IntrinsicFX Deformations
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- Last Updated: 14 January 2017
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IntrinsicFX Deformations Version: 3.0 (28.04.2017)   (PC / Windows)   1,170 downloads.   Modified: 2017-04-28
Isc Bubbles1 Version: 3.0 Build 0894 ID: iz2a Parameters: 6 Inputs: System: PC Only
Makes a 3 layer bubbles tile of input. You can control what brightness of the input pixels that should generate bubbles for each layer. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). -
Parameters:
1.
Limit 1
Limits the smallest bubbles layer to use a certain color brightness as to make bubbles or not.
Limits the smallest bubbles layer to use a certain color brightness as to make bubbles or not.
2.
Limit 2
Limits the medium sized bubbles layer to use a certain color brightness as to make bubbles or not.
Limits the medium sized bubbles layer to use a certain color brightness as to make bubbles or not.
3.
Limit 3
Limits the big sized bubbles layer to use a certain color brightness as to make bubbles or not.
Limits the big sized bubbles layer to use a certain color brightness as to make bubbles or not.
4.
Multiply 1
Multiplies the sourcecolor to define the color of the smallest bubbles.
Multiplies the sourcecolor to define the color of the smallest bubbles.
5.
Multiply 2
Multiplies the sourcecolor to define the color of the medium sized bubbles.
Multiplies the sourcecolor to define the color of the medium sized bubbles.
6.
Multiply 3
Multiplies the sourcecolor to define the color of the big sized bubbles.
Multiplies the sourcecolor to define the color of the big sized bubbles.
Isc
Displace1
Version:
3.0
Build 0914
ID:
iz1r
Parameters:
4
Inputs:
System:
PC Only
Displacement based on normals from neighbouring pixels, controllable amount and good results from use with pre-blurred input. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). -
Parameters:
Displacement based on normals from neighbouring pixels, controllable amount and good results from use with pre-blurred input. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). -
Parameters:
1.
Strength
This is the strongest strength parameter for how strongly to displace the pixels.
This is the strongest strength parameter for how strongly to displace the pixels.
2.
FineTune
With this you can finetune the Strength parameter, so they together count for how strong the effect will be.
With this you can finetune the Strength parameter, so they together count for how strong the effect will be.
3.
Invert
Lets you invert the effect - so things are not "bumped outwards" but "inwards". Default is outwards.
Lets you invert the effect - so things are not "bumped outwards" but "inwards". Default is outwards.
4.
FX Amount
Dry/Wet mix/blend of input vs output. Default = full effect.
Dry/Wet mix/blend of input vs output. Default = full effect.
Isc
Fishy1
Version:
3.0
Build 0900
ID:
iz0b
Parameters:
13
Inputs:
System:
PC Only
Morphed pixels using 4 different lookup tables called TwisterMaps. The effect has several parameters to make even still images seem animated. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). - Shade can be adjusted in strength, or used as alpha (transparency).
Parameters:
Morphed pixels using 4 different lookup tables called TwisterMaps. The effect has several parameters to make even still images seem animated. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). - Shade can be adjusted in strength, or used as alpha (transparency).
Parameters:
1.
Map Blend
How fast the morph goes between morph maps when changing maps. New in 1.20: you can now morph between maps with this parameter.
How fast the morph goes between morph maps when changing maps. New in 1.20: you can now morph between maps with this parameter.
2.
Twister Map
Selects the twister map to use. There are 4 types of morphs/twists of pixels.
Selects the twister map to use. There are 4 types of morphs/twists of pixels.
3.
Scale X
Tiling scale down horizontally (x axis) tiling the image. max = not scaled.
Tiling scale down horizontally (x axis) tiling the image. max = not scaled.
4.
Scale Y
Tiling scale down vertically (y axis) tiling the image. max = not scaled.
Tiling scale down vertically (y axis) tiling the image. max = not scaled.
5.
Offset X
Offsets the image horizontally (x axis). Middle = no offset.
Offsets the image horizontally (x axis). Middle = no offset.
6.
Offset Y
Offsets the image vertically (y axis). Middle = no offset.
Offsets the image vertically (y axis). Middle = no offset.
7.
CosX SinX
Animates the offset of the image using an angle that is constantly rotated. This parameter sets the stepvalue for the internal CosX1 angle value. It defaults to not active (0.0) [note]This could be changed in a later version (or perhaps a version 2.
