All the FX. One window.

Everything you’d reach for, in one place — composable, stackable, real-time. 91 effects across nine families, 36 of them free. And one family that does what nothing else can: it works in the depth of a flat image.

Adjust

The fundamentals, done properly. Exposure, levels, curves, sharpen, blur.

Adjust preview

Brightness/Contrast

The classic combined tonal adjustment, with a movable pivot.

Brightness is an additive shift; contrast scales around a pivot you can drag toward shadows or highlights.

Exposure

Brighten or darken in real photographic stops.

Multiplicative like a camera — each stop is a factor of two, +1 doubles the light, -1 halves it.

HSV

Rotate hue, push saturation, lift or drop value.

Standard HSV colour-space adjustment; hue rotates a full ±180°, saturation and value scale multiplicatively.

Gamma

Bend the midtones brighter or darker without touching the ends.

A power-curve tonal response, per-channel selectable to match Levels — below 1 darkens mids, above 1 lifts them.

ChannelRGB · Luma · Red · Green · Blue

Sharpen

Crisp up detail without amplifying flat-area noise.

Unsharp mask — subtract a blur, add the scaled difference back, with a threshold that protects flat regions from noise gain.

Blur

A clean, true softening, smooth at any radius.

A real two-pass separable Gaussian on the compute engine — no blockiness or aliasing as the radius grows.

ModeBox · Gaussian

Saturation

Add colour intensity, gently or hard.

Standard saturation plus Vibrance, which protects already-saturated colours and skin tones from over-cooking.

Invert

Flip tones, all channels or one, at any strength.

Channel-selective tonal inversion with a strength control for partial blends.

ChannelRGB · Luma · Red · Green · Blue

Auto Contrast

One-tap full-range normalisation.

A two-pass compute effect — pass one scans the image for peak brightness, pass two stretches every pixel to use the full range.

Levels

Set black point, white point and gamma by hand.

The foundational tonal tool — remap the input range per channel, cheap and visibly powerful.

ChannelRGB · Luma · Red · Green · Blue

Curves

The flagship tonal control: drag the curve, remap the tone.

An interactive control-point editor baked to a 256-entry monotone-cubic LUT at render time.

ChannelMaster · Red · Green · Blue

Motion Blur

A directional streak, as if the camera moved.

N taps marched symmetrically along an angle — the directional companion to the isotropic Gaussian blur.

Degrade

Break it down. Dithers, halftones, CMYK screens, posterize, pixelate — down to Game Boy, PICO-8 and C64 palettes.

Degrade preview

Dither

Ordered dithering down to real console palettes.

Selectable Bayer / blue-noise threshold masks plus named palettes — Game Boy, PICO-8, CGA, EGA, NES, C64 — quantising toward the nearest palette colour.

How Dither works →

MaskBayer 2x2 · Bayer 4x4 · Bayer 8x8 · Blue Noise · Pattern

PaletteMono · Game Boy · GB Pocket · PICO-8 · CGA · EGA · NES · C64 · Amiga 500 · ZX Spectrum · Green Phosphor · Amber Phosphor · Teletext · Apple II · MSX · Virtual Boy · Custom

PlanesOff · Near + Far · Near · Mid · Far

PaletteMono · Game Boy · GB Pocket · PICO-8 · CGA · EGA · NES · C64 · Amiga 500 · ZX Spectrum · Green Phosphor · Amber Phosphor · Teletext · Apple II · MSX · Virtual Boy · Custom

PaletteMono · Game Boy · GB Pocket · PICO-8 · CGA · EGA · NES · C64 · Amiga 500 · ZX Spectrum · Green Phosphor · Amber Phosphor · Teletext · Apple II · MSX · Virtual Boy · Custom

Halftone

The single-screen print-dot look.

An angled screen of dots whose size tracks tone, with selectable cell size, angle and dot shape.

How Halftone works →

ShapeDot · Line · Cross · Square

Posterize

Crush the tonal range into flat steps.

