Node reference
How to use Perspective Effect node in Oraphim
Use the Perspective Effect node in Oraphim. Learn its purpose, exact inputs, outputs, registered controls, example workflow, troubleshooting, and type ID fusion.perspectiveeffect.
Updated August 28, 2026How to use Perspective Effect node in Oraphim
Type ID: fusion.perspectiveeffect
Category: Distort
What this node does
The Perspective Effect node is registered in Oraphim's Distort category and performs the graph operation represented by its sockets and controls below.
The current Oraphim runtime registers 3 sockets and 80 properties for this node. Its main registered inputs are Input, Right / Auxiliary View; its main outputs are Output. The tables below are generated from the runtime registry rather than a handwritten approximation.
Inputs
| Socket | Key | Type |
|---|---|---|
| Input | in_color |
Image |
| Right / Auxiliary View | in_aux_view |
Image |
Outputs
| Socket | Key | Type |
|---|---|---|
| Output | out_color |
Image |
Controls
| Control | Key | Type | Group | Registry default |
|---|---|---|---|---|
| Effect Type | effectType |
String |
Internal | fx_3d_glasses |
| 3D View | viewMode |
String |
3D Glasses | Balanced Colored Red Blue |
| Convergence Offset | convergenceOffset |
Float |
3D Glasses | 0.0 |
| Vertical Alignment | verticalAlignment |
Float |
3D Glasses | 0.0 |
| Units | units |
String |
3D Glasses | Pixels |
| Swap Left-Right | swapLeftRight |
Bool |
3D Glasses | 0.0 |
| Balance | balance |
Float |
3D Glasses | 15.0 |
| Edge Thickness | edgeThickness |
Float |
Bevel | 5.0 |
| Light Angle | lightAngle |
Float |
Bevel | 135.0 |
| Light Intensity | lightIntensity |
Float |
Bevel | 100.0 |
| Light Color R | lightColorR |
Float |
Bevel | 1.0 |
| Light Color G | lightColorG |
Float |
Bevel | 1.0 |
| Light Color B | lightColorB |
Float |
Bevel | 1.0 |
| Shadow Color R | shadowColorR |
Float |
Shadow | 0.0 |
| Shadow Color G | shadowColorG |
Float |
Shadow | 0.0 |
| Shadow Color B | shadowColorB |
Float |
Shadow | 0.0 |
| Opacity | opacity |
Float |
Shadow | 50.0 |
| Direction | direction |
Float |
Drop Shadow | 135.0 |
| Distance | distance |
Float |
Drop Shadow | 5.0 |
| Light Source X | lightSourceX |
Float |
Radial Shadow | 0.5 |
| Light Source Y | lightSourceY |
Float |
Radial Shadow | 0.20000000298023224 |
| Projection Distance | projectionDistance |
Float |
Radial Shadow | 50.0 |
| Softness | softness |
Float |
Radial Shadow | 10.0 |
| Render | renderMode |
String |
Radial Shadow | Regular |
| Color Influence | colorInfluence |
Float |
Radial Shadow | 100.0 |
| Shadow Only | shadowOnly |
Bool |
Shadow | 0.0 |
| Resize Layer | resizeLayer |
Bool |
Shadow | 0.0 |
| Render | surfaceRender |
String |
Surface | Full |
| Quality | perspectiveQuality |
String |
Surface | Best |
| Shading Rate | shadingRate |
Float |
Surface | 2.0 |
| Center X | surfaceCenterX |
Float |
Surface | 0.5 |
| Center Y | surfaceCenterY |
Float |
Surface | 0.5 |
| Scale | surfaceScale |
Float |
Surface | 85.0 |
| Rotation X | surfaceRotationX |
Float |
Rotation | 0.0 |
| Rotation Y | surfaceRotationY |
Float |
Rotation | 0.0 |
| Rotation Z | surfaceRotationZ |
Float |
Rotation | 0.0 |
| Radius | cylinderRadius |
Float |
Cylinder | 1.0 |
| Height | cylinderHeight |
Float |
Cylinder | 1.0 |
| Seam Pole Axis | seamPoleAxis |
String |
Sphere | Y |
| Ambient | surfaceAmbient |
Float |
Lighting | 25.0 |
| Diffuse | surfaceDiffuse |
Float |
Lighting | 75.0 |
| Specular | surfaceSpecular |
Float |
Lighting | 35.0 |
| Roughness | surfaceRoughness |
Float |
Lighting | 30.0 |
| Metal | surfaceMetal |
Float |
Material | 0.0 |
| Reflective | surfaceReflective |
Float |
Material | 0.0 |
| Internal Shadows | internalShadows |
Bool |
Material | 0.0 |
| Transparency Falloff | transparencyFalloff |
Bool |
Material | 0.0 |