Animates the offset of the image using an angle that is constantly rotated. This parameter sets the stepvalue for the internal CosX1 angle value. It defaults to not active (0.0) [note]This could be changed in a later version (or perhaps a version 2.
8.
SinY SinY
Animates the offset of the image using an angle that is constantly rotated. This parameter sets the stepvalue for the internal SinY1 angle value. It defaults to not active (0.0). [note]This could be changed in a later version (or perhaps a version.
Animates the offset of the image using an angle that is constantly rotated. This parameter sets the stepvalue for the internal SinY1 angle value. It defaults to not active (0.0). [note]This could be changed in a later version (or perhaps a version.
9.
Transpose X
Animates the offset horizontally (x axis) of an image according to a stepvalue set by this parameter. above middle animates it to the right, while below middle animates it to the left. Middle = no animation = default.
Animates the offset horizontally (x axis) of an image according to a stepvalue set by this parameter. above middle animates it to the right, while below middle animates it to the left. Middle = no animation = default.
10.
Transpose Y
Animates the offset vertically (y axis) of an image according to a stepvalue set by this parameter. above middle animates it downwards, while below middle animates it upwards. Middle = no animation = default.
Animates the offset vertically (y axis) of an image according to a stepvalue set by this parameter. above middle animates it downwards, while below middle animates it upwards. Middle = no animation = default.
11.
Shade Amount
New in 3.0: Gradual shade/shadow to the morph maps (combine with Alpha Shade parameter for 32bit support).
New in 3.0: Gradual shade/shadow to the morph maps (combine with Alpha Shade parameter for 32bit support).
12.
Alpha Shade
New in 3.0: Gradual shade/shadow to the morph maps, used as alpha modifcation (combine with Alpha Shade parameter for 32bit support).
New in 3.0: Gradual shade/shadow to the morph maps, used as alpha modifcation (combine with Alpha Shade parameter for 32bit support).
13.
FX Amount
New in 3.0: Wet/Dry mix for whole effect.
New in 3.0: Wet/Dry mix for whole effect.
Isc
Hypnotic1
Version:
3.0
Build 0917
ID:
ix40
Parameters:
13
Inputs:
System:
PC Only
Popular hypnotic tunnel effect with many parameters. Morph between 4 lookup tables (slightly different effect), adjust the tiling and make it pulsate in and out. Beware it could trip you out even with still image input, New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). - Shade can be adjusted in strength, or used as alpha (transparency).
Parameters:
Popular hypnotic tunnel effect with many parameters. Morph between 4 lookup tables (slightly different effect), adjust the tiling and make it pulsate in and out. Beware it could trip you out even with still image input, New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). - Shade can be adjusted in strength, or used as alpha (transparency).
Parameters:
1.
Map Blend
When changing the maps this sets how fast the new map will blend into the old, giving some morphing animation, great for pulsating.
When changing the maps this sets how fast the new map will blend into the old, giving some morphing animation, great for pulsating.
2.
Twister Map
There are 4 different "modes" (different lookup tables) for this effect. Here you can switch between them.
There are 4 different "modes" (different lookup tables) for this effect. Here you can switch between them.
3.
Scale X
Controls the scaling horizontally (X), from 1 to 32, of the input onto the tunnel effect.
Controls the scaling horizontally (X), from 1 to 32, of the input onto the tunnel effect.
4.
Scale Y
Controls the scaling vertically (Y), from 1 to 32, of the input onto the tunnel effect.
Controls the scaling vertically (Y), from 1 to 32, of the input onto the tunnel effect.
5.
Offset X
Offset horizontally - X. Adjustment gives zooming/travelling into the tunnel.
Offset horizontally - X. Adjustment gives zooming/travelling into the tunnel.
6.
Offset Y
Offset vertically - Y. Adjustment gives rotating of the tunnel.
Offset vertically - Y. Adjustment gives rotating of the tunnel.
7.
CosX SinX
Animates the offset of the image using an angle that is constantly rotated. This parameter sets the stepvalue for the internal CosX1 angle value. It defaults to not active (0.0) [note]This could be changed in a later version (or perhaps a version 2.
Animates the offset of the image using an angle that is constantly rotated. This parameter sets the stepvalue for the internal CosX1 angle value. It defaults to not active (0.0) [note]This could be changed in a later version (or perhaps a version 2.
8.
