Generates a hotspot image containing areas of the source clip brighter than a given threshold to produce a color grading effect.
Embosses and warps the source clip, emphasizing the edges, using the Bumps input as a relief map. Typically results in a liquid chrome look.
Generates multiple lightning bolts and electrical arcs outward from the edges of objects. Similar to Zap.
Wipes between two clips with a pixel-diffusion process performed within the transition area. The Wipe Percent parameter should be animated to control the transition speed.
Warps the source clip around in a disk shape and reflects radially as if viewed through a reflecting cylinder.
Reflects the source clip into a pattern of equilateral shapes such as triangles, squares, octagons, and diamonds.
Simulates a traditional 2 or 3-mirror kaleidoscope. A pie slice piece of the source is visible through the angle between the mirrors, as well as mirror-reflected copies of it.
Performs a wipe transition between two clips using a pattern of procedurally generated cellular shapes.
Finds the edges of the source input that are aligned in a specified direction. Increase the Edge Smooth parameter for thicker edges.
Creates animated backgrounds and textures from shapes. The geometric patterns that can be morphed and animated. Similar to TextureCells, TextureSpots, and TextureNeurons.
Simulates the old color 3-strip film process to create a vintage look, such as those found in 'Wizard of Oz' and 'Gone With the Wind'.
Generates a pixelated version of the source clip. Increase the Smooth Colors parameter to cause the colors of nearby pixel blocks to be more consistent, and less flickery over time.
Adds color and/or monochrome random noise of given amplitudes to every pixel of the source clip.
Creates a hand-drawn sketched look.
Smoothes out a clip by removing banding artifacts and diffusing pixels across the banded areas while keeping the original edges intact.
Simulates damaged film with elements including dust, hairs, stains, scratches, defocusing, flicker, and shake. Each element has controls for adjusting the look of the damage.