Effects

Mosh effects change the compressed video, so the decoder rebuilds the picture from damaged instructions. Picture effects run on the decoded frames, after the mosh. Each effect sits on the timeline as a bar: move it and drag its ends to choose where it acts.

Effects that repeat or insert frames have a Timing setting. Keep length (the default) keeps the picture, the sound and the playhead in sync; Stretch makes the video longer instead.

Mosh effects

Keyframe KillerKEY

Removes I-frames (full pictures). The motion after a missing keyframe lands on the previous image, so one shot melts into the next. This is the base of almost every mosh: put it under the other effects.

Setting What it does Values
Which keyframes Choose which I-frames inside the range get removed. All in range: Every keyframe under the bar is removed. Nothing resets until the bar ends. Only at clip cuts: Only keyframes where one clip meets the next are removed, so each new shot melts out of the last one. Random chance: Each keyframe is removed by chance. Some resets survive, giving bursts of melt. Every Nth keyframe: A regular pattern: remove one, keep the rest of each group of N. All in range, Only at clip cuts, Random chance, Every Nth keyframe
Chance Chance that each keyframe is removed. 1 = all of them, 0 = none. 0–1 (default 0.5)
Every Nth Remove every Nth keyframe. 1 removes all, 2 every other one, and so on. 1–20 (default 2)
Fill gap with (advanced) What goes where a removed keyframe was. Filling keeps the video in sync with the timeline. Previous motion: The removed keyframe is replaced by the motion frame before it, so timing stays the same and the smear gets a tiny push. Next motion: The removed keyframe is replaced by the motion frame after it. Nothing: The keyframe is cut out: the video gets one frame shorter for each one removed. Previous motion, Next motion, Nothing
Cut tolerance (advanced) How close to a clip cut a keyframe must be to count as "at the cut". 0–12 frames (default 2 frames)

BloomBLM

Repeats a motion frame. The same movement is applied over and over, so pixels smear and bloom outward. Make the bar longer for a longer bloom.

Setting What it does Values
Which frame Which motion frame (or frames) gets repeated. First motion frame: The first movement under the bar is repeated. Strongest motion: The frame with the most motion data under the bar. Usually the most dramatic bloom. Every Nth frame: A bloom every N motion frames, for rhythmic or slow-motion melts. Random frames: Motion frames bloom by chance. Unpredictable bursts. On the beat: A bloom on each beat of the music, lasting until the next one. Needs music on the timeline. First motion frame, Strongest motion, Every Nth frame, Random frames, On the beat
On Which moments of the music trigger it. The music is the track picked under Audio → Beats. Every beat: The steady pulse of the music. First beat of each bar: Once a bar: the "one" of one-two-three-four. Every hit: Each drum hit or note start, including off-beats. Busier and less regular. Every beat, First beat of each bar, Every hit
Every Nth Only every Nth beat (2 = every other beat). 1–16 (default 1)
Every Nth Bloom every N motion frames. With "Fill" each bloom lasts until the next one, so 2–4 gives a slow, stepped melt. 1–300 (default 12)
Chance Chance that each motion frame blooms. 0–1 (default 0.1)
Bloom length How long each bloom lasts. Fill the bar: Each bloom lasts until the next one, or until the end of the bar. Drag the bar longer or shorter to set how long it blooms. Fixed repeats: Each bloom repeats its frame a set number of times, whatever the length of the bar. Fill the bar, Fixed repeats
Repeats How many times the chosen frame is repeated. More repeats give a longer, wilder smear. 1–600 (default 24)
Jitter (advanced) Randomly varies the repeat count of each bloom (0 = exact, 1 = anywhere from none to double). 0–1 (default 0)
Timing Whether repeated frames replace footage (stays in sync) or are inserted (the video gets longer). Keep length: Repeated frames replace the frames after them, so the video stays exactly as long as the bar and in sync with the sound and the timeline. Stretch: Repeated frames are inserted, so this part of the video gets longer and everything after it starts later. Gives slow-motion, syrupy melts. Keep length, Stretch

Motion TransferXFR

Takes the motion from another part of the timeline and applies it here, e.g. a still face moving with a dancer. Put a Keyframe Killer under it so the picture doesn't reset.