SinY SinY
Animates the offset of the image using an angle that is constantly rotated. This parameter sets the stepvalue for the internal SinY1 angle value. It defaults to not active (0.0). [note]This could be changed in a later version (or perhaps a version.
Animates the offset of the image using an angle that is constantly rotated. This parameter sets the stepvalue for the internal SinY1 angle value. It defaults to not active (0.0). [note]This could be changed in a later version (or perhaps a version.
9.
Transpose X
makes the tunnel zoom/travel constantly if other than center/middle.
makes the tunnel zoom/travel constantly if other than center/middle.
10.
Transpose Y
makes the tunnel rotate constantly if other than center/middle.
makes the tunnel rotate constantly if other than center/middle.
11.
Shade Amount
New in 3.0: Gradual shade/shadow to the morph maps (combine with Alpha Shade parameter for 32bit support).
New in 3.0: Gradual shade/shadow to the morph maps (combine with Alpha Shade parameter for 32bit support).
12.
Alpha Shade
New in 3.0: Gradual shade/shadow to the morph maps, used as alpha modifcation (combine with Alpha Shade parameter for 32bit support).
New in 3.0: Gradual shade/shadow to the morph maps, used as alpha modifcation (combine with Alpha Shade parameter for 32bit support).
13.
FX Amount
New in 3.0: Wet/Dry mix for whole effect.
New in 3.0: Wet/Dry mix for whole effect.
Isc Kaleidoscope1 Version: 3.0 Build 0882 ID: iz2b Parameters: 9 Inputs: System: PC Only
My own twist of a Kaleidoscope effect. Got plenty of parameters to be had fun with. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). -
Parameters:
1.
Angle Multiply
The number of tiles around center, the number of pieces to divide the kaleidoscope effect in. Default: 3 pieces.
The number of tiles around center, the number of pieces to divide the kaleidoscope effect in. Default: 3 pieces.
2.
Translate X
Changes offset +/- of each individual piece. Default: no translation - link this parameter to an LFO or music/midi to animate the kaleidoscope patterns.
Changes offset +/- of each individual piece. Default: no translation - link this parameter to an LFO or music/midi to animate the kaleidoscope patterns.
3.
Translate Y
Changes offset +/- of each individual piece. Default: no translation - link this parameter to an LFO or music/midi to animate the kaleidoscope patterns.
Changes offset +/- of each individual piece. Default: no translation - link this parameter to an LFO or music/midi to animate the kaleidoscope patterns.
4.
Multiply
Scales the whole kaleidoscope. Tiles the input if high values.
Scales the whole kaleidoscope. Tiles the input if high values.
5.
Weirdify
Skews the pieces two by two. So its turning to be not really a kaleidoscope but a "tweaked" one. Default = no tweaking.
Skews the pieces two by two. So its turning to be not really a kaleidoscope but a "tweaked" one. Default = no tweaking.
6.
Rotation
This parameter lets you rotate the whole kaleidoscope around center of it.
This parameter lets you rotate the whole kaleidoscope around center of it.
7.
Offset X
You can move the center of the kaleidoscope in x (horizontal) with this parameter.
You can move the center of the kaleidoscope in x (horizontal) with this parameter.
8.
Offset Y
You can move the center of the kaleidoscope in y (vertical) with this parameter.
You can move the center of the kaleidoscope in y (vertical) with this parameter.
9.
2nd Offset
A bit weird this, and hard to explain.. gives an illusion of dithering/doubling the image.
A bit weird this, and hard to explain.. gives an illusion of dithering/doubling the image.
Isc
LensBlobs1
Version:
3.0
Build 0887
ID:
ix4e
Parameters:
16
Inputs:
System:
PC Only
Similar techwise as IscBlobMass1, this one uses the blobs/dots as a lens on the input video, pretty psychedelic. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). - Higher resolution lens morph (2048px, was 256px).
Parameters:
Similar techwise as IscBlobMass1, this one uses the blobs/dots as a lens on the input video, pretty psychedelic. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). - Higher resolution lens morph (2048px, was 256px).
Parameters:
1.
Draw Switch!
If < 20%, do not draw (reset/init).
If < 20%, do not draw (reset/init).
2.
Dot Scale
Scale of each blob / lense.
Scale of each blob / lense.
3.
Lens Strength
Strength of the lens effect (the displacement).
Strength of the lens effect (the displacement).
4.
Speed
Speed of the individual blobs / lenses.
