Reference / Nodes

Post-FX

Image-space effects. Each one takes a texture in, a handful of float parameters, and emits a transformed texture. Chain them; reorder them; the only rule is that order matters, blur-then-glow looks different from glow-then-blur.

All Post-FX nodes share a uniform shape: one texture input, a few floats, and a texture output. Documented per node below.

Blur

blurPostFX

Gaussian blur with separable two-pass kernel.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
radiusfloat5,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

The default soft-focus. Big radii hit the GPU hard at 4K, drop the resolution upstream with downsample first if performance dips.

Glow

glowPostFX

Bright-pass plus blur, added back over the original, bloom in three parameters.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
intensityfloat1,
thresholdfloat0.5,
radiusfloat8,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

Lower the threshold for a smoky overall lift, raise it for a true bloom that only catches highlights.

Color Correction

colorCorrectionPostFX

Brightness, contrast and saturation in one node.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
brightnessfloat0,
contrastfloat1,
saturationfloat1,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

The simplest grading node. For per-channel work or HSL shifts, reach for levels or hslAdjust.

Invert

invertPostFX

Inverts RGB. The amount input crossfades back to the original.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
amountfloat1,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

Edge Detect

edgeDetectPostFX

Sobel filter, emits white edges on black.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
strengthfloat1,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

Stack with blend set to additive over the original to add contour lines without losing the underlying image.

Pixellate

pixellatePostFX

Average-block downsample to fake a low-res look.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
pixelSizefloat8,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

Chromatic Aberration

chromaticAberrationPostFX

Splits R, G and B channels along an angle for a lens-fringe artifact.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
amountfloat0.01,
anglefloat0,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

Halftone

halftonePostFX

Newspaper-style dot pattern modulated by luminance.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
dotSizefloat4,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

Mirror

mirrorPostFX

Mirrors the image around an axis at the chosen angle.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
anglefloat0,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

Threshold

thresholdPostFX

Binarises luminance, softness controls the falloff width.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
thresholdfloat0.5,
softnessfloat0.01,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

Tint

tintPostFX

Multiply the image by a color, with an amount for crossfading back to neutral.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
colorcolor,,
amountfloat0.5,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

Distortion

distortionPostFX

Animated UV distortion driven by an internal noise field.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
amountfloat0.05,
scalefloat4,
speedfloat1,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

VHS

vhsPostFX

Composite of scanlines, noise and color bleed for a tape-deck look.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
scanlinesfloat0.3,
noisefloat0.1,
colorBleedfloat0.005,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

Barrel Distortion

barrelDistortionPostFX

Lens barrel / pincushion warp, positive bulges, negative pinches.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
amountfloat0.3,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

Sharpen

sharpenPostFX

Unsharp mask, high-passes the image and adds it back.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
amountfloat1,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

Twirl

twirlPostFX

Spiral swirl around the centre. Radius controls how far the swirl reaches.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
amountfloat3,
radiusfloat0.5,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

Chroma Key

chromaKeyPostFX

Green / blue screen keyer with tolerance, softness and spill suppression.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
tolerancefloat0.4,
softnessfloat0.1,
spillSuppressionfloat0.5,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

Pick the key color on the inspector. Output alpha can be composited under any texture by feeding both into blend.

Radial Blur

radialBlurPostFX

Zoom-blur radiating from the centre.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
amountfloat0.1,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

Film Grain

filmGrainPostFX

Animated luminance noise overlay.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
intensityfloat0.15,
sizefloat1.5,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

Tritone

tritonePostFX

Maps shadows / midtones / highlights to three picked colors.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
intensityfloat1,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

Set the three colors on the inspector. The intensity input crossfades the result back to the source.

Ripple

ripplePostFX

Concentric water-ripple distortion expanding from the centre.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
amplitudefloat0.02,
frequencyfloat15,
speedfloat3,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

Polar Warp

polarWarpPostFX

Re-maps the image into polar coordinates. Pair with rotation for a spinning kaleidoscope feel.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
rotationfloat0,
zoomfloat1,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

Block Glitch

blockGlitchPostFX

Random horizontal block shifts, datamosh / DV-tape error look.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
intensityfloat0.3,
blockSizefloat0.05,
speedfloat8,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

Dither

ditherPostFX

Ordered (Bayer) dithering at a chosen number of levels.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
levelsfloat4,
scalefloat1,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

Directional Blur

directionalBlurPostFX

Linear motion blur along an angle.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
amountfloat0.02,
anglefloat0,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

Sine Warp

sineWarpPostFX

Independent sine warps along X and Y, wavy heat-haze.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
amplitudeXfloat0.03,
amplitudeYfloat0.03,
frequencyXfloat5,
frequencyYfloat5,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

Channel Mixer

channelMixerPostFX

Linear matrix mix, the inspector exposes a 4×4 of weights for surgical channel work.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

Use this for tinted black-and-white conversions or for swapping color channels with custom weights. The channelShuffle node in Shading is faster if you only need a permutation.

