IntrinsicFX Frames & Flow
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- Category: Plugin Packs
- Last Updated: 14 January 2017
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IntrinsicFX Frames & Flow Version: 3.0 (28.04.2017)   (PC / Windows)   1,072 downloads.   Modified: 2017-04-28
Isc ASCII1 Version: 3.0 Build 0967 ID: ix4s Parameters: 7 Inputs: System: PC Only
An ASCII filter which has a fixed font, and not really ASCII letters, but letters nonetheless, It gives an ASCII-Art-like output, as small letters at higher res gives a good notion of the input image. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). - Alpha (transparency) modes.
Parameters:
1.
Letters X
How many letters across width of screen.
How many letters across width of screen.
2.
Letters Y
How many letters across height of screen.
How many letters across height of screen.
3.
Alpha Mode
If to 1. use incoming alpha, do not add particles outside alpha. 2. process alpha (adding for particles), 3. patch in opaque for whole frame (void alpha).
If to 1. use incoming alpha, do not add particles outside alpha. 2. process alpha (adding for particles), 3. patch in opaque for whole frame (void alpha).
4.
Letter Scramble
If to scramble the letter indexes by rearranging letters, and how much different compared to input (random index in character mapping, but relative distanced in brightness.
If to scramble the letter indexes by rearranging letters, and how much different compared to input (random index in character mapping, but relative distanced in brightness.
5.
Luma Scramble
If to scramble the brightness.
If to scramble the brightness.
6.
Color Scramble
If to scramble the resulting letters" colors by disregarding input colors when drawing, and how much different compared to input.
If to scramble the resulting letters" colors by disregarding input colors when drawing, and how much different compared to input.
7.
FX Amount
Control how much the dot-render will blend on top of the raw input.
Control how much the dot-render will blend on top of the raw input.
Isc CameraShake1 Version: 3.0 Build 0901 ID: ix18 Parameters: 10 Inputs: System: PC Only
Tired of very mechanic motions of camera? or animated / rendered input video that looks too rigid? This plugin animates the frame, and makes sure there is no tile/spill even if rotated and/or transposed. It can be very effective in livening up, even already live input from static mounted cameras, and also still image sequences. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). -
Parameters:
1.
Shake Amount
Controls a frame-by-frame positioning in x and y in addition to the interval processing. [tip]If you want only interval processing (more realistic) turn this parameter down to 0.0[/tip].
Controls a frame-by-frame positioning in x and y in addition to the interval processing. [tip]If you want only interval processing (more realistic) turn this parameter down to 0.0[/tip].
2.
Jump Amount
Controls the amount of sudden change when one interval has passed and before the next, for intervals see interval parameters below.
Controls the amount of sudden change when one interval has passed and before the next, for intervals see interval parameters below.
3.
Time Step
The step rate for the interval processing, the speed the intervals are traversed.
The step rate for the interval processing, the speed the intervals are traversed.
4.
Interval Min
First of two parameters controlling the interval length, a random value betweein IntervalMin (this parameter) and IntervalMax is chosen each time a new interval is to be processed. [tip]Set Max and Min to same value and u get a constant interval[/tip].
First of two parameters controlling the interval length, a random value betweein IntervalMin (this parameter) and IntervalMax is chosen each time a new interval is to be processed. [tip]Set Max and Min to same value and u get a constant interval[/tip].
5.
Interval Max
The Max Interval value, see IntervalMin. Set Max == Min to get a constant interval, else a random interval between max and min is chosen for each interval processing. Lower max than min makes the values switch som min is used as max, and vice versa. Low value gives faster shake effect.
The Max Interval value, see IntervalMin. Set Max == Min to get a constant interval, else a random interval between max and min is chosen for each interval processing. Lower max than min makes the values switch som min is used as max, and vice versa. Low value gives faster shake effect.
6.
Rotation Amount
Sets the max rotation change from the input to the output. Intervals makes the rotation random in amount, but this parameter controls the max allowed.
Sets the max rotation change from the input to the output. Intervals makes the rotation random in amount, but this parameter controls the max allowed.
7.
Sideways Amount
Sets the max side-to-side change from the input to the output. Intervals makes the sideways position random, but this parameter controls the max allowed. Please note: a large value here will scale the image up quite a bit to make sure anything outside the edges of the input is seen.
Sets the max side-to-side change from the input to the output. Intervals makes the sideways position random, but this parameter controls the max allowed. Please note: a large value here will scale the image up quite a bit to make sure anything outside the edges of the input is seen.
8.
UpDown Amount
Sets the max up and down change from the input to the output. Intervals makes the up / down position random, but this parameter controls the max allowed. Please note: a large value here will scale the image up quite a bit to make sure anything outside the edges of the input is seen.
Sets the max up and down change from the input to the output. Intervals makes the up / down position random, but this parameter controls the max allowed. Please note: a large value here will scale the image up quite a bit to make sure anything outside the edges of the input is seen.