Speed of the individual blobs / lenses.
5.
Num Lenses
Number of blobs / lenses.
Number of blobs / lenses.
6.
Angle X
Rotation around x-axis.
Rotation around x-axis.
7.
Angle Y
Rotation around y-axis.
Rotation around y-axis.
8.
Angle Z
Rotation around z-axis.
Rotation around z-axis.
9.
Origin X
Origin in x-axis, not affecting other movement.
Origin in x-axis, not affecting other movement.
10.
Origin Y
Origin in y-axis, not affecting other movement.
Origin in y-axis, not affecting other movement.
11.
Origin Z
Origin in z-axis, not affecting other movement.
Origin in z-axis, not affecting other movement.
12.
Translate X
Relative (permanent) translation in x-axis of blobs.
Relative (permanent) translation in x-axis of blobs.
13.
Translate Y
Relative (permanent) translation in y-axis of blobs.
Relative (permanent) translation in y-axis of blobs.
14.
Translate Z
Relative (permanent) translation in z-axis of blobs.
Relative (permanent) translation in z-axis of blobs.
15.
Alpha Switch
Turn off/on alpha output (some parts will become transparent around the blobs).
Turn off/on alpha output (some parts will become transparent around the blobs).
16.
Num Particles
Particles3D[pIdx].x = .
Particles3D[pIdx].x = .
Isc Moire1 Version: 3.0 Build 0876 ID: ix42 Parameters: 6 Inputs: System: PC Only
IscMoire1 Makes moire patterns of video input (doubles the input and offsets it in x,y). There are several ink modes how the moire is blended giving different results. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). -
Parameters:
1.
Angle
Sets the angle of the moire offset. 360 degrees. Default is 180 degrees.
Sets the angle of the moire offset. 360 degrees. Default is 180 degrees.
2.
Distance
Sets the distance. Used together with Angle you get an offset from center for the doubled input to be mixed. 0.5 = middle, above 0.5 is positive and below 0.5 is negative distance.
Sets the distance. Used together with Angle you get an offset from center for the doubled input to be mixed. 0.5 = middle, above 0.5 is positive and below 0.5 is negative distance.
3.
Ink Mode
There are 9 different ink modes. 1 = additive looping, 2 = additive with limit, 3 = absolute value of distance in color space, 4 = multiply, 5 = multiply * 2 looping, 6 = multiply * 4 looping, 7 = negative of multiply, additive * additive. Default is addi.
There are 9 different ink modes. 1 = additive looping, 2 = additive with limit, 3 = absolute value of distance in color space, 4 = multiply, 5 = multiply * 2 looping, 6 = multiply * 4 looping, 7 = negative of multiply, additive * additive. Default is addi.
4.
ScaleX
Scales the input (tiling) horizontally (x). 0.0 = scale up max, 1.0 = scale down max, Default is slightly scaled so one does not see the joints/tiles when offseting.
Scales the input (tiling) horizontally (x). 0.0 = scale up max, 1.0 = scale down max, Default is slightly scaled so one does not see the joints/tiles when offseting.
5.
ScaleY
Scales the input (tiling) vertically (y). 0.0 = scale up max, 1.0 = scale down max, Default is slightly scaled so one does not see the joints/tiles when offseting.
Scales the input (tiling) vertically (y). 0.0 = scale up max, 1.0 = scale down max, Default is slightly scaled so one does not see the joints/tiles when offseting.
6.
Flip
Flips the other image around x (horizontally) so you get two copies rotating either way and flipped. That is if parameter is over 0.5. Default is not flipped.
Flips the other image around x (horizontally) so you get two copies rotating either way and flipped. That is if parameter is over 0.5. Default is not flipped.
Isc
Twister1
Version:
3.0
Build 0915
ID:
iz0v
Parameters:
13
Inputs:
System:
PC Only
Morphed pixels using 4 different lookup tables called TwisterMaps. The effect has several parameters to make even still images seem animated. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). - Shade can be adjusted in strength, or used as alpha (transparency).
Parameters:
Morphed pixels using 4 different lookup tables called TwisterMaps. The effect has several parameters to make even still images seem animated. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). - Shade can be adjusted in strength, or used as alpha (transparency).
Parameters:
1.
Map Blend
Parameter to morph between morph maps in a certain speed.
Parameter to morph between morph maps in a certain speed.
2.