Dilate

dilatePostFX

Morphological dilation, grows bright regions.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
radiusfloat2,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

Erode

erodePostFX

Morphological erosion, shrinks bright regions. The opposite of Dilate.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
radiusfloat2,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

Cross Hatch

crossHatchPostFX

Hatching lines in the dark areas, denser as luminance drops.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
lineSpacingfloat5,
lineWidthfloat1,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

Streaks

streaksPostFX

Anamorphic light streaks from bright regions.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
thresholdfloat0.7,
streakLengthfloat0.15,
intensityfloat1,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

Frame Feedback

frameFeedbackPostFX

Blends the previous output frame back over the current one, temporal trails, smoke, infinite zoom.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
decayfloat0.9,
zoomfloat1,
rotationfloat0,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

The single most powerful Post-FX in the list. decay below 1 fades trails, exactly 1 holds them, above 1 blows the buffer out, clip with levels downstream when chasing the look.

Emboss

embossPostFX

Directional difference filter, fakes a relief / chiseled look.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
strengthfloat1,
anglefloat0.785,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

Kaleidoscope

kaleidoscopePostFX

Mirrors a wedge of the image around the centre N times.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
segmentsfloat6,
rotationfloat0,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

Posterize

posterizePostFX

Quantises each channel into a small number of levels.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
levelsfloat4,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

Solarize

solarizePostFX

Inverts pixels above a threshold, the classic film-overexposure look.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
thresholdfloat0.5,
intensityfloat1,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

Vignette

vignettePostFX

Darkens the corners. Roundness controls how circular the falloff is.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
amountfloat0.5,
softnessfloat0.5,
roundnessfloat1,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

Lens Flare

lensFlarePostFX

Procedural lens flare anchored at a screen-space position.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
posXfloat0.5,
posYfloat0.3,
intensityfloat1,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

God Rays

godRaysPostFX

Volumetric radial smear from a screen-space point, sun-shafts.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
posXfloat0.5,
posYfloat0.5,
intensityfloat0.5,
thresholdfloat0.5,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

HSL Adjust

hslAdjustPostFX

Hue shift, saturation multiply and lightness offset, surgical color work.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
hueShiftfloat0,
saturationfloat1,
lightnessfloat0,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

Noise Displace

noiseDisplacePostFX

Animated noise-driven UV displacement of the input texture.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
amountfloat0.03,
scalefloat4,
speedfloat1,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

The image-space cousin of the 3D noiseDisplace3d modifier. Useful for water shimmer, heat haze and warp transitions.

Scan Lines

scanLinesPostFX

CRT scanline overlay, line count, intensity, optional vertical scroll.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
lineCountfloat300,
intensityfloat0.3,
speedfloat0,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

Tile

tilePostFX

Repeats the texture in a grid with optional UV offset, distinct from the Generator-side Tiles node.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
tilesXfloat3,
tilesYfloat3,
offsetXfloat0,
offsetYfloat0,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

Color Map

colorMapPostFX

LUT / gradient map, re-colors the image by sampling a palette texture by luminance.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
intensityfloat1,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

Pick the gradient on the inspector. The intensity input crossfades back to the original color.

Outline

outlinePostFX

Solid edge stroke around bright regions.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
thicknessfloat1,
thresholdfloat0.1,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

Blend

blendPostFX

Combines two textures with a chosen blend mode and an opacity multiplier.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
texture2texture,,
opacityfloat1,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

The blend mode (normal, add, multiply, screen, overlay, etc.) is on the inspector. The most-reached-for compositing primitive in the engine.

Levels

levelsPostFX

Photoshop-style levels, input black, input white and gamma.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
inputBlackfloat0,
inputWhitefloat1,
gammafloat1,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

Use after a frameFeedback chain to claw back contrast that decay has flattened.