9.
Alpha Mode
If to 1. use incoming alpha, do not add particles outside alpha. 2. process alpha (adding for particles), 3. patch in opaque for whole frame (void alpha).
If to 1. use incoming alpha, do not add particles outside alpha. 2. process alpha (adding for particles), 3. patch in opaque for whole frame (void alpha).
10.
FX Amount
Wet / Dry mix. Blend between the scaled color and the input video unmodified.
Wet / Dry mix. Blend between the scaled color and the input video unmodified.
Isc
DotGrid1
Version:
3.0
Build 0895
ID:
iz06
Parameters:
12
Inputs:
System:
PC Only
One of the most advanced dot grid plugins out there, with parameters to control size, odd/even offset, dot image (preset modes), ++. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). - Alpha processing parameter.
Parameters:
One of the most advanced dot grid plugins out there, with parameters to control size, odd/even offset, dot image (preset modes), ++. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). - Alpha processing parameter.
Parameters:
1.
Grid Count X
The number of dots in horizontal direction. from 4 to the width (of the screen) divided on 4. Ex. for a 320 pixel wide screen you will get a max of 84 dots across horizontally.
The number of dots in horizontal direction. from 4 to the width (of the screen) divided on 4. Ex. for a 320 pixel wide screen you will get a max of 84 dots across horizontally.
2.
Grid Count Y
The number of dots in vertical direction. from 4 to the height (of the screen) divided on 4. Ex. for a 240 pixel high screen you will get a max of 64 dots across vertically.
The number of dots in vertical direction. from 4 to the height (of the screen) divided on 4. Ex. for a 240 pixel high screen you will get a max of 64 dots across vertically.
3.
Dot Type
Select from 5 different type of dot images (shown above). [tipLFO] gives a trippy effect![/tip].
Select from 5 different type of dot images (shown above). [tipLFO] gives a trippy effect![/tip].
4.
Image Strength
Control whether to make a copy of the input scaled down onto each dot, and how much to blend this in, it is also tinted by the dot rendered color.
Control whether to make a copy of the input scaled down onto each dot, and how much to blend this in, it is also tinted by the dot rendered color.
5.
FX Amount
Control how much the dot-render will blend on top of the raw input.
Control how much the dot-render will blend on top of the raw input.
6.
Wide Mix
Percent from 0.0 to 1.0 if dot size will be scaled from pixel brightness to that all dots are equal size. Can be used to make some tv/tile effect if at 1.0.
Percent from 0.0 to 1.0 if dot size will be scaled from pixel brightness to that all dots are equal size. Can be used to make some tv/tile effect if at 1.0.
7.
One Color Mix
This fades from using the input colors to color pixels - to - coloring all dots only with the color found at the middle of the dot.
This fades from using the input colors to color pixels - to - coloring all dots only with the color found at the middle of the dot.
8.
Pattern Slide1
Slides each odd row of dots to the left or right.
Slides each odd row of dots to the left or right.
9.
Pattern Slide2
Slides each even row of dots to the left or right.
Slides each even row of dots to the left or right.
10.
Add Blend
Additive blend - slide from overwrite to gradually add (0.0 to 1.0). Default 0.0 means not effective.
Additive blend - slide from overwrite to gradually add (0.0 to 1.0). Default 0.0 means not effective.
11.
Sub Blend
Subtractive blend - for each frame the amount of black to mix in the previous frame. Default = none.
Subtractive blend - for each frame the amount of black to mix in the previous frame. Default = none.
12.
Alpha Mode
Decides what to do with alpha (transparency) channel, if to make solid, use in calculation, or use incoming.
Decides what to do with alpha (transparency) channel, if to make solid, use in calculation, or use incoming.
Isc Feedback1 Version: 3.0 Build 0888 ID: iz09 Parameters: 12 Inputs: System: PC Only
Popular feedback effect that makes even stills come alive and pulsate. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). - New default values to use the newest method of better feedback effect/control.
Parameters:
1.
Feed Blend
Amount to mix the new input with the previous thus creating the feedback effect - more or less streaming pixels.
Amount to mix the new input with the previous thus creating the feedback effect - more or less streaming pixels.
2.
Scale X
Tiling scale up or down X (width - tiling or stretch) for the subsequent input added.
Tiling scale up or down X (width - tiling or stretch) for the subsequent input added.
3.
Scale Y
Tiling scale up or down Y (height - tiling or stretch) for the subsequent input added.
Tiling scale up or down Y (height - tiling or stretch) for the subsequent input added.
4.
Rotation
Rotation of the feedback.
Rotation of the feedback.
5.
Offset X
Offset X of the feedback.
Offset X of the feedback.
6.
Offset Y
Offset Y of the feedback.
Offset Y of the feedback.
7.
Wobble
Wobble creates a random offset of a few pixels in x and y. Creates a pulsating feeling to the feedback.
