Kuwahara
Sector-based Kuwahara filter. Painterly smoothing that keeps edges crisp.
Kernel spreadRadiusCanvas scaleEdge clamp
Pixelate
Mosaic pixelation with posterize and optional tint.
Cell sizeLevelsTintTint colorTint strength
Dot grid
Halftone dot field that enters as a staggered wave, then idles with a roaming highlight that swells nearby dots.
PitchDot size (idle)Dot size (settled)PaddingShapeSoftnessHalftoneHalftone amountHalftone gammaDot colorActive colorIdle colorIdle opacityBackgroundBackground opacitySource backdropEntrance waveEntrance orderEntrance spreadEntrance durationLoop entranceLoop holdTime offsetRoaming highlightHighlight cycleInfluence radiusGrow scaleGrow rateShrink rateCorner speckSpeck color
Halftone
Fixed-grid dot halftone: dot size follows darkness (or brightness when inverted), near-background cells are skipped, dots take a tint or the quantised source colour.
Cell sizeMax diameterMin diameterThresholdInvertGammaAlpha cutoffShapeSoftnessSample colourColour bitsTintBackgroundBackground opacitySource backdrop
Lit surface
Hashed rounded cells on a spacing grid light up around a focus: brighter cells grow, take a palette colour and split chromatically. The focus can sweep, sit still or flood the field; ripples are optional.
LightSweep pathSweep cycleSweep easePath extentFocus offsetTime offsetFalloff radiusLight opacityFlood levelCell spacingCell radiusCell aspectCorner radiusSize jitterBrightness growthMain colourPalette variationChromatic strengthChromatic offsetCompositeBackgroundBackground opacitySource backdropRipplesRipple periodRipple durationRipple opacityRipple reachRipple ring width
Kuwahara (classic)
Original 4-quadrant Kuwahara: overlapping boxes, keep the lowest-variance mean.
Radius
Kuwahara (Papari)
Papari extension: circular 8-sector kernel, polynomial weights, and a soft inverse-variance blend.
RadiusSharpness
Kuwahara (anisotropic)
Structure-tensor Kuwahara: elliptical sectors follow local edges. Two GPU passes (tensor then filter).
RadiusEccentricitySharpness
Tomita–Tsuji
Five overlapping windows (four corners plus centre); pick the lowest-variance mean.
Radius
Symmetric nearest neighbour
For each opposite pair of pixels, keep the one closer to the centre colour, then average. Cheap edge-preserving smooth.
Radius
ASCII
Map brightness to glyphs from a character ramp. Custom sets, source colour, contrast, coverage and edge emphasis.
Cell sizeCharacter setCustom charactersContrastInvertColorInkBackgroundCoverageEdge emphasis
Pixel sort
Asendorf-style interval sort along a row or column. Threshold, edges, random and waves mask which runs get sorted; assign a Blend mask to split intervals further.
AxisMask bySort byMax spanReverseInvert maskLowerUpperLengthStrength
Pixel sort (HV)
Two-pass pixel sort: horizontal, then vertical. Same masked interval modes as Pixel sort.
Mask bySort byMax spanReverseInvert maskLowerUpperLengthStrength
Pixel sort (VH)
Two-pass pixel sort: vertical, then horizontal — Kim Asendorf's original order. Same masked interval modes as Pixel sort.
Mask bySort byMax spanReverseInvert maskLowerUpperLengthStrength
Blur (Gaussian)
Separable Gaussian blur (horizontal then vertical pass).
RadiusSigma
Blur (box)
Separable box blur.
Radius
Blur (Kawase)
Wide Dual Kawase-style blur. Cheaper large-radius look than a Gaussian.
Offset
Blur (motion)
Directional streak along an angle.
DistanceAngleSamples
Hue
Rotate hues around the grey axis.
Degrees
Contrast
Scale RGB around mid-grey.
Amount
Saturation
0 is greyscale, 1 is original, above 1 pushes chroma.
Amount
Grayscale
Mix towards luminance.
Amount
Color map
Remap the image onto a colour palette. WeatherNext 3 sky is the default; pick another preset or build a custom six-stop ramp.
PaletteShadowDarkLow midHigh midLightHighlightFitSourceStrengthGammaSmoothnessDitherHueInvert
Tint
Tint by luminance toward a colour.
TintStrength
Opacity
Multiply the layer alpha. Combine with a mask for fades.
Amount
Grain
Film-like luminance grain. Enable animated for video.
AmountSizeAnimated
Vignette
Darken the frame edges.
IntensityRoundnessSmoothness
Bloom
Extract highlights, blur them, and add them back. Four GPU passes.
ThresholdRadiusSigmaStrength
Original
No processing. Handy as a reference next to a filtered copy.
Opacity