kernel.
use input channels off Each channel by the filter's channel of the same name.
filter bounds shape shape, format The kernel's centre: the middle of the filter's bounding box, or of its format.
normalize on Divide by the kernel's sum: the image keeps its brightness.
use fourier on Kept for Nuke scripts.
use GPU if available on Kept for Nuke scripts.
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.

Defocus

A lens blur: every pixel spread over a disc (bokeh), so bright points become discs.

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.
defocus 1 0 to 50 The disc's radius in pixels.
ratio 1 0.25 to 4 Multiplies the disc's width (anamorphic bokeh); its height stays.
scale 1 0 to 4 Multiplies the defocus (Nuke's scaling).
filter type disc disc, bladed disc: a round lens (as measured in Nuke); bladed: the shape below (blades, roundness...).
blades 5 3 to 12 The aperture's blades (the polygon's sides).
roundness 0.2 0 to 1 0: a polygon, 1: a circle.
rotation 0 -180 to 180 Degrees.
aspect 1 0.25 to 4 Width over height (anamorphic).
inner size 0.8 0 to 1 How far out the inner brightness reaches, from the middle (1: the whole disc).
inner feather 1 0 to 1 How softly the inner brightness blends into the rim (0: a hard step).
inner brightness 0.8 0 to 1 The middle's brightness against the rim (below 1: brighter rims, as many lenses).
catadioptric off A mirror lens: a hole in the middle (ring bokeh).
catadioptric size 0.3 0 to 1 The hole's size against the disc's (catadioptric on).
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.

DegrainBlue

Softens the blue channel's grain (blurs its colour, keeps its brightness).

Inputs: input, mask (optional).

Setting Default Range or choices What it does
size 8 0 to 50 The blur's 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.

DegrainSimple

Smooths grain, keeping detail: small differences from the neighbourhood are averaged away.

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.
red blur 2 0 to 20 Differences under this (out of 255) are smoothed in red.
green blur 2 0 to 20 Differences under this (out of 255) are smoothed in green.
blue blur 5 0 to 20 Differences under this (out of 255) are smoothed in blue.
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.

Denoise

Removes grain and noise: measures it in the analysis region, then lowers it at each scale of detail.

Inputs: Source, Noise (optional), mask (optional).

Setting Default Range or choices What it does
output Result Result, Noise Noise: what is removed.
amount 1 0 to 5 How much noise is removed.
rolloff 2 0.5 to 8 How sharply detail near the noise level is kept or removed.
analysis region left 0 0 to 2048 Where the noise is measured: an area with no detail (sky, a flat wall).
analysis region bottom 0 0 to 2048 The analysis region's bottom edge, in pixels.
analysis region right 100 0 to 2048 The analysis region's right edge, in pixels.
analysis region top 100 0 to 2048 The analysis region's top edge, in pixels.
analysis frame 1 0 to 2000 The frame the noise is measured at (on the Noise input when connected, else the source); every frame uses that measure.
high on Removes noise from the finest detail (about 1 pixel).
high amount 1 0 to 5 Multiplies how much noise is removed from the finest detail.
medium on Removes noise from medium detail (about 2 pixels).
medium amount 1 0 to 5 Multiplies how much noise is removed from medium detail.
low on Removes noise from coarse detail (about 4 pixels).
low amount 1 0 to 5 Multiplies how much noise is removed from coarse detail.
very low off Removes noise from the coarsest detail (about 8 pixels): blotchy noise.
very low amount 1 0 to 5 Multiplies how much noise is removed from the coarsest detail.
luma amount 1 0 to 10 Multiplies how much noise is removed from the brightness.
chroma amount 5 0 to 10 Multiplies how much noise is removed from the colour (the two colour differences).
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.

Dilate

Grows (positive size) or shrinks (negative) bright areas and mattes by a square of pixels: Nuke's Erode (fast).

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 0 -20 to 20 Pixels: positive grows, negative shrinks; fractions round up (as in Nuke).
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.

Directional Blur

Type name: DirBlurWrapper (scripts, MCP and Nuke import use it).