Setting What it does Values
Motion from Where the borrowed motion comes from. The timeline: Borrow the motion of another part of your own footage. A motion pack: Ready-made motion (spin, zoom, rain, ripple…) made on the spot, nothing to import. The timeline, A motion pack
Motion pack Which ready-made motion to apply. Drift: Everything slides sideways. Fall: Everything pours downwards, like rain. Vortex: The picture spins around the centre. Tunnel: Zooming in, again and again: the picture explodes outwards. Implode: Zooming out: the picture is sucked into the middle. Shake: Handheld jitter in every direction. Ripple: Watery waves wobble through the picture. Life: Cellular automaton: blocks crawl and multiply like living things. Drift, Fall, Vortex, Tunnel, Implode, Shake, Ripple, Life
Motion source frame First frame of the motion to borrow. Move the playhead there and press the arrow button. a frame
Source length How many frames of motion to borrow. 0 = as long as this bar. 0–3600 frames (default 0 frames)
Mode How the borrowed motion is placed. Replace frames in range: Every frame under the bar is replaced by borrowed motion (looping if the source is shorter). Insert at range start: The borrowed motion plays at the start of the bar, then the footage continues. Replace frames in range, Insert at range start
Loops For Insert: how many times the borrowed motion plays. 1–20 (default 1)
Speed (advanced) Playback speed of the borrowed motion (frames are skipped or repeated). 0.25–4 (default 1)
Timing Whether repeated frames replace footage (stays in sync) or are inserted (the video gets longer). Keep length: Repeated frames replace the frames after them, so the video stays exactly as long as the bar and in sync with the sound and the timeline. Stretch: Repeated frames are inserted, so this part of the video gets longer and everything after it starts later. Gives slow-motion, syrupy melts. Keep length, Stretch

Stutter LoopSTU

Loops short runs of motion frames. Movement rocks back and forth and builds up in pulses.

Setting What it does Values
Loop when When loops are triggered inside the bar. All the way: Loops one after another for the whole length of the bar. Once: A single loop at the start of the bar. Every N frames: A new loop starts every N frames (rhythmic pulses). On the beat: A new loop starts on each beat of the music. Needs music on the timeline. All the way, Once, Every N frames, On the beat
On Which moments of the music trigger it. The music is the track picked under Audio → Beats. Every beat: The steady pulse of the music. First beat of each bar: Once a bar: the "one" of one-two-three-four. Every hit: Each drum hit or note start, including off-beats. Busier and less regular. Every beat, First beat of each bar, Every hit
Every Nth Only every Nth beat (2 = every other beat). 1–16 (default 1)
Group size How many frames are in each loop. Small groups jitter, big groups rock slowly. 2–60 frames (default 6 frames)
Loops How many times each group plays (1 = no repeat). 1–30 (default 3)
Repeat every Start a new loop every N frames. 24 at 24 fps = one pulse per second. 1–300 frames (default 24 frames)
Ping-pong Every other loop plays backwards, so motion rocks to and fro instead of jumping. on / off (default off)
Timing Whether repeated frames replace footage (stays in sync) or are inserted (the video gets longer). Keep length: Repeated frames replace the frames after them, so the video stays exactly as long as the bar and in sync with the sound and the timeline. Stretch: Repeated frames are inserted, so this part of the video gets longer and everything after it starts later. Gives slow-motion, syrupy melts. Keep length, Stretch

ShuffleSHF

Reorders motion frames inside small windows. Movement jerks and jitters, and the smear gets scrambled.

Setting What it does Values
Window Frames only swap places with others in the same window. Small = jitter, large = chaos. 2–120 frames (default 8 frames)
Amount Chance that each window gets shuffled (1 = every window). 0–1 (default 1)
Keep keyframes in place (advanced) Only move motion frames and leave I-frames where they are. on / off (default on)

Reverse MotionREV

Plays motion frames backwards. The vectors no longer match the picture, so things un-melt and fold back on themselves.

Setting What it does Values
Window 0 = reverse the whole bar in one go; otherwise reverse it in chunks of this many frames. 0–300 frames (default 0 frames)
Keep keyframes in place (advanced) Leave I-frames where they are. on / off (default on)

EchoECH

Re-plays motion from a few frames back, so past movement doubles up with the present like a ghost.