Twister Map
Selects the twister map to use. There are 4 types of morphs/twists of pixels.
Selects the twister map to use. There are 4 types of morphs/twists of pixels.
3.
Scale X
Tiling scale down horizontally (x axis) tiling the image. max = not scaled.
Tiling scale down horizontally (x axis) tiling the image. max = not scaled.
4.
Scale Y
Tiling scale down vertically (y axis) tiling the image. max = not scaled.
Tiling scale down vertically (y axis) tiling the image. max = not scaled.
5.
Offset X
Offsets the image horizontally (x axis). Middle = no offset.
Offsets the image horizontally (x axis). Middle = no offset.
6.
Offset Y
Offsets the image vertically (y axis). Middle = no offset.
Offsets the image vertically (y axis). Middle = no offset.
7.
CosX SinX
Animates the offset of the image using an angle that is constantly rotated. This parameter sets the stepvalue for the internal CosX1 angle value. [note]This could be changed in a later version (or perhaps a version 2.) since it is a bit illogical -.
Animates the offset of the image using an angle that is constantly rotated. This parameter sets the stepvalue for the internal CosX1 angle value. [note]This could be changed in a later version (or perhaps a version 2.) since it is a bit illogical -.
8.
SinY SinY
Automatic animation of center of input, as to move input dynamically, will loop input both vertically and horisontally.
Automatic animation of center of input, as to move input dynamically, will loop input both vertically and horisontally.
9.
Transpose X
Animates the offset horizontally (x axis) of an image according to a stepvalue set by this parameter. above middle animates it to the right, while below middle animates it to the left. Middle = no animation. Default is slightly animated.
Animates the offset horizontally (x axis) of an image according to a stepvalue set by this parameter. above middle animates it to the right, while below middle animates it to the left. Middle = no animation. Default is slightly animated.
10.
Transpose Y
Animates the offset vertically (y axis) of an image according to a stepvalue set by this parameter. above middle animates it upwards, while below middle animates it downwards. Middle = no animation. Default is animated upwards.
Animates the offset vertically (y axis) of an image according to a stepvalue set by this parameter. above middle animates it upwards, while below middle animates it downwards. Middle = no animation. Default is animated upwards.
11.
Shade Amount
New in 3.0: Gradual shade/shadow to the morph maps (combine with Alpha Shade parameter for 32bit support).
New in 3.0: Gradual shade/shadow to the morph maps (combine with Alpha Shade parameter for 32bit support).
12.
Alpha Shade
New in 3.0: Gradual shade/shadow to the morph maps, used as alpha modifcation (combine with Alpha Shade parameter for 32bit support).
New in 3.0: Gradual shade/shadow to the morph maps, used as alpha modifcation (combine with Alpha Shade parameter for 32bit support).
13.
FX Amount
New in 3.0: Wet/Dry mix for whole effect.
New in 3.0: Wet/Dry mix for whole effect.
Isc
Twister2
Version:
3.0
Build 0909
ID:
iz0W
Parameters:
13
Inputs:
System:
PC Only
Morphed pixels using 4 different lookup tables called TwisterMaps. The effect has several parameters to make even still images seem animated. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). - Shade can be adjusted in strength, or used as alpha (transparency).
Parameters:
Morphed pixels using 4 different lookup tables called TwisterMaps. The effect has several parameters to make even still images seem animated. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). - Shade can be adjusted in strength, or used as alpha (transparency).
Parameters:
1.
Map Blend
Parameter to morph between morph maps in a certain speed.
Parameter to morph between morph maps in a certain speed.
2.
Twister Map
Selects the twister map to use. There are 4 types of morphs/twists of pixels.
Selects the twister map to use. There are 4 types of morphs/twists of pixels.
3.
Scale X
Tiling scale down horizontally (x axis) tiling the image. max = not scaled.
Tiling scale down horizontally (x axis) tiling the image. max = not scaled.
4.
Scale Y
Tiling scale down vertically (y axis) tiling the image. max = not scaled.
Tiling scale down vertically (y axis) tiling the image. max = not scaled.
5.
Offset X
Offsets the image horizontally (x axis). Middle = no offset.
Offsets the image horizontally (x axis). Middle = no offset.
6.
Offset Y
Offsets the image vertically (y axis). Middle = no offset.
Offsets the image vertically (y axis). Middle = no offset.
7.
