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Catalog

74 Effects

Every effect runs on the four-bus chain (clip / layer / track / set) with pre-or-post placement, a per-effect dry/wet mix, and audio-bindable parameters. Layers composite through 24 blend modes — or flip any layer into a luma mask for the one below. Use effects stand-alone or stack them — the engine batches into a single per-frame draw graph.

Beat

Camera

Color

Color Overlaycore.colorOverlay

Multiply/screen/overlay a solid color.

Blend mode + color picker — tints the layer for instant mood shifts. Drive the color via Random-on-Beat for chaos.

colorblend modeopacity
Hue Cyclecore.hueCycle

Cycle the entire hue spectrum over time.

Time-driven hue rotation. Bind speed to a band or sweep for synced color drift, or flip on Beat Sync to reinterpret speed as cycles-per-beat locked to the live BPM.

speedoffsetbeat sync
Brightness/Contrastcore.brightnessContrast

Two sliders for the two most-used adjustments.

Linear brightness offset followed by a contrast multiplier around the 0.5 pivot. Both params are audio-bindable so the kick can pump the brightness.

brightnesscontrast
Saturationcore.saturation

Crush to grayscale or push hyper-saturated.

Mixes luminance toward / away from RGB. 0 = grayscale, 1 = no change, 2-3 = neon. Audio-bindable for beat-driven color pulses.

amount
Levelscore.levels

Black point / white point / gamma — the photo-editor classic.

Remap the input range with optional gamma curve. Use it to crush blacks for cinematic looks or lift shadows on dark footage.

blackPointwhitePointgamma
Invertcore.invert

Color negative — partial or full.

Inverts each RGB channel, blended with the original by an amount param. Audio-bindable for "flip on beat" effects.

amount
Sepiacore.sepia

Old-photo brown tones.

Standard sepia matrix with adjustable mix. Pairs nicely with Film Grain + Vignette for a vintage look.

amount
Duotonecore.duotone

Map luminance to a two-color gradient.

Shadows pick one color, highlights pick another, the middle interpolates. Spotify-style poster look.

colorAcolorBamount
Solarizecore.solarize

Invert pixels above a threshold.

Classic photographic solarization — only pixels brighter than the threshold flip, producing surreal color tears.

thresholdamount
Image Adjustmentscore.imageAdjustments

One-stop exposure / contrast / saturation / hue / gamma panel.

Combined panel for the six core photo-style controls in a single effect, in the standard pre-grading order: exposure → brightness → contrast → saturation → hue → gamma. Use it when you want a single grading node instead of stacking three effects.

brightnesscontrastsaturationhuegammaexposure
Black & Whitecore.blackAndWhite

Channel-mixer monochrome with optional tint.

Photoshop-style B&W with adjustable red/green/blue luminance weights plus a tint color. Lets you keep red blood vivid in monochrome footage or push a cyanotype look.

redgreenblueamounttint

Compositing

Distort

Liquid Warpcore.liquidWarp

Domain-warp distortion.

Animated 2D noise field warps the UVs. Slow + low amount = subtle melt; high = full liquefy. Speed binds to audio nicely.

amountspeedscale
Feedbackcore.feedback

Recursive frame feedback loop.

Mixes the previous output back into the current frame with adjustable decay, rotation, and zoom. Drives every classic infinite-tunnel / trail-tail effect. Set decay low for trails, high for full echo runaway.

decayzoomrotationoffset
Slit Scancore.slitScan

Time-displaced rolling scan.

Each row (or column) samples a different frame in time, producing the famous "time-smear" effect. Direction + speed are tunable.

directiondepthspeed
Fractalizecore.fractalize

Droste-style recursive frame-in-frame fractal.

Each iteration samples the previous composite at a scaled-and-rotated UV, producing a spiraling frame-within-frame infinity-mirror look. Up to 8 iterations.

iterationsscalerotationmixcenterXcenterY
Polarcore.polar

Rect ↔ polar coordinate warp.

Wraps the rectangular frame into a circle (or unwraps a circle into a strip). The basis for cylinder maps and ring distortions.

moderotationmix
Twistcore.twist

Vortex around the center, falling off with radius.

Angular displacement scaled by a falloff curve. Tight twists at center, untouched at the edges. Audio-bind the angle for slow vortex breathing.

angleradius
Ripplecore.ripple

Concentric wave displacement from a center point.

Sine wave radiating outward, amplitude / frequency / speed all tunable. Center is movable so the ripple can originate from a face or focal point.

amplitudefrequencyspeedcenterXcenterY
Pinch / Bulgecore.pinchBulge

Lens-style center distortion — fish-eye out or vortex in.

