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. |