Setting What it does Values
Delay How far back the echoed motion comes from. 1–120 frames (default 6 frames)
Chance Chance that each frame echoes. 0–1 (default 0.6)
Taps Number of echoes per frame, each one a further Delay back. 1–8 (default 1)
Timing Whether repeated frames replace footage (stays in sync) or are inserted (the video gets longer). Keep length: Repeated frames replace the frames after them, so the video stays exactly as long as the bar and in sync with the sound and the timeline. Stretch: Repeated frames are inserted, so this part of the video gets longer and everything after it starts later. Gives slow-motion, syrupy melts. Keep length, Stretch

Frame DropDRP

Throws frames away. Later frames then move the wrong picture, which reads as skips, judder and stutter.

Setting What it does Values
Mode How frames are picked for dropping. Every Nth: A regular pattern of drops. Random chance: Frames are dropped by chance. On the beat: A frame is dropped on each beat, so the picture skips in time with the music. Every Nth, Random chance, On the beat
On Which moments of the music trigger it. The music is the track picked under Audio → Beats. Every beat: The steady pulse of the music. First beat of each bar: Once a bar: the "one" of one-two-three-four. Every hit: Each drum hit or note start, including off-beats. Busier and less regular. Every beat, First beat of each bar, Every hit
Every Nth Only every Nth beat (2 = every other beat). 1–16 (default 1)
Every Nth Drop every Nth frame. 2 drops every other frame. 2–30 (default 3)
Chance Chance each frame is dropped. 0–1 (default 0.25)
Frame types (advanced) Which kinds of frames can be dropped. Motion frames only: Keyframes are never dropped. Any frame: Keyframes can be dropped too, which also stops the picture resetting. Motion frames only, Any frame
Timing Whether dropped frames are filled (stays in sync) or cut out (the video gets shorter). Keep length: A dropped frame is replaced by the motion before it, so the video stays in sync with the timeline. Shorten: Dropped frames are cut out, so the video gets shorter and everything after starts earlier. Keep length, Shorten

Byte GlitchGLT

Damages the compressed data. On keyframes it shifts colour and texture; on motion frames it throws blocks around. Start with a low Amount: a little goes a long way.

Setting What it does Values
Corruption How the bytes are damaged. Bit flip: Flips single bits. Subtle: small colour shifts and the odd misplaced block. Random byte: Overwrites bytes with random values. Blocks jump and smear: the classic macroblock rain. Nudge bytes ±: Changes bytes by a tiny amount. Gentle colour and texture drift, rarely breaks the frame. Zero out: Blanks runs of bytes. Areas freeze or go flat. Max out (0xFF): Fills runs with 0xFF. Harsh streaks and bright blocks. Random run: Fills runs with noise. Heavy tearing from that point down. Copy run: Copies one run of data over another. Repeated texture patches. Swap runs: Swaps two runs of data. Pieces of the picture trade places. Bit-shift tail: Shifts all bits after a point. Everything below it turns to garbage: very destructive. Insert bytes: Inserts noise, pushing the rest of the frame along. Slanted, shifted tears. Delete bytes: Removes bytes, pulling the rest of the frame back. Tears the other way. Bit flip, Random byte, Nudge bytes ±, Zero out, Max out (0xFF), Random run, Copy run, Swap runs, Bit-shift tail, Insert bytes, Delete bytes
Amount Corruption operations per frame. 1–5 is usually plenty; high values can break frames completely. 0–100 (default 3)
Frame chance Chance each frame gets glitched. 0–1 (default 0.5)
When Glitch all the time, or only on the beat. All the time: Anywhere under the bar (with the Frame chance). On the beat: Only for a few frames from each beat of the music, so the damage hits in time. Needs music on the timeline. All the time, On the beat
On Which moments of the music trigger it. The music is the track picked under Audio → Beats. Every beat: The steady pulse of the music. First beat of each bar: Once a bar: the "one" of one-two-three-four. Every hit: Each drum hit or note start, including off-beats. Busier and less regular. Every beat, First beat of each bar, Every hit
Every Nth Only every Nth beat (2 = every other beat). 1–16 (default 1)
Hold How many frames from each beat get glitched. 1–48 frames (default 3 frames)
Target frames Which frame types to corrupt. All frames: Keyframes and motion frames. Motion frames (P): Damaged motion makes blocks fly around and the damage spreads into later frames. Keyframes (I): Damaged full pictures: colour shifts and texture tears that the motion then carries along. All frames, Motion frames (P), Keyframes (I)
Run length Size of runs for the run/copy/swap/insert/delete modes. 1–512 bytes (default 16 bytes)
Region start (advanced) Only corrupt from this point of each frame (0 = top of the image, roughly). 0–1 (default 0)
Region end (advanced) Only corrupt up to this point of each frame (1 = bottom). 0–1 (default 1)
Protect bytes (advanced) Extra bytes after the frame header that are never touched. Raise this if the video breaks too badly. 0–256 (default 4)
Avoid start codes (advanced) Stops corruption from creating fake "new frame" markers, which keeps glitches contained. on / off (default on)