Positive amount = bulge (fish-eye), negative = pinch (vortex). Radius controls the falloff so the corners stay put.

amountradius
Wobblecore.wobble

Sine wave horizontal / vertical roll.

Animated sine displacement along one or both axes. Slow + low amplitude = drunk camera; fast + high = water surface.

axisamplitudefrequencyspeed
Noise Displacecore.noiseDisplace

Animated 2D noise warps the UVs.

Pure procedural Perlin-style noise field drives the displacement. Different from Liquid Warp — no prior-frame feedback, so abrupt amount changes are clean.

amountscalespeed
Time Echocore.timeEcho

Multiple offset copies for a trailing echo.

Up to 8 echoes, each offset further and decayed. Cheap "ghost trail" without keeping prior frames — looks great with audio-bound offset.

echoesdecayoffsetXoffsetY
Ghostcore.ghost

Long-decay motion trails with a persistent history buffer.

Distinct from Feedback — Ghost keeps its own swap-pair of history RTs so the trail isn't disturbed by downstream effects. Bright-pixel maximum-of-history accumulator.

decaygain
Dream Warpcore.dreamWarp

Hazy FBM domain-warp with soft glow and chroma drift.

A flowing animated FBM noise field domain-warps the image while a gentle multi-tap glow and radial chromatic separation soften it into a dreamy, lava-lamp drift. Flow Speed sets the drift rate, Noise Scale the cell size; Warp, Glow, and Chroma are all audio-bindable, and Audio Drive pushes the whole thing harder with overall level for a breathing look.

warpglowchromaflow speednoise scaleaudio drive

Filter

Geometry

Glitch

RGB Shiftcore.rgbShift

Chromatic aberration — separate the red/green/blue channels.

Offsets each channel by a small vector. Tasteful at low amounts, broken-CRT at high. Pairs nicely with Scanlines + Bad TV. 3.0.10 adds a Radial (Lens) mode where the fringing grows toward the frame edge along the radial direction — real lens-dispersion rather than a uniform shift — with edge-bias and falloff shaping the ramp. Linear mode keeps the original directional offset.

modeamountangleedge biasfalloff
Glitchcore.glitch

Datamosh-style horizontal slice tears.

Randomized horizontal displacement bands. Onset-bind the intensity for a "glitch only on the beat" feel that doesn’t fatigue.

intensityslicesspeed
Pixel Sortcore.pixelSort

Glitch-art rowwise sort — now a smooth graded ramp.

Sorts contiguous in-range runs along rows or columns to give the molten "stretched data" look. 3.0.10 swaps the old single-sample streak for a graded monotonic ramp — each run blends as a weighted gradient (nearer pixels weigh more) for smooth bands instead of harsh stripes. Sort by luma, hue, or saturation; Smear blends the graded run back toward the source, and Invert flips the threshold gate.

thresholddirectionlengthsort keysmearinvert
TV Noisecore.tvNoise

Pure snow / static — mono or color.

Animated random noise mixed over the input. Toggleable between mono (broadcast snow) and full-RGB (color static).

amountcolored
Double Visioncore.doubleVision

Two offset semi-transparent copies of the frame.

Simple drunk-cam doubling. Audio-bind the offset and the image wobbles in and out of focus.

offsetXoffsetYmix
Datamoshcore.datamosh

Corrupted-codec smear — motion vectors over stale frames.

Fakes a broken video codec: macroblocks of the previous frame are dragged along held random motion vectors over stale data, with chroma separation and random scanline dropout on top. A persistence control sets how long the smear hangs on; beat onsets fire bursts that widen the moving-block fraction, and Recovery pulls it back between hits. Distinct from Glitch — this is the wet, melting datamosh look, not slice tears.

persistencerecoveryblock sizechroma

Glow

Bloomcore.bloom

Soft luminous halo on bright pixels — now with anamorphic flare + lens ghosts.

Classic bloom pass — threshold the bright regions, blur them out, add them back over the original. Drives the "lit-up" feel on neon graphics and white-on-black sources. 3.0.10 adds a fifth pass: a directional anamorphic streak (with its own flare tint) plus optional lens ghosts, so highlights can throw a tinted Cinemascope flare and mirrored ghost dots. At default settings it matches the classic bloom exactly. Threshold, intensity, and the flare are audio-bindable so the whole thing can pulse on the kick.

thresholdintensityradiusanamorphicflare tintghosts
Light Streakcore.lightStreak

Anamorphic / Cinemascope-style streaks on bright pixels.

