Welcome to the new Visualz 3

Catalog

68 Effects

Every effect runs on the four-bus chain (clip / layer / track / set) with pre-or-post placement and audio-bindable parameters. Use them stand-alone or stack them — the engine batches into a single per-frame draw graph.

Beat

Strobecore.strobe

Flash the frame to a color on beat or on a free clock.

Two modes: beat-driven (latches on each detected onset) or time-driven (fixed Hz). Tunable duty cycle, flash color, opacity.

triggerrateHzdutyflashColoropacity

Camera

Camera Shakecore.cameraShake

UV-distortion camera shake with five movement modes.

Subtle / vibrate / earthquake / drunk-cam / beat-punch. Beat-punch binds to the onset detector and snaps on each detected hit.

modeamount

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.

speedoffset
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

Chroma Keycore.chromakey

Drop a color (green/blue) to transparent.

Standard chroma key with soft-edge tolerance, despill, and edge feather. Use it on a webcam layer to composite a performer over the rest of the deck.

key colortolerancefeather

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

Filter

Blurcore.blur

Two-pass Gaussian.

Cheap separable Gaussian. Tuned to look right at small radii without ringing. Useful as a setup for bloom, or as a transition crossfade.

radius
Vignettecore.vignette

Soft edge darkening.

Radial fade-to-black around the frame edges. Tunable falloff + offset.

amountfalloffoffset
Edge Detectcore.edgeDetect

Sobel-style outline extraction.

Highlights luminance gradients. Useful for line-art stylization on video sources, or as a feed into ASCII.

thresholdthickness
FXAAcore.fxaa

Single-pass fast-approximate antialiasing for soft, edge-smoothed output.

Post-process antialiasing — one fullscreen pass that smooths jagged edges left over after the effect chain. Complements the per-layer MSAA the engine already runs by 4× on source render targets. Use it on the Set bus to clean up shader/text silhouettes that survive downstream effects like RGB Shift or Pixelate.

subpixthresholdminThreshold
Sharpencore.sharpen

Unsharp 3×3 detail enhancement.

Classic center-weighted sharpen kernel. Pushes high-frequency detail without amplifying compression noise as aggressively as Edge Detect would.

amount

Geometry

Mirrorcore.mirror

Reflect across an axis or plane. Six modes including single-plane and dual-plane kaleidoscope.

Six modes: horizontal fold, vertical fold, quad fold, single-plane (any angle), dual-plane, and full radial kaleidoscope. Both plane angles are audio-bindable so slow rotation comes for free.

modeangleangle2segments
Kaleidoscopecore.kaleidoscope

Radial slice fold.

Polar fold over N radial slices with adjustable rotation. Different from Mirror — this is the symmetric, multi-segment classic kaleido. Audio-bind the rotation for a slow trip.

segmentsanglezoom
Transformcore.transform

Translate, scale, rotate.

Affine transform on the source — pre-bake a slow drift or use it as a beat-pop scale.

translatescalerotate
Tilecore.tile

Repeat the frame in a grid.

NxM tiling with optional per-tile flip or rotation. Quick way to multiply density.

rowscolsfliprotate
Splittercore.splitter

Split the frame into bands.

Vertical or horizontal bands with optional independent flipping. Subtle when narrow, aggressive when wide.

bandsdirectionflip
Stretchcore.stretch

Per-axis non-uniform scale + warp.

Squash and stretch with rubber-band easing. Fast on the beat = beat-bounce.

xyease

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.

amountangle
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.

Sorts contiguous bright runs along rows or columns by luminance. Gives the molten "stretched data" look.

thresholddirectionlength
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

Glow

Bloomcore.bloom

Soft luminous halo on bright pixels.

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. Threshold and intensity are audio-bindable so the bloom can pulse on the kick.

thresholdintensityradius
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

Retro

Scanlinescore.scanlines

CRT line texture overlay.

Adds horizontal scanlines with adjustable thickness, opacity, and curvature. Works great over RGB Shift + Bad TV for an arcade-cabinet stack.

densityopacitythickness
Bad TVcore.badtv

Vertical roll + noise distortion.

Vertical jitter, horizontal tear, and TV-static noise. Drop the audio on the kick for a "signal lost" punch.

distortionspeedroll
Film Graincore.filmgrain

Animated film grain noise.

Temporal random grain with controllable density and luminance response.

amountdensity
CRTcore.crt

Curved tube simulation — phosphor + bloom + scanlines stacked.

A pre-built CRT stack: barrel distort, RGB phosphor mask, scanlines, screen glow. One toggle for a console-era arcade look without compositing a six-effect chain.

curvaturemask amountglow
CGAcore.cga

4-color palette quantization.

Quantizes the frame to a CGA-era 4-color palette. Multiple historic palettes selectable.

palette
Game Boycore.gameBoy

4-color console palette quantization.

Three picks: DMG green, GB Pocket grey, sepia tones. Different vibe from CGA — this is the 4-shade brightness ramp.

palette
VHScore.vhs

Tape damage — tracking, chroma bleed, dropouts.

Distinct from Bad TV — focuses on the VHS failure modes: row tracking jitter, chroma-to-the-right bleed, periodic bright dropout flecks.

trackingchromanoisedropout

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

Tracking

Face Trackercore.faceTracker

Detect faces; draw labels, boxes, crosshairs. Zoom-in option.

MediaPipe-powered. Up to 8 faces tracked at once. Pick from frame / corner brackets / marching ants / crosshair box styles. Optional CCTV-style label per face with rotating random target IDs + the real detection score. Background-dim + face-zoom modes are available.

stylebox stylezoombg dimshow label