Wobble creates a random offset of a few pixels in x and y. Creates a pulsating feeling to the feedback.
8.
Add Mul
Multiply input color (strength) for each add into the feedback (for Blend Mode >= 0.5).
Multiply input color (strength) for each add into the feedback (for Blend Mode >= 0.5).
9.
Sub Mul
How much to subtract (fade-speed) for each frame of the feedback (for Blend Mode >= 0.5).
How much to subtract (fade-speed) for each frame of the feedback (for Blend Mode >= 0.5).
10.
Blend Mode
Control the blend mode: < 0.5 = processing like before, > 0.5 = use the Add Mul and Sub Mul: multiplications of input and fadeout, see separate parameters for controlling strengths.
Control the blend mode: < 0.5 = processing like before, > 0.5 = use the Add Mul and Sub Mul: multiplications of input and fadeout, see separate parameters for controlling strengths.
11.
Process Alpha
If to include the alpha channel in the processing, or leave untouched (copy from input).
If to include the alpha channel in the processing, or leave untouched (copy from input).
12.
FX Amount
Dry/Wet mix for the effect. Mix the input with the output gradually. Default is min, which gives only output.
Dry/Wet mix for the effect. Mix the input with the output gradually. Default is min, which gives only output.
Isc
Feedback1A
Version:
3.0
Build 0882
ID:
iw18
Parameters:
12
Inputs:
System:
PC Only
Popular feedback effect that makes even stills come alive and pulsate. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). -
Parameters:
Popular feedback effect that makes even stills come alive and pulsate. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). -
Parameters:
1.
Feed Blend
Amount to mix the new input with the previous thus creating the feedback effect - more or less streaming pixels.
Amount to mix the new input with the previous thus creating the feedback effect - more or less streaming pixels.
2.
Scale X
Tiling scale up or down X (width - tiling or stretch) for the subsequent input added.
Tiling scale up or down X (width - tiling or stretch) for the subsequent input added.
3.
Scale Y
Tiling scale up or down Y (height - tiling or stretch) for the subsequent input added.
Tiling scale up or down Y (height - tiling or stretch) for the subsequent input added.
4.
Rotation
Rotation of the feedback.
Rotation of the feedback.
5.
Offset X
Offset X of the feedback.
Offset X of the feedback.
6.
Offset Y
Offset Y of the feedback.
Offset Y of the feedback.
7.
Wobble
Wobble creates a random offset of a few pixels in x and y. Creates a pulsating feeling to the feedback.
Wobble creates a random offset of a few pixels in x and y. Creates a pulsating feeling to the feedback.
8.
Add Mul
Multiply input color (strength) for each add into the feedback (for Blend Mode >= 0.5).
Multiply input color (strength) for each add into the feedback (for Blend Mode >= 0.5).
9.
Sub Mul
How much to subtract (fade-speed) for each frame of the feedback (for Blend Mode >= 0.5).
How much to subtract (fade-speed) for each frame of the feedback (for Blend Mode >= 0.5).
10.
Blend Mode
Control the blend mode: < 0.5 = processing like before, > 0.5 = use the Add Mul and Sub Mul: multiplications of input and fadeout, see separate parameters for controlling strengths.
Control the blend mode: < 0.5 = processing like before, > 0.5 = use the Add Mul and Sub Mul: multiplications of input and fadeout, see separate parameters for controlling strengths.
11.
Process Alpha
If to include the alpha channel in the processing, or leave untouched (copy from input).
If to include the alpha channel in the processing, or leave untouched (copy from input).
12.
FX Amount
Dry/Wet mix for the effect. Mix the input with the output gradually. Default is min, which gives only output.
Dry/Wet mix for the effect. Mix the input with the output gradually. Default is min, which gives only output.
Isc
Feedback2
Version:
3.0
Build 0954
ID:
ix24
Parameters:
12
Inputs:
System:
PC Only
Popular feedback effect that makes even stills come alive and pulsate. This one with milder parameters for scale and offset, makes for more smooth adjustments. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). - New default values to use the newest method of better feedback effect/control.
Parameters:
Popular feedback effect that makes even stills come alive and pulsate. This one with milder parameters for scale and offset, makes for more smooth adjustments. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). - New default values to use the newest method of better feedback effect/control.
Parameters:
1.
Feed Blend
Amount to mix the new input with the previous thus creating the feedback effect - more or less streaming pixels.
Amount to mix the new input with the previous thus creating the feedback effect - more or less streaming pixels.
2.
Scale X
Tiling scale up or down X (width - tiling or stretch) for the subsequent input added.
Tiling scale up or down X (width - tiling or stretch) for the subsequent input added.
3.
Scale Y
Tiling scale up or down Y (height - tiling or stretch) for the subsequent input added.
Tiling scale up or down Y (height - tiling or stretch) for the subsequent input added.
4.
