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, 2026

How 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

  1. Add Perspective Effect from node search. Use fusion.perspectiveeffect when you need the exact registry entry.
  2. Connect a compatible Image source to Input. Add the other inputs only when the operation needs them.
  3. Start with the registry defaults and adjust 3D View, Convergence Offset, Vertical Alignment first so you can see the node's effect in isolation.
  4. Route Output (Image) into a compatible downstream node, viewer, or output path.
  5. 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.

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