Directional blur (Nuke's DirBlur): along a line, towards a centre (zoom) or around it (radial).

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.
blur layer rgb rgb, rgba, alpha, all, none The channels blurred (the others pass through; linear: those in channels take the row's left edge, as Nuke's).
type zoom zoom, radial, linear zoom: streaks away from the centre; radial: around it; linear: along the angle.
center x 320 0 to 2048 zoom and radial: the centre.
center y 240 0 to 2048 zoom and radial: the centre's height, in pixels from the bottom.
length 5 0 to 100 Pixels (linear, zoom) or degrees (radial).
angle 45 -180 to 180 linear: the streak's direction in degrees (0: up, 90: right).
samples 1 1 to 20 linear: samples per pixel of length.
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.

DropShadow

A shadow of the input's alpha, moved, softened and coloured, under the input.

Inputs: input, mask (optional).

Setting Default Range or choices What it does
enable drop shadow on Off: the input passes through unchanged.
inherit input color off The shadow takes the input's own colours, moved and softened, instead of the colour below.
color 0 0 to 1 The shadow's colour, multiplied by its alpha.
opacity 0.7 0 to 1 Multiplies the shadow's colour and alpha.
angle 225 0 to 360 The direction the shadow moves, in degrees counterclockwise from the right (225: down and left).
distance 5 0 to 100 How far the shadow moves, in pixels.
softness 0 0 to 50 The blur of the shadow, in pixels.
shrink/expand 0 -20 to 20 How big the effect is, in pixels.
operation over atop, average, color-burn, color-dodge, conjoint-over, copy, difference, disjoint-over, divide, exclusion, from, geometric, hard-light, hypot, in, mask, matte, max, min, minus, multiply, out, over, overlay, plus, screen, soft-light, stencil, under, xor How the input combines with its shadow: over (input on top), under, plus, multiply, screen, max, min; the others work as over for now.
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.

EdgeBlur

Blurs the image along the edges of a matte (the alpha by default), leaving the rest sharp.

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.
matte input A The channel whose edges are blurred.
size 3 0 to 50 The blur's width in pixels.
filter gaussian box, triangle, quadratic, gaussian How pixels are resampled when the picture moves or scales.
edge mult 2 0 to 10 Larger: more of the edge fully blurred.
tint 1 0 to 2 Multiplies the blurred rgb.
brightness 1 0 to 4 Multiplies the blurred channels.
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.

EdgeDetect

The luminance's edges (simple, sobel, prewitt) into a channel.

Inputs: input.

Setting Default Range or choices What it does
edge detector sobel simple, sobel, prewitt How the luminance's gradient is measured: simple (neighbour differences), sobel or prewitt (3x3).
channels rgb rgba, rgb, alpha, all The channels the node changes; the others pass through.
edgelayer rgb Kept from Nuke scripts; the edges are always found in the luminance of R, G and B.
threshold 0 0 to 1 Gradients at or below this value are set to 0.
output alpha The channel the edge strength is written to; the other channels pass through.

Edge Detect (Advanced)

Type name: EdgeDetectWrapper (scripts, MCP and Nuke import use it).

The edges of the chosen channels, as a matte (alpha by default).

Inputs: input.

Setting Default Range or choices What it does
edge detector sobel simple, sobel, prewitt How the edges are found: simple (the difference between neighbours), sobel or prewitt (smoother 3 x 3 kernels).
channels rgb rgb, rgba, alpha, all The channels whose edges are found.
threshold 0 0 to 1 Edges weaker than this are dropped.
output A The matte's channel.
erode size 0 -10 to 10 Kept for Nuke scripts.
blur size 0 0 to 20 Blurs the edge matte by this many pixels (Gaussian; 0: none).
blur quality 15 1 to 30 Nuke's speed setting.

EdgeExtend

Pushes the colours inside a matte out past its edge (before keying, despill or blurs).

Inputs: source, matte (optional), mask (optional).