Rotation
Rotation of the feedback.
Rotation of the feedback.
5.
Offset X
Offset X of the feedback.
Offset X of the feedback.
6.
Offset Y
Offset Y of the feedback.
Offset Y of the feedback.
7.
Wobble
Wobble creates a random offset of a few pixels in x and y. Creates a pulsating feeling to the feedback.
Wobble creates a random offset of a few pixels in x and y. Creates a pulsating feeling to the feedback.
8.
Add Mul
Multiply input color (strength) for each add into the feedback (for Blend Mode >= 0.5).
Multiply input color (strength) for each add into the feedback (for Blend Mode >= 0.5).
9.
Sub Mul
How much to subtract (fade-speed) for each frame of the feedback (for Blend Mode >= 0.5).
How much to subtract (fade-speed) for each frame of the feedback (for Blend Mode >= 0.5).
10.
Blend Mode
Control the blend mode: < 0.5 = processing like before, > 0.5 = use the Add Mul and Sub Mul: multiplications of input and fadeout, see separate parameters for controlling strengths.
Control the blend mode: < 0.5 = processing like before, > 0.5 = use the Add Mul and Sub Mul: multiplications of input and fadeout, see separate parameters for controlling strengths.
11.
Process Alpha
If to include the alpha channel in the processing, or leave untouched (copy from input).
If to include the alpha channel in the processing, or leave untouched (copy from input).
12.
FX Amount
Dry/Wet mix for the effect. Mix the input with the output gradually. Default is min, which gives only output.
Dry/Wet mix for the effect. Mix the input with the output gradually. Default is min, which gives only output.
Isc
Feedback2A
Version:
3.0
Build 0947
ID:
iw19
Parameters:
12
Inputs:
System:
PC Only
Popular feedback effect that makes even stills come alive and pulsate. This one with milder parameters for scale and offset, makes for more smooth adjustments. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). - New default values to use the newest method of better feedback effect/control.
Parameters:
Popular feedback effect that makes even stills come alive and pulsate. This one with milder parameters for scale and offset, makes for more smooth adjustments. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). - New default values to use the newest method of better feedback effect/control.
Parameters:
1.
Feed Blend
Amount to mix the new input with the previous thus creating the feedback effect - more or less streaming pixels.
Amount to mix the new input with the previous thus creating the feedback effect - more or less streaming pixels.
2.
Scale X
Tiling scale up or down X (width - tiling or stretch) for the subsequent input added.
Tiling scale up or down X (width - tiling or stretch) for the subsequent input added.
3.
Scale Y
Tiling scale up or down Y (height - tiling or stretch) for the subsequent input added.
Tiling scale up or down Y (height - tiling or stretch) for the subsequent input added.
4.
Rotation
Rotation of the feedback.
Rotation of the feedback.
5.
Offset X
Offset X of the feedback.
Offset X of the feedback.
6.
Offset Y
Offset Y of the feedback.
Offset Y of the feedback.
7.
Wobble
Wobble creates a random offset of a few pixels in x and y. Creates a pulsating feeling to the feedback.
Wobble creates a random offset of a few pixels in x and y. Creates a pulsating feeling to the feedback.
8.
Add Mul
Multiply input color (strength) for each add into the feedback (for Blend Mode >= 0.5).
Multiply input color (strength) for each add into the feedback (for Blend Mode >= 0.5).
9.
Sub Mul
How much to subtract (fade-speed) for each frame of the feedback (for Blend Mode >= 0.5).
How much to subtract (fade-speed) for each frame of the feedback (for Blend Mode >= 0.5).
10.
Blend Mode
Control the blend mode: < 0.5 = processing like before, > 0.5 = use the Add Mul and Sub Mul: multiplications of input and fadeout, see separate parameters for controlling strengths.
Control the blend mode: < 0.5 = processing like before, > 0.5 = use the Add Mul and Sub Mul: multiplications of input and fadeout, see separate parameters for controlling strengths.
11.
Process Alpha
If to include the alpha channel in the processing, or leave untouched (copy from input).
If to include the alpha channel in the processing, or leave untouched (copy from input).
12.
FX Amount
Dry/Wet mix for the effect. Mix the input with the output gradually. Default is min, which gives only output.
Dry/Wet mix for the effect. Mix the input with the output gradually. Default is min, which gives only output.
Isc
FeedbackRGB1
Version:
3.0
Build 0899
ID:
ix4n
Parameters:
31
Inputs:
System:
PC Only
Popular feedback effect that makes even stills come alive and pulsate. This one with control of each color channel separately. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). - New default values to use the newest method of better feedback effect/control.
Parameters:
Popular feedback effect that makes even stills come alive and pulsate. This one with control of each color channel separately. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). - New default values to use the newest method of better feedback effect/control.
Parameters:
1.
Feed Red
Regular blend-in feedback buffer in Mode < 0.5, when mode > 0.5 it works in addition to the add mul (separately for red color component).