Frame SequencerSEQ

A drum machine for frames. Each step of the pattern does one move (bloom, echo, reverse, melt, glitch) for a few frames, and the pattern loops along the bar. Draw the pattern in the grid.

Setting What it does Values
Step length How many frames each step lasts. At 24 fps and 120 BPM a beat is 12 frames, so 3 frames is a sixteenth note and 6 an eighth. 1–48 frames (default 3 frames)
Echo distance How far back Echo steps take their motion from. 1–96 frames (default 8 frames)
Glitch amount Bytes damaged per frame on Glitch steps. 0–40 (default 4)

DatabendDBD

Runs an audio effect over the compressed video data, the old Audacity trick: echo, reverb, phaser, bitcrush, reverse or amplify the bytes. Frame headers are left alone so the video still plays.

Setting What it does Values
Effect Which audio effect the bytes go through. Echo: Each byte is mixed with one Delay before it, again and again: ghost copies and smears. Reverb: Many echoes blurred together: soft, washed-out repeats. Phaser: A sweeping filter: bands and wavy colour shifts. Bitcrush: Fewer levels per byte: posterised, blocky damage. Reverse: Runs of bytes are played backwards (each run is Delay long). Amplify: Turns the data up so it overflows and wraps around: harsh, saturated tears. Echo, Reverb, Phaser, Bitcrush, Reverse, Amplify
Delay Echo delay, reverb size, phaser speed or reverse chunk, in bytes. Small values smear locally; big ones copy far-off blocks. 1–8192 bytes (default 400 bytes)
Feedback How much of the effect feeds back into itself. High values pile up. 0–0.98 (default 0.5)
Bits Bits kept per byte. Fewer = harsher. 1–8 (default 4)
Gain How far the data is turned up. 1–16 (default 2)
Wrap around Overflowing values wrap to the other end (classic tearing) instead of clipping. on / off (default on)
Mix Dry/wet: how much of the effected data replaces the original. 0–1 (default 0.5)
Frame chance Chance each frame is bent. 0–1 (default 1)
Target frames Which frame types are bent. Motion frames (P): Bent motion throws blocks around and the damage travels with the movement. Keyframes (I): Bent pictures: colour bands and texture echoes that the motion then carries. All frames: Both. Motion frames (P), Keyframes (I), All frames
Protect bytes (advanced) Bytes after the frame header that are never touched. Raise it if frames break completely. 0–512 (default 8)

Vector EditMVX

Rewrites the motion vectors inside the compressed frames: amplify, turn, swap or drift the motion, or paint it with the brush. The real datamosh vectors, not an imitation. Needs the Xvid (MPEG-4) codec with 4MV and quarter-pel off (the defaults).

Setting What it does Values
Amplify Multiplies every vector. Negative values reverse the motion. -4–4 (default 2)
Turn Turns every vector, so things move sideways to how they really moved. -180–180 ° (default 0 °)
Swap X / Y Sideways motion becomes up-and-down and the other way round. on / off (default off)
Drift X Constant sideways motion added to every block. -32–32 px (default 0 px)
Drift Y Constant vertical motion added to every block (positive = down). -32–32 px (default 0 px)
Jitter Random motion added to each block. 0–16 px (default 0 px)
Quantise (advanced) Snaps vectors to a grid: stepped, blocky motion. 0–16 px (default 0 px)
Painted flow How much the strokes painted with the brush add (paint on the player like Flow Paint). 0–4 (default 1)

ScriptSCR

An effect you write in JavaScript: put the frames under the bar in any order, repeat them, leave them out or damage them. Runs in a sandbox with no access to the network or your files.

