Visual Effects Nodes

Oraphim includes hundreds of built-in nodes for generating, altering, and warping imagery. These tools are accessible by pressing Shift + Spacebar in the Compositor workspace.

Categories of Effects

1. Generators

Generators do not require an input; they create pixels out of thin air.

  • Background: Generates a solid color, a gradient, or a transparent canvas.
  • Text+: Generates fully customizable typography with advanced formatting and animation capabilities.
  • FastNoise: Generates procedural fractal noise. This is the foundation for simulating organic elements like clouds, fire, smoke, and water displacement.

2. Blurs and Sharpening

  • Blur: A standard Gaussian blur.
  • Defocus: A physically accurate lens blur that creates realistic bokeh highlights.
  • Directional Blur: Blurs pixels in a specific direction to simulate fast motion.
  • Unsharp Mask: Enhances edge contrast to artificially sharpen soft footage.

3. Warping and Distortion

  • Transform: Translates, rotates, and scales the image.
  • Grid Warp: Allows you to push and pull a 2D mesh to distort specific areas of the image (often used for facial manipulation or fitting a label onto a curved bottle).
  • Lens Distortion: Mathematically adds or removes barrel distortion and chromatic aberration (color fringing at the edges of the lens).

4. Color Manipulation

While primary grading should be done in the Color Workspace, the Compositor has specific nodes for VFX color math.

  • ColorCorrector: Standard lift/gamma/gain controls, saturation, and hue.
  • BrightnessContrast: Simple mathematical multipliers for pixel values.
  • ColorSpace: Converts image data between different color gamuts (e.g., sRGB to Linear) to ensure compositing math is performed accurately.

Applying Effects to Specific Areas

Every single effect node in Oraphim has a Blue (Effect Mask) input. If you apply a Glitch effect, it will distort the entire screen. If you only want the Glitch effect to happen inside a television screen in the background of your shot, simply draw a Polygon mask around the TV, and pipe that Polygon node into the blue input of the Glitch node.

This unified architecture means you never have to ask "how do I mask this specific effect?" The methodology is identical for every tool in the software.