Regular blend-in feedback buffer in Mode < 0.5, when mode > 0.5 it works in addition to the add mul (separately for red color component).
2.
Feed Green
Regular blend-in feedback buffer in Mode < 0.5, when mode > 0.5 it works in addition to the add mul (separately for green color component).
Regular blend-in feedback buffer in Mode < 0.5, when mode > 0.5 it works in addition to the add mul (separately for green color component).
3.
Feed Blue
Regular blend-in feedback buffer in Mode < 0.5, when mode > 0.5 it works in addition to the add mul (separately for blue color component).
Regular blend-in feedback buffer in Mode < 0.5, when mode > 0.5 it works in addition to the add mul (separately for blue color component).
4.
Scale X Red
Scaling in x-axis (shrink or expand) of the backbuffer for each frame of the feedback for red color separately.
Scaling in x-axis (shrink or expand) of the backbuffer for each frame of the feedback for red color separately.
5.
Scale X Green
Scaling in x-axis (shrink or expand) of the backbuffer for each frame of the feedback for green color separately.
Scaling in x-axis (shrink or expand) of the backbuffer for each frame of the feedback for green color separately.
6.
Scale X Blue
Scaling in x-axis (shrink or expand) of the backbuffer for each frame of the feedback for blue color separately.
Scaling in x-axis (shrink or expand) of the backbuffer for each frame of the feedback for blue color separately.
7.
Scale Y Red
Scaling in y-axis (shrink or expand) of the backbuffer for each frame of the feedback for red color separately.
Scaling in y-axis (shrink or expand) of the backbuffer for each frame of the feedback for red color separately.
8.
Scale Y Green
Scaling in y-axis (shrink or expand) of the backbuffer for each frame of the feedback for green color separately.
Scaling in y-axis (shrink or expand) of the backbuffer for each frame of the feedback for green color separately.
9.
Scale Y Blue
Scaling in y-axis (shrink or expand) of the backbuffer for each frame of the feedback for blue color separately.
Scaling in y-axis (shrink or expand) of the backbuffer for each frame of the feedback for blue color separately.
10.
Rotation Red
Rotation of the backbuffer for each frame of the feedback for red color separately.
Rotation of the backbuffer for each frame of the feedback for red color separately.
11.
Rotation Green
Rotation of the backbuffer for each frame of the feedback for green color separately.
Rotation of the backbuffer for each frame of the feedback for green color separately.
12.
Rotation Blue
Rotation of the backbuffer for each frame of the feedback for blue color separately.
Rotation of the backbuffer for each frame of the feedback for blue color separately.
13.
Offset X Red
Offset along x-axis (position displacement) of the backbuffer for each frame of the feedback for red color separately.
Offset along x-axis (position displacement) of the backbuffer for each frame of the feedback for red color separately.
14.
Offset X Green
Offset along x-axis (position displacement) of the backbuffer for each frame of the feedback for green color separately.
Offset along x-axis (position displacement) of the backbuffer for each frame of the feedback for green color separately.
15.
Offset X Blue
Offset along x-axis (position displacement) of the backbuffer for each frame of the feedback for blue color separately.
Offset along x-axis (position displacement) of the backbuffer for each frame of the feedback for blue color separately.
16.
Offset Y Red
Offset along y-axis (position displacement) of the backbuffer for each frame of the feedback for red color separately.
Offset along y-axis (position displacement) of the backbuffer for each frame of the feedback for red color separately.
17.
Offset Y Green
Offset along y-axis (position displacement) of the backbuffer for each frame of the feedback for green color separately.
Offset along y-axis (position displacement) of the backbuffer for each frame of the feedback for green color separately.
18.
Offset Y Blue
Offset along y-axis (position displacement) of the backbuffer for each frame of the feedback for blue color separately.
Offset along y-axis (position displacement) of the backbuffer for each frame of the feedback for blue color separately.
19.
Wobble Red
Wobble of the backbuffer for each frame of the feedback for red color separately.
Wobble of the backbuffer for each frame of the feedback for red color separately.
20.
Wobble Green
Wobble of the backbuffer for each frame of the feedback for green color separately.
Wobble of the backbuffer for each frame of the feedback for green color separately.
21.
Wobble Blue
Wobble of the backbuffer for each frame of the feedback for blue color separately.
Wobble of the backbuffer for each frame of the feedback for blue color separately.
22.
Add Mul Red
Multiply red input color (strength) for adding into the feedback buffer per frame (for Blend Mode >= 0.5).
Multiply red input color (strength) for adding into the feedback buffer per frame (for Blend Mode >= 0.5).
23.
Add Mul Green
Multiply green input color (strength) for adding into the feedback buffer per frame (for Blend Mode >= 0.5).
Multiply green input color (strength) for adding into the feedback buffer per frame (for Blend Mode >= 0.5).
24.