Setting What it does Values
Amount A number your script can read as ctx.amount (automate it, or map a knob to it). 0–1 (default 0.5)
Timing Whether repeated frames replace footage (stays in sync) or are inserted (the video gets longer). Keep length: Repeated frames replace the frames after them, so the video stays exactly as long as the bar and in sync with the sound and the timeline. Stretch: Repeated frames are inserted, so this part of the video gets longer and everything after it starts later. Gives slow-motion, syrupy melts. Keep length, Stretch

Picture effects

Vector WarpWRP

GPU flow engine. Measures motion between frames, lets you bend it, and drags a persistent image along with it.

Setting What it does Values
Amplify Multiplies motion. Negative values make things flow backwards. -6–6 (default 1.5)
Rotate Rotates every motion vector, so things move sideways to their real motion. -180–180 ° (default 0 °)
Swap X/Y Horizontal motion becomes vertical and vice versa. on / off (default off)
Drift X Constant sideways flow added everywhere. -8–8 px (default 0 px)
Drift Y Constant vertical flow (gravity) added everywhere. -8–8 px (default 0 px)
Turbulence Swirly noise added to the vectors. 0–8 (default 0)
Quantise (advanced) Snaps vectors to a grid for blocky, stepped motion. 0–8 px (default 0 px)
Threshold (advanced) Ignores motion smaller than this, so only big movements smear. 0–4 (default 0.3)
Block size Motion is measured per block. Big blocks look chunky and codec-like; small blocks look liquid. 4px, 8px, 16px, 32px
Search range (advanced) Largest motion that can be detected per frame. 1–24 px (default 8 px)
Smooth vectors Blend vectors between blocks for silky flow instead of blocky moves. on / off (default off)
Residual How much of the real new detail leaks in each frame (like a codec's correction data). 0 = pure smear. 0–1 (default 0.15)
Refresh Blends back toward the clean video each frame. Higher values give shorter trails. 0–1 (default 0)
Mix Wet/dry mix with the un-warped frame. 0–1 (default 1)

Chroma DriftCHR

Offsets the red, green and blue channels, with optional jitter and line tearing.

Setting What it does Values
Offset How far the channels separate. 0–40 px (default 6 px)
Angle Direction of the split. -180–180 ° (default 0 °)
Wobble Random per-frame jitter of the split. 0–1 (default 0.2)
Scanline tear Random horizontal line displacement. 0–40 px (default 0 px)

Pixel SortSRT

Sorts runs of pixels by brightness between two thresholds.

Setting What it does Values
Low threshold Pixels darker than this break a run. 0–1 (default 0.25)
High threshold Pixels brighter than this break a run. 0–1 (default 0.85)
Direction Direction of the streaks. Horizontal, Vertical
Reverse order Sort bright to dark instead. on / off (default off)

Raw BendRAW

Treats the picture's red, green and blue values as one long sound and runs an audio effect over it: echo gives diagonal ghosts, reverb smears colour, phaser bands, bitcrush posterises.

Setting What it does Values
Effect Which audio effect the pixels go through. Echo: Every colour value is mixed with one a Delay back along the row: ghost copies and diagonal streaks. Reverb: Many echoes blurred together: washed-out colour smears. Phaser: A sweeping filter: rippling colour bands. Bitcrush: Fewer levels per colour: hard posterised steps. Reverse: Runs of pixels flipped end to end (each run is Delay long). Amplify: Colours turned up until they overflow and wrap: neon tearing. Echo, Reverb, Phaser, Bitcrush, Reverse, Amplify
Delay Echo delay, reverb size, phaser speed or reverse chunk, in pixels along each row. Around the frame width gives diagonal smears. 1–4096 px (default 160 px)
Feedback How much the effect feeds back into itself. 0–0.98 (default 0.55)
Bits Bits kept per colour value. 1–8 (default 3)
Gain How far the picture is turned up. 1–16 (default 1.8)
Wrap around Overflowing colours wrap round (neon tearing) instead of clipping to white. on / off (default on)
Mix Dry/wet mix. 0–1 (default 0.6)

Flow PaintPNT

Paint where the picture should flow: brush strokes push, swirl, pinch or bulge the image, and it smears along them like a P-frame bloom. Select it and paint on the player.