Setting Default Range or choices What it does
channels rgb rgb, rgba, alpha, all rgb, rgba, alpha, all, or a layer (depth) or channel by name, as Nuke's.
matte Source Alpha None, Source Alpha, Source Inverted Alpha, Matte Luminance, Matte Inverted Luminance, Matte Alpha, Matte Inverted Alpha Where the colours to extend are.
source is premultiplied off On: the colours are divided by the alpha first.
erode 0 0 to 20 Pixels the matte shrinks by first.
detail amount 1 0 to 1 Kept for scripts, not applied.
edge mask channel none Kept for scripts, not applied.
premultiply on Multiplies the result by the source alpha.

EdgeScatter

Light from bright areas scattered over their darker edges.

Inputs: input, mask (optional).

Setting Default Range or choices What it does
channels all rgba, rgb, alpha, all The channels the node changes; the others pass through.
tint 1 0 to 1 Multiplies the scattered light, per channel.
intensity 0.35 0 to 1 How much of the scattered light is added.
size 15 0 to 100 How far the light scatters: the blur's width, in pixels.
size 15 0 to 100 How far the light scatters vertically: the blur's height, in pixels.
filter gaussian box, triangle, quadratic, gaussian Nuke's (kept; ours is gaussian).
quality 15 0 to 100 Kept for Nuke scripts: the blur is exact.
crop to format on Kept for Nuke scripts, not used yet.
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.

Emboss

Relief: each pixel against a blur of the image a few pixels away.

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.
emboss type traditional traditional, effect traditional: grey relief (0.5 where flat); effect: the image darkened where it falls away (Nuke's).
angle 0 -180 to 180 Where the light comes from, in degrees (0: above, 90: right).
width 1 0 to 10 How far away the compared blur is, 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.

Erode

Shrinks (or grows) what is in the channels: a blur and a threshold, as Nuke's.

Inputs: input, mask (optional).

Setting Default Range or choices What it does
channels alpha rgba, rgb, alpha, all The channels the node changes; the others pass through.
size -1 -10 to 10 Positive: erodes, negative: dilates, in pixels (Nuke's: a blur and a threshold).
size -1 -10 to 10 The vertical size, in pixels (the same sign rule as the horizontal one).
blur 0 0 to 2 Softens the edge: 0 sharp, 1 a ramp from the old edge to the new one (Nuke's).
quality 15 0 to 100 Nuke's (kept; ours is exact).
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.

FFT

The Fourier transform: real parts in the channels, imaginary in the fft layer.

Inputs: input.

Setting Default Range or choices What it does
channels all rgba, rgb, alpha, all The channels the node changes; the others pass through.
Normalize Input off Divides each channel by the sum of its values before the transform, so its sum is 1.
Center Kernel off Kept from Nuke scripts; not used yet.

FFTMultiply

Two spectra multiplied (convolution) or divided (deconvolve).

Inputs: A, B.

Setting Default Range or choices What it does
channels all rgba, rgb, alpha, all The channels the node changes; the others pass through.
Deconvolve off Divides A's spectrum by B's instead of multiplying them (undoing a convolution).

Erode (Filtered)

Type name: FilterErode (scripts, MCP and Nuke import use it).

Erodes (positive size) or dilates (negative) with a soft kernel: Blur's box, triangle, quadratic or gaussian filter.

Inputs: input, mask (optional).

Setting Default Range or choices What it does
channels alpha rgb, rgba, alpha, all rgb, rgba, alpha, all, or a layer (depth) or channel by name, as Nuke's.
size 1 -20 to 20 Positive erodes, negative dilates.
filter box box, triangle, quadratic, gaussian How pixels are resampled when the picture moves or scales.
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.

Glint

Star-shaped streaks from the bright parts of the image.