Quantises each channel to a set number of levels — so Levels counts values per channel, not colours. Flat tones switches it to quantise brightness and keep the hue, where Levels genuinely is the number of tones. Step Bias moves where the bands fall without changing overall brightness.

Pixelate

Blocky, low-res down-sampling.

Averages the image into fixed cells, square or shaped — the classic mosaic.

ShapeSquare · Wide · Tall

Threshold

Hard two-tone cut to black and white.

Splits the image at a level into dark and light, with an adjustable softness on the edge and choosable two colours.

MethodGlobal · Adaptive Mean · Sauvola

Error Dither

Organic, grain-like diffusion dithering.

True sequential Floyd–Steinberg / Atkinson error propagation in compute — quantise per pixel, push the error to unprocessed neighbours in scan order.

How Error Dither works →

AlgorithmFloyd-Steinberg · Atkinson · Sierra · Sierra Lite · Stucki · Jarvis-Judice-Ninke · Burkes · Ostromoukhov · Riemersma · Drip · Comb · Bend

PlanesOff · Near + Far · Near · Mid · Far

AlgorithmFloyd-Steinberg · Atkinson · Sierra · Sierra Lite · Stucki · Jarvis-Judice-Ninke · Burkes · Ostromoukhov

AlgorithmFloyd-Steinberg · Atkinson · Sierra · Sierra Lite · Stucki · Jarvis-Judice-Ninke · Burkes · Ostromoukhov

CMYK Halftone

True four-colour process halftone — print, not a print filter.

Real CMYK separation, four screens at the traditional C15/M75/Y0/K45 angles, subtractive ink-on-paper recompose with misregistration. No named competitor does this.

Dot ShapeDot · Square

Distort

Bend, warp and grow the image. Displace, kaleidoscope, drift, long-exposure, reaction-diffusion — a gentle push to living generative systems.

Distort preview

Carriage

Drag a hand scanner across the image.

A scanner builds a picture one line at a time and assumes the sensor moves at a constant speed. Vary that speed and the image stretches, compresses, and repeats where the carriage backs up.

ScanVertical · Horizontal

Leak FromTip-led · Left · Right

Edges

Outline the image for line-art and blueprint looks.

Three classical detectors — Sobel (smooth), Roberts (sharp/aliased), Laplacian (fine etched), with ink/paper recolour.

AlgorithmSobel · Roberts · Laplacian

ColourMono · Source · Heat

Pattern

Generate camo, lattices and cells that read the picture.

Seven generators — noise fields, camouflage stamps, lattices, Voronoi cells, quadtree subdivision, flow strokes and contour lines. Cell size and stamp scale follow depth, tone or detail, so the pattern crowds up close and opens out into the distance. Fill the shapes or stroke their edges; the negative space shows the photograph or a flat colour.

How Pattern works →

ModeNoise · Camo · Grid · Voronoi · Quadtree · Flow · Contour

ShapeBlob · Tech · Tiger · V3KTR · Custom

LatticeSquare · Hex · Triangle · Graph · Dots · Crosses · Hatch

RenderFill · Stroke

AdaptOff · Tone · Depth · Detail

Adapt ModeDensity · Size

FollowOff · Tone · Depth

InterpolationRGB · OKLCH

Reaction

Grow Turing patterns — spots, stripes, mazes — out of the image.

A Gray–Scott reaction-diffusion simulation seeded by the picture; curated F/K presets pick the known-good pattern regimes.

How Reaction works →

PresetSpots · Stripes · Worms · Mitosis · Coral · Chaos · Manual

SeedNoise · Image · Image + Noise · Image Trace

RenderB (clean) · A (clean) · B tinted · Image*B · Image*A · Ink · Ink (inv)

Displace

Push pixels around with smooth noise.

Noise-field displacement of the sampling position, by amount, frequency, angle and axis.

ModeWaves · Push · Turbulence · Field

Range1× · 2× · 4× · 8×

AxisHoriz · Vert · Both

Freq Mod

Hard line-screen and frequency-modulation patterning.

Carrier/modulator frequency-modulation that re-renders the image as modulated line density and width.