Setting What it does Values
Strength Multiplies every painted stroke. 0–4 (default 1)
Real motion How much of the footage's own motion is added to the painted flow (0 = only the paint). -3–3 (default 0)
Residual How much real new detail leaks in each frame. 0 = pure smear. 0–1 (default 0.08)
Refresh Blends back toward the clean video each frame (shorter trails). 0–1 (default 0)
Turbulence Swirly noise on top of the paint. 0–8 (default 0)

VHSVHS

An old tape: lines that wobble, a tracking band rolling up the picture, colour bleeding to the right and tape noise.

Setting What it does Values
Tracking The band of torn lines rolling up the picture, and the noise at the bottom. 0–1 (default 0.4)
Colour bleed How far colour smears to the right of the picture. 0–30 px (default 8 px)
Wobble Lines drifting from side to side. 0–2 (default 0.6)
Noise Tape hiss in the picture, and white specks. 0–1 (default 0.25)
Colour How much colour is left (below 1: washed out). 0–2 (default 0.85)

CRTCRT

An old screen: curved glass, scanlines, red-green-blue stripes, glow and dark corners.

Setting What it does Values
Curve How much the glass bulges. 0–1 (default 0.4)
Scanlines Dark lines between the picture's lines. 0–1 (default 0.6)
Stripes The red, green and blue stripes of the screen. 0–1 (default 0.35)
Glow Bright parts bloom. 0–1 (default 0.4)
Dark corners Corners fade to black. 0–1 (default 0.4)

Film GrainGRN

Film grain that dances every frame, strongest in the midtones, with an optional faded-film look.

Setting What it does Values
Amount How strong the grain is. 0–1 (default 0.35)
Grain size Size of each grain. 1–6 px (default 1.5 px)
Colour grain Each colour gets its own grain (like colour film) instead of the same for all. on / off (default off)
Faded Lifts the blacks and softens the whites, like old prints. 0–1 (default 0.2)

PosterisePST

Only a few levels per colour, with a retro dither pattern between them, and chunky pixels if you like.

Setting What it does Values
Levels Levels per colour: 2 is harsh, 8 is subtle. 2–16 (default 4)
Dither How the in-between colours are faked. None: Flat bands of colour. Pattern: An ordered crosshatch, like old computers. Noise: Random speckle between the levels. None, Pattern, Noise
Pixel size Draws the picture in bigger pixels first. 1–16 px (default 1 px)
Mix Dry/wet mix. 0–1 (default 1)

1-bit1BT

Every pixel becomes ink or paper: a hard photocopy or risograph look, in black and white or a coloured ink.

Setting What it does Values
Level How bright a pixel must be to be paper (higher: more ink). 0.05–0.95 (default 0.5)
Softness A soft edge between ink and paper. 0–0.3 (default 0.02)
Dither A crosshatch pattern for the in-between greys. on / off (default off)
Ink The two colours. Black on paper, Red ink, Blue ink, Black on lime, Plum on pink, White on black
Mix Dry/wet mix. 0–1 (default 1)

HalftoneHTN

The picture printed as dots on a turned grid, bigger where it is darker: newspaper print or pop art.

Setting What it does Values
Dot size Spacing of the dots. 3–40 px (default 9 px)
Angle How the grid of dots is turned. 0–90 ° (default 45 °)
Black dots Black dots (newspaper) instead of dots in the picture's colours (pop art). on / off (default off)
Screen Dots, or lines that get thicker where the picture is darker (an engraving). Dots, Lines
Two colours Print in just two colours, ink and paper, like a risograph. The picture's own colours, Black on paper, Red ink, Blue ink, Black on lime, Plum on pink, White on black
Mix Dry/wet mix. 0–1 (default 1)

Line ArtLIN

Only the edges are left, as ink lines on paper, glowing lines on black, or lines drawn over the picture.

Setting What it does Values
Line width How thick the lines are. 0.5–4 px (default 1 px)
Strength How faint an edge still makes a line. 0.5–10 (default 3)
Style Where the lines go. Ink on paper, Light on black, Over the picture
Colour Colour of the lines (light on black looks best in white or lime). Black, White, Red, Blue, Lime
Mix Dry/wet mix. 0–1 (default 1)

GlowGLW

Bright parts bloom into soft light. Halation tints the bloom red, like light bouncing inside old film.

Setting What it does Values
Threshold How bright a part must be to glow. 0–0.95 (default 0.6)
Radius How far the glow spreads. 2–80 px (default 18 px)
Amount How strong the glow is. 0–3 (default 1)
Halation Tints the glow red-orange, like film. 0–1 (default 0)

VignetteVIG

The corners darken (or fade to white), drawing the eye to the middle.