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.
rays 2 1 to 8 Pairs of rays: 2 makes a cross.
length 50 0 to 500 Pixels, per channel.
aspect 1 0.1 to 4 Scales the rays vertically.
odd ray length 1 0 to 2 Every other ray, times this long.
rotation 0 -180 to 180 Degrees.
from colour 1 0 to 2 The streaks' tint near the bright part they come from.
to colour 0 0 to 2 The streaks' tint at the end of the rays.
steps 5 1 to 50 Copies of the bright parts along each ray: more gives smoother streaks.
max on The brightest copy (and the larger of image and streaks), else averaged and added.
effect only off Output the streaks alone, without the image.
w channel none A channel multiplying the bright parts.
tolerance 0.5 0 to 2 Only values above this streak.
gamma 1 0.2 to 5 Bends the fade from the from colour to the to colour along the rays (1: even).
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.

Glow

A glow: the parts brighter than the tolerance, blurred, tinted and added to the image.

Inputs: input, mask (optional).

Setting Default Range or choices What it does
channels rgb rgb, rgba, alpha, all rgb, rgba, alpha, all, or a layer (depth) or channel by name, as Nuke's.
tint 1 0 to 2 Multiplies the glow, per channel.
tolerance 0 0 to 2 Only values above this glow.
brightness 1 0 to 4 Multiplies the glow before it is blurred.
saturation 1 0 to 2 The glow's saturation.
W none A channel multiplying the glow (none: 1).
nonlinear off Glow computed on in ^ (1/2.2), then raised back.
effect only off The glow alone, not added.
size 15 0 to 200 How big the effect is, in pixels.
filter gaussian box, triangle, quadratic, gaussian How pixels are resampled when the picture moves or scales.
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.

GodRays

Streaks of light: copies of the image along a transform from nothing to all of it, averaged.

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.
translate x 0 -500 to 500 Moves the picture across, in pixels.
translate y 0 -500 to 500 Moves the picture up, in pixels.
rotate 0 -180 to 180 Turns the picture, in degrees.
scale 1 0.1 to 4 The last copy's scale about the centre (1: unchanged); the copies between grow towards it, which makes the rays.
skew 0 -1 to 1 The last copy's horizontal skew about the centre; the copies between lean towards it.
center x 1024 0 to 4096 Pixels: where the rays come from.
center y 778 0 to 4096 Pixels: where the rays come from, y.
from colour 1 0 to 2 The tint of the first copy (the image itself).
to colour 1 0 to 2 The tint of the last copy (the far end of the rays).
gamma 1 0.2 to 5 How the tint moves from from colour to to colour along the copies, per channel (1: evenly; higher: sooner).
steps 5 1 to 100 How many copies are drawn between nothing and the whole transform (more: smoother rays, slower).
max off The largest copy instead of the average.
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.

Grain

Film grain: a random texture per channel, new every frame, following the image.

Inputs: input.

Setting Default Range or choices What it does
seed 134 0 to 1000 Changes the grain pattern.
red size 3.3 0 to 20 How large the grain's features are in this channel, in pixels (across when split).
red size y 3.3 0 to 20 The grain's height when split (Nuke's {w h}).
split off A grain size across and another up.
green size 2.9 0 to 20 How large the grain's features are in this channel, in pixels (across when split).
green size y 2.9 0 to 20 The grain's height when split (Nuke's {w h}).
split off A grain size across and another up.
blue size 2.5 0 to 20 How large the grain's features are in this channel, in pixels (across when split).
blue size y 2.5 0 to 20 The grain's height when split (Nuke's {w h}).
split off A grain size across and another up.
red irregularity 0.6 0 to 1 How irregular this channel's grain is (it turns the noise, 0 to 1).
green irregularity 0.6 0 to 1 How irregular this channel's grain is (it turns the noise, 0 to 1).
blue irregularity 0.6 0 to 1 How irregular this channel's grain is (it turns the noise, 0 to 1).
red intensity 0.416 0 to 1 How much grain a white pixel gets in this channel; it follows the pixel's value.
green intensity 0.46 0 to 1 How much grain a white pixel gets in this channel; it follows the pixel's value.
blue intensity 0.85 0 to 1 How much grain a white pixel gets in this channel; it follows the pixel's value.
black 0 0 to 0.1 Grain added in the blacks.
minimum 0 0 to 0.1 No pixel ends below this.
apply only through alpha on The grain is multiplied by the input's alpha.
mix 1 0 to 1 How much of the result shows over the input: 0 is the input, 1 the full effect.