ModeDisplace · Intensity · Lines

Kaleidoscope

Mirror the frame into radial symmetry.

Segmented angular mirroring around a movable centre, with zoom and per-axis mirror.

ModeMirror · Kaleido · Tile

Drift Smear

Colour smeared along invisible currents, like slow flow.

~20 taps accumulated along a curl-noise direction field — fluid, not blur and not glitch; colour lags behind its position.

Long Exposure

Light-trails and motion accumulation on a still.

Bright-weighted accumulation along a path (directional / radial / flow) — light persists in the trail, darks barely register.

ModeDirectional · Stream · Scrawl · Shake

Machine

Re-draw the image as pen-plotter marks.

Hatch / flow / contour / circuit toolpath styles — line density follows tone, direction can follow image gradients.

ModeHatch · Flow · Contour · Circuit · Weave

Slicer

The image redrawn as 3D-print cross-sections.

Posterise into tonal regions, wall each with concentric perimeter rings, fill the interior with a selectable infill pattern.

InfillNone · Lines · Grid · Triangle · Hex · Concentric · Zigzag

Solvent

A wet, melting, dissolving smear.

A directional flow that blends gravity-style dripping with form-following runs — reads as "did this get wet?" rather than a known filter.

Aniso Kuwahara

Painterly flattening that follows the image's structure.

Structure-tensor-guided anisotropic Kuwahara — an oriented elliptical neighbourhood splits into sectors; the lowest-variance sector wins, abstracting detail along the flow.

Domain Warp

Irreducible marbled, organic distortion.

Recursive fbm domain warping (Quilez f(p+h(p))) displacing the sampling field — high complexity for low cost, with dispersion.

Organic Growth

Dendritic coral / frost branching grown from the image.

Diffusion-limited-aggregation on feedback buffers, seeded from image structure — empty cells stick with a tip-biased probability.

SeedBright · Edges · Noise

Lenia

A breathing, alive cellular membrane.

Continuous cellular automata — a ring kernel and Gaussian growth function on feedback buffers, seeded from the image, with a discrete Conway-style fallback.

ModeLenia (continuous) · Classic (discrete)

RenderMono · Tinted · Image*Life

Physarum

Grow a slime-mould network that feeds on the picture.

The Jones agent model, run for real: up to 262,000 agents each sense the trail ahead at three probes, turn toward the strongest, move and deposit — while the trail diffuses and decays every step. The image is the food map, so a different photograph grows a different network, not just a different colour.

How Physarum works →

FoodBright · Dark · Edges · None

SnapOff · 90° · 60° · 45° · 30°

RenderInk · Ink (inv) · Tinted · Image Ink · Etch · Glow

Liquid

Smear the image as dye through a flow field.

Iterative dye advection on a fixed sim grid — the image is carried through one of seven velocity fields (including a baked depth-tangent flow) over up to 400 steps, in rgba16float so the repeated bilinear resampling doesn't posterise the smear.

FieldTurbulence · Curl Flow · Vortex · Wind · Explode · Gravity · Field Channel

Range1× · 2× · 4× · 8×

Image

Bring another image into the stack and place it.

Composites a source — your base image or an imported one — with position, scale and angle, held at its own aspect; it outputs coverage alpha, so the layer's blend and mix treat it like any other effect.

SourceBase image · New image

Transform

Move, scale, rotate, or skew the whole frame — with Position X/Y and a projective corner-pin.

A 3×3 homography built about the image centre, inverse-warped per pixel, driven by a movable canvas-centre handle and camera-move presets; edges reveal as transparent, mirror, or clamp.

HandlesFrame · Image

EdgesTransparent · Mirror · Clamp

Colour

Grade, tone, recolour. Duotone, gradient map, split-tone, solarize, risograph.

Colour preview

Duotone

Map the tonal range across two (or three) colours.

Shadow/highlight (optionally midtone) colour mapping with selectable interpolation — OKLCH-capable for even blends.

InterpolationRGB · OKLCH

Film Grade

Twenty curated colour looks from one grade engine.