Add Mul Blue
Multiply blue input color (strength) for adding into the feedback buffer per frame (for Blend Mode >= 0.5).
Multiply blue input color (strength) for adding into the feedback buffer per frame (for Blend Mode >= 0.5).
25.
Sub Mul Red
How much to subtract of red (fade-speed) for each frame of the feedback (for Blend Mode >= 0.5).
How much to subtract of red (fade-speed) for each frame of the feedback (for Blend Mode >= 0.5).
26.
Sub Mul Green
How much to subtract of green (fade-speed) for each frame of the feedback (for Blend Mode >= 0.5).
How much to subtract of green (fade-speed) for each frame of the feedback (for Blend Mode >= 0.5).
27.
Sub Mul Blue
How much to subtract of blue (fade-speed) for each frame of the feedback (for Blend Mode >= 0.5).
How much to subtract of blue (fade-speed) for each frame of the feedback (for Blend Mode >= 0.5).
28.
Blend Mode Rd
Control the blend mode separately for red color: < 0.5 = processing like before, > 0.5 = use the Add Mul and Sub Mul: multiplications of input and fadeout, see separate parameters for controlling strengths.
Control the blend mode separately for red color: < 0.5 = processing like before, > 0.5 = use the Add Mul and Sub Mul: multiplications of input and fadeout, see separate parameters for controlling strengths.
29.
Blend Mode Gr
Control the blend mode separately for green color: < 0.5 = processing like before, > 0.5 = use the Add Mul and Sub Mul: multiplications of input and fadeout, see separate parameters for controlling strengths.
Control the blend mode separately for green color: < 0.5 = processing like before, > 0.5 = use the Add Mul and Sub Mul: multiplications of input and fadeout, see separate parameters for controlling strengths.
30.
Blend Mode Bl
Control the blend mode separately for blue color: < 0.5 = processing like before, > 0.5 = use the Add Mul and Sub Mul: multiplications of input and fadeout, see separate parameters for controlling strengths.
Control the blend mode separately for blue color: < 0.5 = processing like before, > 0.5 = use the Add Mul and Sub Mul: multiplications of input and fadeout, see separate parameters for controlling strengths.
31.
Process Alpha
If to include the alpha channel in the processing, or leave untouched (copy from input).
If to include the alpha channel in the processing, or leave untouched (copy from input).
Isc
FilmStrip1
Version:
3.0
Build 0894
ID:
iz0a
Parameters:
12
Inputs:
System:
PC Only
The most feature packed filmstrip around, and its fast too! A lot can be controlled, animation and tiling within each frame of the strip, gives a strip effect even from still image input. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). - New default values to show off flip parameters. - Transparency towards original output and more parazmeters.
Parameters:
The most feature packed filmstrip around, and its fast too! A lot can be controlled, animation and tiling within each frame of the strip, gives a strip effect even from still image input. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). - New default values to show off flip parameters. - Transparency towards original output and more parazmeters.
Parameters:
1.
Feed Blend
Feedback parameter - blending the previous with the new input.
Feedback parameter - blending the previous with the new input.
2.
Count X
Number of images horizontal (x axis). Splits the output into frames delayed and sized so there are from 2 to 16 frames horizontally. If this parameter is matched (equal) to the Count Y parameter - then the aspect ratio of the frames is correct.
Number of images horizontal (x axis). Splits the output into frames delayed and sized so there are from 2 to 16 frames horizontally. If this parameter is matched (equal) to the Count Y parameter - then the aspect ratio of the frames is correct.
3.
Count Y
Number of images vertical (y axis). Splits the output into frames delayed and sized so there are from 2 to 16 frames vertically. If this parameter is matched (equal) to the Count X parameter - then the aspect ratio of the frames is correct.
Number of images vertical (y axis). Splits the output into frames delayed and sized so there are from 2 to 16 frames vertically. If this parameter is matched (equal) to the Count X parameter - then the aspect ratio of the frames is correct.
4.
Flip H
Flips each other image horizontically - making any input tile horizontally. value over 0.5 (half way) makes the flip active. If matched/equal to Flip V it gives a kind of kaleidoscope effect, but still delayed in time like a regular filmstrip effect.
Flips each other image horizontically - making any input tile horizontally. value over 0.5 (half way) makes the flip active. If matched/equal to Flip V it gives a kind of kaleidoscope effect, but still delayed in time like a regular filmstrip effect.
5.
Flip V
Flips each other image vertically - making any input tile vertically. value over 0.5 (half way) makes the flip active. If matched/equal to Flip H it gives a kind of kaleidoscope effect, but still delayed in time like a regular filmstrip effect.
Flips each other image vertically - making any input tile vertically. value over 0.5 (half way) makes the flip active. If matched/equal to Flip H it gives a kind of kaleidoscope effect, but still delayed in time like a regular filmstrip effect.
6.