InvFFT

Back from the Fourier transform (the fft layer: imaginary parts).

Inputs: input.

Setting Default Range or choices What it does
channels all rgba, rgb, alpha, all The channels the node changes; the others pass through.

Laplacian

Edges and fine detail: the image minus a blurred copy.

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 3 0 to 50 How big the effect is, in pixels.
filter gaussian box, triangle, quadratic, gaussian How pixels are resampled when the picture moves or scales.
quality 15 1 to 30 Nuke's speed setting; not needed.
crop on Kept for Nuke scripts.
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.

LevelSet

The signed distance to a channel's threshold crossing, its gradient, or a matte.

Inputs: input.

Setting Default Range or choices What it does
threshold 0.5 0 to 1 The value of the alpha (or red, without alpha) where the edge lies.
level set out alpha The channel the signed distance to the edge goes to, in pixels: negative inside, positive outside.
gradient out motion The layer the distance's gradient is written to as u and v (motion: forward.u, forward.v); none: off.
create matte off Writes a matte instead of the distance: 1 inside and within the dilate distance, 0 beyond.
dilate 0 0 to 50 How far outside the edge the matte reaches, in pixels.
extrapolated channels none Kept from Nuke scripts; not used yet.
gradient extrapolate off Kept from Nuke scripts; not used yet.

Remove Markers

Type name: MarkerRemoval (scripts, MCP and Nuke import use it).

Rebuilds what the mask covers (tracking markers) from the pixels around it.

Inputs: input.

Setting Default Range or choices What it does
mode bilinear bilinear, radial bilinear: each pixel interpolated between the nearest unmasked pixels left/right and below/above; radial: the unmasked pixels in 16 directions, weighted by 1/distance.
search 100 1 to 500 How far to look for pixels outside the mask.
mask alpha The channel of the input that marks what to rebuild (above 0).
x offset 0 -50 to 50 Shifts where the surrounding pixels are read, in pixels.
y offset 0 -50 to 50 Shifts where the surrounding pixels are read, in pixels.

Matrix

A 3 x 3 convolution (sharpen, edges, emboss...).

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.
row 1 column 1 0 -4 to 4 The weight of this pixel of the 3 x 3 neighbourhood (row 1 is the top, column 1 the left); the result is the weighted sum.
row 1 column 2 0 -4 to 4 The weight of this pixel of the 3 x 3 neighbourhood (row 1 is the top, column 1 the left); the result is the weighted sum.
row 1 column 3 0 -4 to 4 The weight of this pixel of the 3 x 3 neighbourhood (row 1 is the top, column 1 the left); the result is the weighted sum.
row 2 column 1 0 -4 to 4 The weight of this pixel of the 3 x 3 neighbourhood (row 1 is the top, column 1 the left); the result is the weighted sum.
row 2 column 2 0 -4 to 4 The weight of this pixel of the 3 x 3 neighbourhood (row 1 is the top, column 1 the left); the result is the weighted sum.
row 2 column 3 0 -4 to 4 The weight of this pixel of the 3 x 3 neighbourhood (row 1 is the top, column 1 the left); the result is the weighted sum.
row 3 column 1 0 -4 to 4 The weight of this pixel of the 3 x 3 neighbourhood (row 1 is the top, column 1 the left); the result is the weighted sum.
row 3 column 2 0 -4 to 4 The weight of this pixel of the 3 x 3 neighbourhood (row 1 is the top, column 1 the left); the result is the weighted sum.
row 3 column 3 0 -4 to 4 The weight of this pixel of the 3 x 3 neighbourhood (row 1 is the top, column 1 the left); the result is the weighted sum.
normalize off Divide by the sum of the weights.
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.

Median

Each pixel becomes the median of the square around it: removes specks, keeps edges.

Inputs: input, mask (optional).

Setting Default Range or choices What it does
channels rgb rgb, rgba, alpha, all rgb, rgba, alpha, all, or a layer (depth) or channel by name, as Nuke's.
size 3 1 to 15 The square's radius in pixels (rounded up): 3 is 7 x 7.
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.