LUT-style treatments — Teal & Orange, Bleach Bypass, Silver Noir, Cyanotype and the rest — computed live, no baked tables.

LookTeal & Orange · Golden Hour · Chrome Slide · Tungsten Neg · Faded Print · Cross Process · Bleach Bypass · Silver Noir · Sepia Silver · Cyanotype · Bronze Crush · Deep Crimson · Magenta Dawn · Neon Night · Arctic Blue · Emerald Shadow · Olive Field · Moss & Cream · Pastel Wash · Milk Haze

Gradient Map

Remap tone through a full gradient ramp.

The luminance drives a position along an editable multi-stop gradient, baked to a LUT, with presets.

How Gradient Map works →

InterpolationRGB · OKLCH

Solarize

The darkroom tone-inversion effect.

Inverts tones above a threshold — Hard for an abrupt graphic flip, Smooth for the gentle Sabattier bell-curve inversion.

ModeHard · Smooth

ChannelLuma · RGB

Split Tone

Tint shadows one way, highlights another, keep the luma.

The colourist's shadow/highlight tinting with a movable pivot and preserve-luma — it grades, it doesn't replace.

Risograph

Limited spot-ink riso print, mis-registration and all.

Luminance-separated into 2–3 inks, each screened at its own angle with mottled grain, multiplied over tinted paper.

How Risograph works →

Inks2 inks · 3 inks

PlanesOff · Ink Per Plane

Signal

Analog truth. VHS, NTSC, scanlines, film grain on real stocks, and a deep Display engine: CRT shadow-masks down to the Trinitron damper wires.

Signal preview

Scanlines

CRT scanline raster and vignette.

Frequency/depth scanline modulation with an optional CRT-style vignette.

Analog

VHS, NTSC and broadcast-format artifacts.

Format-accurate signal simulation — chroma bleed/bandwidth, signal noise, distortion and scanlines, by mode.

ModeVHS · NTSC

Display

A deep display engine: eight devices, modelled to the hardware.

Palette → subpixel/cell mask → grid/gutter → glow → curvature/convergence pipeline — real CRT shadow-masks down to the Trinitron damper wires, LED, LCD and more.

How Display works →

DeviceGame Boy · CRT · Phosphor · Composite · TFT / LCD · LED Board · Projector · Plasma

ModelDMG (green) · Pocket (grey) · Color (GBC)

MaskShadow · Aperture-grille · Slot

PhosphorP1 Green · P3 Amber · White

MachineNES · C64 · Apple II

LED ColourAmber · Red · RGB

Grain

Real film and sensor grain that responds to tone.

Tonally-responsive grain (strongest in the midtones, a 4·L·(1−L) curve) across film/digital/dust modes, with size, chroma and seed.

How Grain works →

ModeFilm · Digital · Dust & Scratches · Tri-X 400 · HP5 400 · Delta 3200 · Portra 400 · Portra 800 · Ektachrome · Velvia 50 · Superia 400 · Gold 200 · Cinestill 500T

Hardware

Real hardware breaking — a magnet on the tube, a failing panel, a dying cable.

Each device is simulated by its mechanism, not its appearance: a magnet warping CRT convergence, a stuck-driver LCD, an HDMI link failing, and generation loss — the photocopy-of-a-photocopy — with an optional dead colour channel.

DeviceMagnet · Driver Fault · Link Fault · Generation Loss

Dead ChannelNone · Red · Green · Blue

Apply ToWhole Image · Edges · Flats

Scan Processor

A 1973 scan processor, driven by depth.

Bends every scan line into a 3D relief by deflecting it along luminance or the depth map — the Rutt/Etra technique — with the space between lines left black, filled with the image, or punched transparent.

Deflect ByLuminance · Depth

Between LinesBlack · Image · Transparent

Line ColourSource · Phosphor

Glitch

And mean it. Real databending, pixel-sort, channel glitch, and true DCT compression — actual JPEG math, not a fake.

Glitch preview

Chromatic Ab.

A clean optical RGB fringe.

Symmetric channel spread along an axis with radial falloff — lens-style, not corruption.