Scale X
You can with this scale the input horizontally (x axis) so it even tiles within the frame or is stretched so you only see a part of it. This way you can get "animation" even with a still image as the input to the effect. The demo clip seen at the top of t.
You can with this scale the input horizontally (x axis) so it even tiles within the frame or is stretched so you only see a part of it. This way you can get "animation" even with a still image as the input to the effect. The demo clip seen at the top of t.
7.
Scale Y
You can with this scale the input vertically (y axis) so it even tiles within the frame or is stretched so you only see a part of it. This way you can get "animation" even with a still image as the input to the effect. At middle slider position no scaling.
You can with this scale the input vertically (y axis) so it even tiles within the frame or is stretched so you only see a part of it. This way you can get "animation" even with a still image as the input to the effect. At middle slider position no scaling.
8.
Rotation
Rotates the new frame coming from the input. Giving animation to even still image input - and also gives the kaleidoscope effect when used together with Flip H and Flip V enabled. Rotation = +/- 180 degrees.
Rotates the new frame coming from the input. Giving animation to even still image input - and also gives the kaleidoscope effect when used together with Flip H and Flip V enabled. Rotation = +/- 180 degrees.
9.
Offset X
Offset horizontally (x axis) of the input within the input frame. This parameter can also be used to animate a still image.
Offset horizontally (x axis) of the input within the input frame. This parameter can also be used to animate a still image.
10.
Offset Y
Offset vertically (y axis) of the input within the input frame. This parameter can also be used to animate a still image.
Offset vertically (y axis) of the input within the input frame. This parameter can also be used to animate a still image.
11.
Wobble
The wobble works like the wobble in IscFeedback1: The input image is randomly offset a few pixels so it seems to pulsate.
The wobble works like the wobble in IscFeedback1: The input image is randomly offset a few pixels so it seems to pulsate.
12.
FX Amount
Mix of wet/dry. Default = full effect.
Mix of wet/dry. Default = full effect.
Isc
FilmStrip1A
Version:
3.0
Build 0882
ID:
iw20
Parameters:
13
Inputs:
System:
PC Only
The most feature packed filmstrip around, and its fast too! A lot can be controlled, animation and tiling within each frame of the strip, gives a strip effect even from still image input. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). - Alpha (transparency) processing.
Parameters:
The most feature packed filmstrip around, and its fast too! A lot can be controlled, animation and tiling within each frame of the strip, gives a strip effect even from still image input. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). - Alpha (transparency) processing.
Parameters:
1.
Feed Blend
Feedback parameter - blending the previous with the new input.
Feedback parameter - blending the previous with the new input.
2.
Count X
Number of images horizontal (x axis). Splits the output into frames delayed and sized so there are from 2 to 16 frames horizontally. If this parameter is matched (equal) to the Count Y parameter - then the aspect ratio of the frames is correct.
Number of images horizontal (x axis). Splits the output into frames delayed and sized so there are from 2 to 16 frames horizontally. If this parameter is matched (equal) to the Count Y parameter - then the aspect ratio of the frames is correct.
3.
Count Y
Number of images vertical (y axis). Splits the output into frames delayed and sized so there are from 2 to 16 frames vertically. If this parameter is matched (equal) to the Count X parameter - then the aspect ratio of the frames is correct.
Number of images vertical (y axis). Splits the output into frames delayed and sized so there are from 2 to 16 frames vertically. If this parameter is matched (equal) to the Count X parameter - then the aspect ratio of the frames is correct.
4.
Flip H
Flips each other image horizontically - making any input tile horizontally. value over 0.5 (half way) makes the flip active. If matched/equal to Flip V it gives a kind of kaleidoscope effect, but still delayed in time like a regular filmstrip effect.
Flips each other image horizontically - making any input tile horizontally. value over 0.5 (half way) makes the flip active. If matched/equal to Flip V it gives a kind of kaleidoscope effect, but still delayed in time like a regular filmstrip effect.
5.
Flip V
Flips each other image vertically - making any input tile vertically. value over 0.5 (half way) makes the flip active. If matched/equal to Flip H it gives a kind of kaleidoscope effect, but still delayed in time like a regular filmstrip effect.
Flips each other image vertically - making any input tile vertically. value over 0.5 (half way) makes the flip active. If matched/equal to Flip H it gives a kind of kaleidoscope effect, but still delayed in time like a regular filmstrip effect.
6.
Scale X
You can with this scale the input horizontally (x axis) so it even tiles within the frame or is stretched so you only see a part of it. This way you can get "animation" even with a still image as the input to the effect. The demo clip seen at the top of t.
You can with this scale the input horizontally (x axis) so it even tiles within the frame or is stretched so you only see a part of it. This way you can get "animation" even with a still image as the input to the effect. The demo clip seen at the top of t.
7.
Scale Y
You can with this scale the input vertically (y axis) so it even tiles within the frame or is stretched so you only see a part of it. This way you can get "animation" even with a still image as the input to the effect. At middle slider position no scaling.