Sharpen

Sharpens: adds the difference between the image and a blur of it (unsharp mask).

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.
minimum 0 -1 to 1 Detail below this is ignored (taken off the detail).
maximum 1 0 to 2 The most detail added.
amount 1 0 to 4 Multiplies the detail added back (0: no change).
size 3 0 to 50 The blur's width in pixels.
filter gaussian box, triangle, quadratic, gaussian How pixels are resampled when the picture moves or scales.
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.

Soften

A blur added back by an amount where values lie between a minimum and a maximum.

Inputs: input, mask (optional).

Setting Default Range or choices What it does
channels all rgba, rgb, alpha, all The channels the node changes; the others pass through.
minimum 0 0 to 1 Subtracted from the size of each pixel's change towards the blur; smaller changes are left out.
maximum 1 0 to 1 The largest change towards the blur a pixel takes (after the minimum is subtracted).
amount 0.5 0 to 1 How much of that change is applied: 0 leaves the input, 1 the whole change.
size_x 3 0 to 20 The blur's width in pixels, horizontally.
size_y 3 0 to 20 The blur's width in pixels, vertically.
filter gaussian box, triangle, quadratic, gaussian How pixels are resampled when the picture moves or scales.
quality 15 0 to 100 Kept from Nuke scripts; the blur is always computed in full.
crop to format on Kept from Nuke scripts; not used yet.
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.

VectorBlur

Motion blur from motion vectors: every pixel smeared along its vector over the shutter.

Inputs: input, mask (optional), vectors (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.
uv channels none The layer holding the vectors (its first two channels: u across, v up; pixels per frame).
output result result, uvs uvs: the vectors used, in R and G.
invert off Flip the vectors.
uv offset 0 -1 to 1 Added to u and v (-0.5 for vectors stored 0..1).
alpha none For premultiplied vectors: the channel they were multiplied by.
method gaussian uniform, gaussian How each pixel spreads along its vector: uniform (evenly) or gaussian (fading towards the ends, by motion falloff).
scale 1 0 to 4 Multiplies the vectors.
motion falloff 0.33 0 to 1 The gaussian's width along the vector: 0 sharp, 1 shallow.
shutter offset -0.5 -1 to 0 The shutter opens at frame + this (-0.5: centred).
normalize on Divide by the weights spread over each pixel (Nuke's default).
grow bbox 0 0 to 100 Pixels added around the image, for blur leaving it.
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.

Depth Blur

Type name: ZBlur (scripts, MCP and Nuke import use it).

Blurs more the further a pixel's depth is from the focus plane.

Inputs: input, mask (optional).

Setting Default Range or choices What it does
channels all rgba, rgb, alpha, all The channels the node changes; the others pass through.
Z depth.Z The channel holding each pixel's depth.
math depth linear, depth, far=0, far=1, -linear, -depth, far=-0, far=-1 How Z gives distance: depth (Z), far=0 (1/Z), far=1 (1/(1-Z)), linear (Z); '-' negates Z.
occlusion off Nuke's (kept; ours doesn't handle occlusion).
focal-plane setup off Show the planes: red in front, green in focus, blue behind.
focus plane (C) 0 0 to 100 The depth in focus, read as the math setting reads Z.
depth-of-field 0 0 to 10 The width of the band around the focus plane that stays sharp.
size 1 0 to 10 How fast the blur grows with the distance outside the depth of field, in pixels (width and height averaged).
size 1 0 to 10 How fast the blur grows with the distance outside the depth of field, in pixels (width and height averaged).
maximum 10 0 to 100 The largest blur size, in pixels (width and height averaged).
maximum 10 0 to 100 The largest blur size, in pixels (width and height averaged).
filter shape 0 0 to 1 Nuke's (kept; ours is Gaussian, Nuke's default 0).
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.

Depth Defocus

Type name: ZDefocus (scripts, MCP and Nuke import use it).