Setting What it does Values
Amount How dark the corners get. 0–1 (default 0.6)
Reach How far in from the corners it starts. 0–1 (default 0.45)
Softness How gradual it is. 0–1 (default 0.5)
White Fade to white instead of black (a dreamy look). on / off (default off)

Light LeakLKS

Warm glows drift in from the edges, like light getting into an old camera.

Setting What it does Values
Amount How bright the leaks are. 0–1.5 (default 0.6)
Drift How fast they move. 0–4 (default 1)
Colour From red-orange to golden (and cool blue at the top). 0–1 (default 0.2)

Gate WeaveGTE

The picture jitters and drifts like film in a projector, with flicker and dust.

Setting What it does Values
Weave How far it wanders. 0–4 px (default 1 px)
Flicker Brightness that changes frame to frame. 0–1 (default 0.4)
Dust Specks of dust on the film. 0–1 (default 0.3)

DV TapeDV

A 2000s camcorder: colour in blocks, over-sharpened edges, interlaced lines and a cheap cast.

Setting What it does Values
Amount How strong the look is. 0–1 (default 0.7)
Pixel size Lower resolution (bigger pixels). 1–4 px (default 1.5 px)
Interlaced Every other line a little out of step. on / off (default on)

Light TrailsTRL

Bright things leave trails that fade away, like a long exposure.

Setting What it does Values
Length How long the trails last. 0.5–0.99 (default 0.88)
Glowing Trails add light instead of keeping the brightest. on / off (default off)

Step PrintSTP

Holds each picture for a few frames: the choppy, low-frame-rate look of step-printed film and anime.

Setting What it does Values
Hold for How many frames each picture is held (2: like 12 fps at 24). 2–8 frames (default 2 frames)

Subject GuardSUB

Keeps part of the picture clean while the rest moshes: a person, a tracked object, the bright or dark parts, or a colour. Put it last in the stack. Or flip it, so only the subject melts.

Setting What it does Values
Subject What counts as the subject. The maps blend: grey parts mosh half way. People: Finds people in the clean footage with a small AI model that runs on this device (downloaded once). A cut-out subject: The subject you cut out of the footage (Clip tab › Cut out a subject): it stays clean while the rest moshes. A tracked object: An oval around the box you tracked, following it (select the clip, then Clip tab › Track an object). Bright parts: Everything brighter than the threshold. Lower the threshold to keep more. Dark parts: Everything darker than the threshold. A colour: Everything close to a colour (pick it below). Map: a gradient: A fade across the picture: clean on one side, moshed on the other. Automate its position to sweep the mosh across. Map: paint it: Paint on the player where the picture stays clean. Map: a picture or video: A picture or video from the project, in grey: white stays clean, black moshes. Videos loop. Map: depth: How near things are, from a small AI model that runs on this device (downloaded once): near stays clean, far moshes. People, A cut-out subject, A tracked object, Bright parts, Dark parts, A colour, Map: a gradient, Map: paint it, Map: a picture or video, Map: depth
Keep clean Which side of the mask is protected from the mosh. The subject: The subject stays sharp while the world around it melts. Everything else: Only the subject moshes; the background stays clean. The subject, Everything else
Threshold Where the mask starts (brightness, or distance from the colour). 0–1 (default 0.55)
Gradient The shape of the fade. Linear: A straight fade across the picture. Radial: A circle: clean in the middle, moshed around it. Linear, Radial
Angle Which way the fade runs (0°: clean on the left). -180–180 ° (default 0 °)
Centre X Where the middle of the fade is, across. Automate it to sweep. -0.5–1.5 (default 0.5)
Centre Y Where the middle of the fade is, down. -0.5–1.5 (default 0.5)
Spread How wide the fade is (radial: the size of the clean circle). 0.02–2 (default 0.5)
Oval size Size of the oval compared with the box you drew when tracking (1.4 just covers its corners). 0.3–4 × (default 1.4 ×)
Feather Soft edge, as a share of the frame. 0–0.2 (default 0.03)
Grow / shrink Grows (+) or shrinks (−) the subject a little. -0.4–0.4 (default 0.05)
Strength How much of the clean picture comes back. Lower values let some mosh bleed into the subject. 0–1 (default 1)

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