| Light X | surfaceLightX |
Float |
Lighting | -0.3499999940395355 |
| Light Y | surfaceLightY |
Float |
Lighting | -0.44999998807907104 |
| Light Z | surfaceLightZ |
Float |
Lighting | 1.0 |
| Light Red | surfaceLightR |
Float |
Lighting | 1.0 |
| Light Green | surfaceLightG |
Float |
Lighting | 1.0 |
| Light Blue | surfaceLightB |
Float |
Lighting | 1.0 |
| Environment Strength | environmentStrength |
Float |
Environment | 100.0 |
| Environment Exposure | environmentExposure |
Float |
Environment | 0.0 |
| Environment Rotation X | environmentRotationX |
Float |
Environment | 0.0 |
| Environment Rotation Y | environmentRotationY |
Float |
Environment | 0.0 |
| Environment Rotation Z | environmentRotationZ |
Float |
Environment | 0.0 |
| Environment Mapping | environmentMapping |
String |
Environment | Spherical |
| Horizontal Pan | horizontalPan |
Float |
Environment | 0.0 |
| Filter Environment | filterEnvironment |
Bool |
Environment | 1.0 |
| Camera Yaw | cameraYaw |
Float |
Camera | 0.0 |
| Camera Pitch | cameraPitch |
Float |
Camera | 0.0 |
| Camera Roll | cameraRoll |
Float |
Camera | 0.0 |
| Camera Field Of View | cameraFov |
Float |
Camera | 50.0 |
| From X | spotFromX |
Float |
Spotlight | 0.25 |
| From Y | spotFromY |
Float |
Spotlight | 0.20000000298023224 |
| To X | spotToX |
Float |
Spotlight | 0.5 |
| To Y | spotToY |
Float |
Spotlight | 0.5 |
| Edge Softness | spotEdgeSoftness |
Float |
Spotlight | 25.0 |
| Height | spotHeight |
Float |
Spotlight | 55.0 |
| Cone Angle | spotConeAngle |
Float |
Spotlight | 48.0 |
| Intensity | spotIntensity |
Float |
Spotlight | 125.0 |
| Render | spotlightRender |
String |
Spotlight | Light Add |
| Light Red | spotColorR |
Float |
Spotlight | 1.0 |
| Light Green | spotColorG |
Float |
Spotlight | 0.9200000166893005 |
| Light Blue | spotColorB |
Float |
Spotlight | 0.7799999713897705 |
| Bump Source | bumpSource |
String |
Bump Map | Luminance |
| Bump Height | bumpHeight |
Float |
Bump Map | 20.0 |
| Preserve Alpha | preserveAlpha |
Bool |
Alpha | 1.0 |
How to use it
- Add Perspective Effect from node search. Use
fusion.perspectiveeffectwhen you need the exact registry entry. - Connect a compatible
Imagesource to Input. Add the other inputs only when the operation needs them. - Start with the registry defaults and adjust 3D View, Convergence Offset, Vertical Alignment first so you can see the node's effect in isolation.
- Route Output (
Image) into a compatible downstream node, viewer, or output path. - Preview a representative frame, change one input/control at a time, and save/reopen reusable graphs to verify persistence.
Practical example
Create a small test graph with Perspective Effect. Feed a compatible source into Input. Change 3D View away from its registry default and compare the result. Connect Output to a compatible downstream stage so the result is visible. Keeping this test graph small makes socket-type, context, and parameter mistakes easier to diagnose before the node is used in a production graph.
Troubleshooting
- If a connection is rejected, compare the exact socket data types in the tables above; Oraphim graph connections are typed.
- If the result looks unchanged, confirm this node is on the active path to the viewer/output and that the expected graph/resource is selected.
- If a control is unavailable, check required inputs and whether the property belongs to an internal or mode-dependent group.
- If a saved graph behaves differently later, reopen it and verify node identity, connections, and edited property values before rendering.
Related nodes
- CC Blobbylize —
fusion.blobbylize - Detail-preserving Upscale —
fusion.detailpreservingupscale - Displacement Map —
fusion.displacementmap - Page Turn —
fusion.pageturn - Perspective Warp —
fusion.perspectivewarp
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