Horizontal (or angled) light bars off the highlights. The "lens flare" without the chromatic ghost.

intensitylengthangle
Outer Glowcore.outerGlow

Edge-detected colored glow around shapes.

Sobel edge mask blurred and tinted, added back over the input. Use it to make logos and shapes pop against busy backgrounds.

colorstrengthradiusthreshold
Halationcore.halation

Warm film glow that bleeds around highlights.

Analogue film halation — a warm, reddish glow that blooms around bright highlights. Red-biased bright-extract, a two-axis Gaussian blur, then a tinted screen-blend back over the original. Unlike Bloom's additive pass, the screen blend keeps highlights from clipping hard, so it reads as soft, filmic light rather than a digital blowout.

thresholdintensityradiustint
God Rayscore.godRays

Volumetric light shafts radiating from a light source.

Crepuscular light shafts streaming from a configurable light position. A bright-pixel occlusion pass feeds a radial scatter that marches samples toward the light, summing them with exponential decay and adding the result over the frame. Density sets how far the rays reach, decay falls them off, exposure scales the glow; bass drives the shafts harder on every kick.

light xlight ydensitydecayexposure

Retro

Stylize

Pixelatecore.pixelate

Block-down to chunky pixels.

Lo-fi tile downscaling. Audio-bind the size param for beat-driven block size.

size
Posterizecore.posterize

Reduce the color palette to N levels.

Quantizes each channel to a fixed step count. Hard-edged retro look. Great in front of Hue Cycle.

levels
Thresholdcore.threshold

Hard black-and-white cut.

Maps anything brighter than the threshold to white, anything below to black. Two-stop digital silkscreen.

threshold
Dot Matrixcore.dotMatrix

LED display grid.

Render the source as a regular dot grid where dot size tracks pixel brightness. Tunable spacing + smoothing.

spacingdot sizesmoothing
ASCIIcore.ascii

Render the frame as monospace characters.

Brightness-to-character mapping with a per-effect editable character set + font picker. Drives the demo-scene aesthetic; sub-pixel sampling keeps it readable at small sizes.

charactersfontcell sizecolor mode
Halftonecore.halftone

Newsprint dot-screen.

CMYK halftone pattern with rotation-per-channel. Drop on a clean source for a 1960s pop-art read.

dot sizeanglechannels
Dithercore.dither

Ordered (Bayer) or error-diffusion dithering.

Dither down to 1–4 bit channels with a Bayer matrix or Floyd-Steinberg. Pairs with Posterize for low-bit aesthetics.

modebits
Decimatecore.decimate

Quantize the time axis — frame-skipping effect.

Hold the current frame for N audio beats / time slices before sampling again. Cheap stop-motion look.

rate
Watercolorcore.watercolor

Multi-pass painterly stylization.

Bilateral filter + edge re-injection + paper-grain noise. Looks expensive; runs at full frame rate.

detailedgegrain
Crosshatchcore.crosshatch

Multi-direction hatching lines stylize the frame.

Pen-and-ink crosshatching with four levels of darkness. Tunable line spacing, ink + paper colors.

spacingdarknessinkColorpaperColor
Oil Paintcore.oilPaint

Kuwahara-style painterly bucket sort.

Per-pixel bucket sort over the local neighbourhood picks the dominant intensity band. Gives a brushstroked oil-paint look at low cost.

radiuslevels
Stipplecore.stipple

Random dot stippling, density driven by darkness.

Each grid cell either prints a dot (if dark enough) or stays paper-white. Classic engraving / etching look.

cellSizethresholddotColorpaperColor
Comiccore.comic

Cel-shaded posterize + dark outline.

Posterizes colors to N levels then re-injects a Sobel-derived ink line. Classic cel-shade / comic-book stylization.

levelsedgeStrengthedgeThreshold
Crystallizecore.crystallize

Voronoi-cell color averaging — stained-glass look.

Pixels within a Voronoi cell share the cell-center color. Tunable cell size + jitter; gives a shattered-crystal aesthetic.

cellSizejitter
Outlinecore.outline

Colored line wrapping bright shapes.

Sobel edge detect drives an ink overlay in your chosen color. Optional inside-darken for poster-art separation.

colorthicknessthresholddarken
Gaussian Splatcore.gaussianSplat

Rebuild the frame as a field of soft, drifting Gaussian blobs.

Reconstructs the live image as a cloud of overlapping Gaussian blobs for a 3D-splat / point-cloud bokeh aesthetic. A neighbourhood of jittered, slowly-drifting sample centres accumulates colour with exponential falloff so the blobs bleed into one another. Audio Scatter kicks the cloud apart on louder moments so it breathes with the track.

blob sizedriftaudio scatter

Tracking