Pixel Sort

Sorted pixel streaks within tonal spans.

A true per-span insertion sort along rows or columns, bounded by luma thresholds — the real sort, not a smear.

How Pixel Sort works →

DirectionHorizontal · Vertical

Sort ByLuma · Brightness · Hue · Saturation · Red · Green · Blue

Scan Glitch

Broadcast-error band slipping and tearing.

Horizontal bands slip sideways with RGB channel tears, rare sync-tears, and bright corruption noise rows.

Databend

Datamosh-style buffer corruption.

Block-aligned corruption — macroblocks smear, colour-tear (channel byte-shift), or collapse to a flat DC block, with optional quantize banding.

How Databend works →

ModeBlocks · Bitplane · Bit-shift · Header-skew · Channel-split · Byte-swap

Displace Tear

Hard structural slab and block tearing.

Slice / block / row displacement with wrap-or-clamp seams and optional per-segment channel recolour — structural, not noise.

ModeSlice · Block · Row

Apply ToWhole Image · Edges · Flats

Signal Break

A fully broken transmission.

Layered sync tear, frozen roll bar, RF multipath ghosts, tape dropout, head-switch noise and SNR collapse to snow (roll is a single honest frozen frame).

Apply ToWhole Image · Edges · Flats

Melt

An honest melt / smear on one still.

Iterative backward advection on feedback buffers — seed, advect along a flow field with colour-bleed and decay, render. Internal iteration, not cross-frame datamosh.

FlowUniform · Luma · Noise

Compression

Real JPEG compression pushed until it breaks — the look from the math.

A true 8×8 DCT pipeline — RGB→YCbCr, forward DCT, quantise against real JPEG tables scaled by quality, inverse DCT, with selectable chroma subsampling and ringing. Real artifacts, because it's real compression.

Colour Detail4:4:4 · 4:2:2 · 4:2:0

Image as Audio

The "ran it through Audacity" look.

Flatten the image row-major into a 1-D stream and apply audio filters — echo, amplify with overflow-wrap (the wrap is what tears colour), reverse, fade.

ModeEcho · Amplify · Reverse · Fade

Depth Shatter

Break the image into depth-based shards.

Displaces the layer by an amplified, noisy depth gradient — stack it after a mark FX like ASCII to scatter the marks; chroma splits the channels and edge-focus concentrates the break on depth discontinuities.

Moiré

Overlapping-grid shimmer and interference.

Rotated line, dot, or wave gratings beat into moiré patterns; the image can modulate their frequency and phase so the interference bends around the picture.

GratingLines · Dots · Waves · Rings

Pixel Stretch

Stretch pixels into long streaks.

A slit-scan pull — pixels are dragged from a movable source line along an axis, with a luminance threshold gating which regions streak.

DirectionRight · Left · Down · Up

Type

Turn the image into characters. ASCII, block mosaic, box art, half-block.

Type preview

Block Mosaic

The image in Unicode block characters.

Font-atlas cell rendering tuned for an orthogonal geometric look — square cells, curated block ramps, ink/paper colour.

StyleSteps · Eighths · Quadrants · Vertical

ColourMono · Source · Duo · ANSI

ASCII

Classic text-art, your own charset or one of the built-in ramps.

Per-cell luminance mapped to a character ramp via the font atlas, with cell aspect, colour modes (mono → ANSI-16) and custom charsets.

How ASCII works →

CharsetStd · Block · Min · Round · Dense · Bars · Dots · Shapes · Matrix · Dice · Han · Hangul · Devanagari · Ethiopic · Custom

ColourMono · Source · Duo · ANSI

PlanesOff · Near + Far · Near · Mid · Far

CharsetStd · Block · Min · Round · Dense · Bars · Dots · Shapes · Matrix · Dice · Han · Hangul · Devanagari · Ethiopic · Custom

CharsetStd · Block · Min · Round · Dense · Bars · Dots · Shapes · Matrix · Dice · Han · Hangul · Devanagari · Ethiopic · Custom

StripesOff · Rows · Columns · Checker

CharsetStd · Block · Min · Round · Dense · Bars · Dots · Shapes · Matrix · Dice · Han · Hangul · Devanagari · Ethiopic · Custom

Box Art

Schematic / blueprint, drawn in box-drawing glyphs.