Edge Glow

edgeGlowPostFX

Edge detection with a glow halo, the result reads like neon outlines.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
glowIntensityfloat2,
edgeThresholdfloat0.1,
glowRadiusfloat4,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

Liquid Drip

liquidDripPostFX

Viscous liquid dripping from edges with shaded specular highlights.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
dripAmountfloat0.5,
viscosityfloat0.5,
speedfloat1,
gravityfloat0.5,
dripColorRfloat0.6,
dripColorGfloat0.02,
dripColorBfloat0.02,
specularfloat0.8,
glossinessfloat40,
lightAnglefloat0.25,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

Reads as wax, blood or paint depending on the color and viscosity. Heavy, best stacked late in the chain.

Person Segmentation

personSegmentationPostFX

Vision-framework person mask, outputs the original texture with the background alpha-keyed out.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
featherfloat0.5,
thresholdfloat0.5,
maskBlurfloat4,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

Runs Apple's on-device person-segmentation model every frame. Pair with liveInput for camera-based green-screen-without-a-greenscreen.

Blob Tracker

blobTrackerVision

Tracks moving or bright blobs in a texture and draws a bounding box around each one, with optional connecting lines.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,
Outputs
PortTypeDefaultRangeNotes
texturetexture,,
overlaytexture,,
blobCountfloat,,
blob1Xfloat,,
blob1Yfloat,,
blob1Sizefloat,,

Detects blobs, assigns each a persistent ID across frames, and draws a box around it. The texture output passes the source through untouched; overlay is a transparent canvas with just the boxes and lines, composite it back over the video with a blend or feed it to a picture node. Detection runs fully asynchronously (GPU downscale plus a non-blocking readback) so it never stalls the render.

Two detection modes. Motion diffs each frame against the previous one, it finds whatever is moving and ignores anything static (best for video and live camera). Luma thresholds a mono channel, it finds bright regions whether they move or not (best for generators, 3D scenes, and stills). Pick the mono channel (luma / R / G / B) and, in Luma, optionally invert to track dark regions instead.

Tuning. Threshold sets the sensitivity; Min size / Max size filter blobs by their normalized long edge; Max blobs caps how many are kept (largest first). Move dist is the furthest a blob can travel between frames and keep its ID. Rate Hz throttles detection while the boxes glide at render rate, and Smoothing controls that glide (high = snappy, low = trailing). Proc px is the internal processing resolution, lower it if you need more headroom.

Drawing. Toggle the bounding boxes (thickness, padding, color), the connecting lines between blobs (mesh connects every pair within Link dist, nearest each blob to its closest neighbour, chain left-to-right), and a centroid dot. The blobCount and blob1X / blob1Y / blob1Size outputs expose the data (largest blob's centroid and size) to drive the rest of the graph.

Alpha Mask

alphaMaskPostFX

Uses a mask texture's luminance (or alpha) as the alpha of a foreground, optionally composited over a background.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,Foreground - shown inside the mask.
backgroundtexture,,Shown outside the mask. Optional; transparent by default.
masktexture,,Luminance source (.r, or .a with useAlpha). Null = opaque.
amountfloat101Masking strength.
featherfloat000.2Soft edge falloff.
invertboolfalse,Flip the mask.
useAlphaboolfalse,Sample mask.a instead of mask.r.
Outputs
PortTypeDefaultRangeNotes
texturetexture,,

A general matte node with an explicit texture output, so it sits anywhere in a chain like a blend. Feed it a shape, a gradient, or a Vision mask and it carves the foreground to that shape, preserving alpha so downstream compositing stays correct.

Depth Displacement

depthDisplacementPostFX

Per-pixel fractal (FBM) distortion of the source, gated by a depth map so only chosen depths move.

Inputs
PortTypeDefaultRangeNotes
texturetexture,,Source image.
depthtexture,,Depth map (.r) gating displacement strength.
scalefloat0.0200.2Displacement magnitude.
displaceXfloat1-22
displaceYfloat1-22
frequencyfloat40.132Noise detail.
octavesfloat416FBM octaves.
speedfloat0.5-44Animation speed (wall-clock).
roughnessfloat0.501Gain between octaves.
depthMinfloat001Remap depth into a 0–1 mask.
depthMaxfloat101
invertboolfalse,Invert the depth mask.
chromaticfloat002RGB-split separation.

A feedback-style Post-FX (no texture output - it writes into the parent’s frame). Pair it with Depth Estimation so the foreground subject melts while the background sits still, or vice versa via invert.