Depth of field from a depth channel: what is away from the focal plane is spread over lens discs, near blur over what is in focus, far blur behind it.

Inputs: image, filter (optional), 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.
depth channel depth.Z The depth channel (should not be antialiased). depth.Z also finds a plain Z.
math far=0 direct, depth, far=0, far=1, -direct, -depth, far=-0, far=-1 How Z turns into blur: direct (Z is the blur), depth (distance), far=0 (1 / distance, 0 far away), far=1; the - modes negate Z.
output result result, focal plane setup, layer setup focal plane setup: red in front of the focal plane, green in focus, blue behind. layer setup: each pixel's layer (its blur over size) in red in front, blue behind.
show image on focal plane setup over the image.
focus plane (C) 0 0 to 10 The Z in focus.
focal point x 200 0 to 4096 Drag it in the viewer: the focus plane becomes the depth under it (Nuke's).
focal point y 200 0 to 4096 The focal point's height, a viewer handle only: it doesn't change the render.
depth of field 0 0 to 10 Keeps size x dof / 2 of blur sharp around the focus plane.
blur in focus on Softens what is exactly in focus a little (Nuke's default); off keeps it sharp.
size 5 0 to 50 The blur radius far away (infinite depth).
maximum 10 0 to 100 No pixel is blurred by more than this.
automatic layer spacing on On: Nuke's own layers (twice the maximum, at most 50). Off: the layers and layer curve below.
layers 50 1 to 256 How many depth layers (automatic layer spacing off): more is closer to a smooth blur, fewer faster.
layer curve 1 0 to 1 0: layers evenly spaced in blur; 1: closer together near the focus plane.
fill foreground on Kept for Nuke scripts: what near objects hide is always filled in from behind (in Nuke 16 this knob made no difference either).
filter type disc disc, bladed, image disc: a round lens (as measured in Nuke); bladed: the shape below (blades, roundness...); image: the filter input's picture.
blades 5 3 to 12 The aperture's blades (the polygon's sides).
roundness 0.2 0 to 1 0: a polygon, 1: a circle.
rotation 0 -180 to 180 Degrees.
aspect 1 0.25 to 4 Width over height (anamorphic).
inner size 0.8 0 to 1 How far out the inner brightness reaches, from the middle (1: the whole disc).
inner feather 1 0 to 1 How softly the inner brightness blends into the rim (0: a hard step).
inner brightness 0.8 0 to 1 The middle's brightness against the rim (below 1: brighter rims, as many lenses).
catadioptric off A mirror lens: a hole in the middle (ring bokeh).
catadioptric size 0.3 0 to 1 The hole's size against the disc's (catadioptric on).
image filter cubic impulse, bilinear, cubic, Keys, Simon, Rifman, Mitchell, Parzen, notch, Lanczos4, Lanczos6, sinc4 filter_type image: how the filter's picture is resized to each layer's blur.
filter channel rgba.alpha filter_type image: the filter's channel used as the kernel.
use input channels off filter_type image: each channel blurred by the filter's channel of the same name.
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.

Depth Defocus (Fast)

Type name: ZFDefocus (scripts, MCP and Nuke import use it).

Defocus by depth: sharp between the middle cutoffs, a disc growing to max defocus outside them.

Inputs: input, mask (optional).

Setting Default Range or choices What it does
channels rgba rgba, rgb, alpha, all The channels the node changes; the others pass through.
Z Depth Channel depth.Z The channel holding the depth compared with the cutoffs.
near blurred 0.2 0 to 1 Depth cutoffs: fully blurred up to here...
near sharp 0.4 0 to 1 ...sharp from here...
far sharp 0.5 0 to 1 ...to here...
far blurred 0.8 0 to 1 ...and fully blurred from here.
Min Defocus 0 0 to 10 The disc's radius in the sharp zone, in pixels (rounded down to whole pixels).
Max Defocus 5 0 to 20 The disc's radius where fully blurred, in pixels (rounded down to whole pixels).
Z Depth Threshold 0.05 0 to 1 Kept for Nuke scripts, not used.
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.