Per-cell Sobel gradient classified into edge categories (horizontal, vertical, corner, diagonal) and matched to the box character that fits.

ColourMono · Source

Half-Block

Two colours per cell — the BBS-era ANSI art trick.

Renders an upper-half-block per cell, sampling top and bottom halves for fg/bg colours — doubles vertical resolution over ASCII.

PaletteSource · ANSI 16

Braille

The image as a field of raised braille dots.

A 2×4 ordered dither decides which dots in each cell light, each drawn as a round dot with a gap — the braille lattice itself, not a font.

ColourMono · Source

Light

Bloom, anamorphic and star flares, glow, freelens, relighting, vignette.

Light preview

Bloom

Bright highlights spread and bleed.

Threshold-gate the bright pixels and spread them by radius and intensity — the classic bright-bleed.

Anamorphic Flare

A long horizontal cinematic lens streak.

Threshold-gated highlights sampled along a directional axis with gaussian falloff and a tint — the anamorphic-lens streak, angle-rotatable.

Star Flare

Cross / star rays from highlights.

The same directional sampling at N angles at once — 4 for a cross, 6 for a hex star, 8 for a burst.

Ray Count4 · 6 · 8 · 12

Glow

A soft, ethereal halo.

A denser radial multi-tap than Bloom — larger radius, gentler falloff, no ringing — an aura rather than a spread.

Freelens

The lens-whacking light-leak and tilted-focus look.

A tilted focus plane plus a warm light leak that refracts relative to a virtual light source — a recognisable free-lensing optical character with a haze lift.

Relight

Move the light after the shot — real form, real texture.

Surface picks the heightfield: Depth for the picture's real 3D form, Luminance for fine surface texture (the classic emboss), or Both — the default — with the luma's detail riding on the depth's shape. Normals by true per-UV derivatives, then a movable light with cavity AO, specular sheen, and a ray-marched cast shadow in honest units: lower the light, longer the shadow.

SurfaceDepth · Luminance · Both

Vignette

Darken (or colour) the frame edges.

Aspect-aware roundness blending a frame-following ellipse and a circle, toward a chosen colour — not just a darken.

Glass

Warp the image through textured glass.

Bends the layer beneath through the depth relief like a glass sheet, with a self-frost, a fresnel sheen, and a chromatic split.

Reskin

Coat the subject in chrome or liquid metal.

Reflects a procedural studio environment off the depth-normal — chrome, iridescent, or liquid metal wrapping the form (reflection, not lighting, is what reads as 3D).

MaterialChrome · Iridescent · Liquid Metal

Depth ✦

The depth family. Z-Depth, Depth Slice, atmospheric haze, depth grade, depth fog, shaped-bokeh DOF, and a real 3D point cloud. Effects that read the depth in your flat frame and work inside it.

Depth ✦ preview

Z-Depth

See the inferred depth itself, styled.

Renders the content-aware depth channel — false-colour ramp, topographic iso-contours, or parallax displacement. The depth is inferred once per image, in the browser, and cached for every depth effect to share.

StyleFalse Colour · Contours · Displace

InterpolationRGB · OKLCH

Depth Slice

A cutaway cross-section through the image.

A movable slice plane cuts away the near material to a solid fill face, with 3D-print layer lines behind and anti-aliased edges.

StyleCross-Section · False Colour

InterpolationRGB · OKLCH

Depth Scan

A luminous sci-fi scanner band at a depth plane.

A patterned glow band sits at a depth position and screen-blends over the image, leaving it intact (distinct from Slice, which cuts away).

PatternScanlines · Dot Grid · Solid

Atmospheric

Sunlit aerial haze and light through air.

Contrast and saturation fall off with distance, plus a screen-space sun with warm/cool inscatter and optional crepuscular shafts — light travelling through air, not a flat veil.