CosX SinX
Animates the offset of the image using an angle that is constantly rotated. This parameter sets the stepvalue for the internal CosX1 angle value. [note]This could be changed in a later version (or perhaps a version 2.) since it is a bit illogical -.
Animates the offset of the image using an angle that is constantly rotated. This parameter sets the stepvalue for the internal CosX1 angle value. [note]This could be changed in a later version (or perhaps a version 2.) since it is a bit illogical -.
8.
SinY SinY
Automatic animation of center of input, as to move input dynamically, will loop input both vertically and horisontally.
Automatic animation of center of input, as to move input dynamically, will loop input both vertically and horisontally.
9.
Transpose X
Animates the offset horizontally (x axis) of an image according to a stepvalue set by this parameter. above middle animates it to the right, while below middle animates it to the left. Middle = no animation. Default is slightly animated.
Animates the offset horizontally (x axis) of an image according to a stepvalue set by this parameter. above middle animates it to the right, while below middle animates it to the left. Middle = no animation. Default is slightly animated.
10.
Transpose Y
Animates the offset vertically (y axis) of an image according to a stepvalue set by this parameter. above middle animates it upwards, while below middle animates it downwards. Middle = no animation. Default is animated upwards.
Animates the offset vertically (y axis) of an image according to a stepvalue set by this parameter. above middle animates it upwards, while below middle animates it downwards. Middle = no animation. Default is animated upwards.
11.
Shade Amount
New in 3.0: Gradual shade/shadow to the morph maps (combine with Alpha Shade parameter for 32bit support).
New in 3.0: Gradual shade/shadow to the morph maps (combine with Alpha Shade parameter for 32bit support).
12.
Alpha Shade
New in 3.0: Gradual shade/shadow to the morph maps, used as alpha modifcation (combine with Alpha Shade parameter for 32bit support).
New in 3.0: Gradual shade/shadow to the morph maps, used as alpha modifcation (combine with Alpha Shade parameter for 32bit support).
13.
FX Amount
New in 3.0: Wet/Dry mix for whole effect.
New in 3.0: Wet/Dry mix for whole effect.
Isc
WormHole1
Version:
3.0
Build 0886
ID:
iz16
Parameters:
9
Inputs:
System:
PC Only
This is the classic demo-effect called Wormhole, but with real video displayed in it! It can tile the video both horizontally and vertically. This effect is highly dynamic.
Parameters:
This is the classic demo-effect called Wormhole, but with real video displayed in it! It can tile the video both horizontally and vertically. This effect is highly dynamic.
Parameters:
1.
Scale X
Tiling horizontally (X axis). Makes tiles of smaller versions of the input video. Default is not tiled, fullsize video displayed.
Tiling horizontally (X axis). Makes tiles of smaller versions of the input video. Default is not tiled, fullsize video displayed.
2.
Scale Y
Tiling vertically (Y axis). Makes tiles of smaller versions of the input video. Default is not tiled, fullsize video displayed.
Tiling vertically (Y axis). Makes tiles of smaller versions of the input video. Default is not tiled, fullsize video displayed.
3.
Offset X
Offset horizontally (X axis) of the video input.
Offset horizontally (X axis) of the video input.
4.
Offset Y
Offset vertically (Y axis) of the video input.
Offset vertically (Y axis) of the video input.
5.
Rotate1 Sin Y
Animation parameter. Animates the offset of the video in the wormhole.
Animation parameter. Animates the offset of the video in the wormhole.
6.
Rotate2 Sin Y
Automatic rotation creating a dynamic animation without need for parameter realtime change.
Automatic rotation creating a dynamic animation without need for parameter realtime change.
7.
Translate X
Move the video horizontally (along the X axis). Animation parameter. This is a step value added to the Offset X for each frame processed. Middle is no animation, 0.
Move the video horizontally (along the X axis). Animation parameter. This is a step value added to the Offset X for each frame processed. Middle is no animation, 0.
8.
Translate Y
Move the video vertically (along the Y axis) = in and out of the hole. Animation parameter. This is a step value added to the Offset Y for each frame processed. Middle is no animation, 0.
Move the video vertically (along the Y axis) = in and out of the hole. Animation parameter. This is a step value added to the Offset Y for each frame processed. Middle is no animation, 0.
9.
FX Amount
Dry/Wet mix of the input and the output. Default is only wormhole output.
Dry/Wet mix of the input and the output. Default is only wormhole output.