MethodAerial · Rayleigh · Mie

Depth Grade

Warm the near, cool the far — grading by distance.

A depth-driven split-tone (near tone / far tone), luma-preserving, with adjustable balance and falloff.

MethodOverlay · Multiply · Screen · Colour Balance

Depth Fog

Distance-driven volumetric atmosphere.

A falloff curve plus a ground-fog vertical gradient and frozen turbulence wisps — depth-driven, honest about being a still.

FalloffLinear · Exponential · Exp²

Depth DOF

A real lens: focus that falls where the depth actually is.

A per-pixel circle of confusion from inferred depth, gathered through a configurable aperture — polygonal blades, catadioptric or anamorphic bokeh, highlight-weighted. Competitors fake focus with a flat radial mask; this uses the real depth.

How Depth DOF works →

Depth AO

Soft shadows in the depth crevices.

Screen-space ambient occlusion from the inferred depth: a golden-angle ring of depth taps darkens contact points and crevices where the surface curves away.

MethodDepth Difference · Horizon (HBAO) · Curvature

Point Cloud

Rebuild the image as floating 3D dots.

Lifts every pixel into a real 3D point cloud with true depth-buffer occlusion — billboarded splats pushed in Z, a frontal camera, procedural scatter fields, and a top-down key light.

How Point Cloud works →

ShapeSquare · Round · Soft · Sphere · Digits · Fused

Size FromUniform · Tone · Depth

Range1× · 2× · 4× · 6× · 10× · 16×

FillOff · Mirror 2× · Mirror 3×

FieldTurbulence · Curl Flow · Vortex · Wind · Explode · Gravity · Field Channel

Sort AxisVertical · Horizontal · Depth

Sort TonesBright · Dark

MaterialClay · Pearl · Brushed Metal · Liquid Metal

EnvironmentStudio · Image · Horizon

Metaball

Melt the image into fused, connected 3D blobs.

Scatters the depth points into a volumetric density field and raymarches the isosurface — each point stamps a soft falloff into a 3D texture, capsule connectors link neighbours across distance, and a second march adds cast shadows and ambient occlusion. Sphere Size, Melt and Connect Distance drive how the blobs swell, fuse and reach.

How Metaball works →

Range1× · 2× · 4× · 6×

FieldTurbulence · Curl Flow · Radial · Wind · Gravity · Vortex

MaterialClay · Pearl · Brushed Metal · Liquid Metal

EnvironmentStudio · Image · Horizon

Depth Zoom

Zoom and push into the image in 3D.

A dolly-zoom driven by depth value: content at the focus depth stays locked while nearer and farther content scales from centre — the classic vertigo effect.

EdgeClamp · Mirror

Depth Parallax

Shift the view in 3D — near things move more than far.

Displaces each pixel by its depth relative to a focal plane, shifting the viewpoint in 3D; disocclusions are filled by smear or by pulling a farther neighbour into the hole. It carries no motion of its own — drive it from FX Motion for a living-parallax loop.

How Depth Parallax works →

FillStretch · Background

Normal Map

Show surface-facing directions as colour.

Derives a tangent-space normal map from the depth (or luminance) heightfield — the classic purple normal-map encode, plus a shaded clay preview.

SourceLuminance · Depth

OutputNormals · Shaded

AlgorithmSobel · Scharr

Wireframe

Mesh the image — the wires follow its edges.

Points trace the image's contour ridges and scatter through the flats, then Delaunay-triangulate into an irregular mesh; each wire's width follows the contour strength, so the subject reads. Turn up Depth Seams and the triangles snap to the depth silhouette too. Draw it as wire, facets, or both — and Warp displaces the vertices on the loop.

StyleFacets · Wire · Both

FacetImage · Mono

BehindBlack · Image · Colour

Curious how these are built? The real algorithms, the mask system and the WebGPU pipeline — see how V3KTR works.

/ Get new effects in your inbox

We'll email you when new effects land. Nothing else, and you can leave any time.

Checking this browser…

Compatibility report →