You can with this scale the input vertically (y axis) so it even tiles within the frame or is stretched so you only see a part of it. This way you can get "animation" even with a still image as the input to the effect. At middle slider position no scaling.
8.
Rotation
Rotates the new frame coming from the input. Giving animation to even still image input - and also gives the kaleidoscope effect when used together with Flip H and Flip V enabled. Rotation = +/- 180 degrees.
Rotates the new frame coming from the input. Giving animation to even still image input - and also gives the kaleidoscope effect when used together with Flip H and Flip V enabled. Rotation = +/- 180 degrees.
9.
Offset X
Offset horizontally (x axis) of the input within the input frame. This parameter can also be used to animate a still image.
Offset horizontally (x axis) of the input within the input frame. This parameter can also be used to animate a still image.
10.
Offset Y
Offset vertically (y axis) of the input within the input frame. This parameter can also be used to animate a still image.
Offset vertically (y axis) of the input within the input frame. This parameter can also be used to animate a still image.
11.
Wobble
The wobble works like the wobble in IscFeedback1: The input image is randomly offset a few pixels so it seems to pulsate.
The wobble works like the wobble in IscFeedback1: The input image is randomly offset a few pixels so it seems to pulsate.
12.
Enable Alpha
Enable alpha adjustments or not.
Enable alpha adjustments or not.
13.
FX Amount
Mix of wet/dry. Default = full effect.
Mix of wet/dry. Default = full effect.
Isc
FPSReduce1
Version:
3.0
Build 0891
ID:
iz1e
Parameters:
2
Inputs:
System:
PC Only
Reduces framerate down to almost slideshow. Control speed and interpolation. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). -
Parameters:
Reduces framerate down to almost slideshow. Control speed and interpolation. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). -
Parameters:
1.
FPS Mul
The percentage of Frames Per Second reduction, down to halt. F.ex. 0.5 (50%) is half framerate.
The percentage of Frames Per Second reduction, down to halt. F.ex. 0.5 (50%) is half framerate.
2.
FPS XBlend
The blend factor of the frame per second reduced output and the normal input, into the output. (wet/dry mix).
The blend factor of the frame per second reduced output and the normal input, into the output. (wet/dry mix).
Isc
IntelliTile1
Version:
3.0
Build 0937
ID:
ix4p
Parameters:
8
Inputs:
System:
PC Only
Parameters:
Parameters:
1.
Tile In X
Controls (multiplied with "Tile In Max X" parameter) how many pieces to split input into, horizontally (along x-axis), this goes to calculate each tile into one pixel for use in each possible output tile.
Controls (multiplied with "Tile In Max X" parameter) how many pieces to split input into, horizontally (along x-axis), this goes to calculate each tile into one pixel for use in each possible output tile.
2.
Tile In Y
Controls (multiplied with "Tile In Max Y" parameter) how many pieces to split input into, vertically (along y-axis), this goes to calculate each tile into one pixel for use in each possible output tile.
Controls (multiplied with "Tile In Max Y" parameter) how many pieces to split input into, vertically (along y-axis), this goes to calculate each tile into one pixel for use in each possible output tile.
3.
Tile Out X
Controls how many tiles to write to output vertically (in y-axis), repeating generated pixels from input tile calculation, the latter which are calculated based on input color (pre-indexed each time parameters are changed).
Controls how many tiles to write to output vertically (in y-axis), repeating generated pixels from input tile calculation, the latter which are calculated based on input color (pre-indexed each time parameters are changed).
4.
Tile Out Y
Controls how many tiles to write to output vertically (in y-axis), repeating generated pixels from input tile calculation, the latter which are calculated based on input color (pre-indexed each time parameters are changed).
Controls how many tiles to write to output vertically (in y-axis), repeating generated pixels from input tile calculation, the latter which are calculated based on input color (pre-indexed each time parameters are changed).
5.
Tile In Max X
Controls the max number of pieces horizontally to split into tiles, along x-axis for input (see "Tile In X" too).
Controls the max number of pieces horizontally to split into tiles, along x-axis for input (see "Tile In X" too).
6.
Tile In Max Y
Controls the max number of pieces vertically to split into tiles, along y-axis for input (see "Tile In Y" too).
Controls the max number of pieces vertically to split into tiles, along y-axis for input (see "Tile In Y" too).
7.
Blend To Map
This is for each time you change the control parameters, how much the new values should influence the last stored lookup/tiles data (when last changed parameters) - can provide a feedback effect if < 1.0.
This is for each time you change the control parameters, how much the new values should influence the last stored lookup/tiles data (when last changed parameters) - can provide a feedback effect if < 1.0.
8.
Use Tile Value
* For this effect to work as more than pixelation and for noise and other parameters to work, enable this.
* For this effect to work as more than pixelation and for noise and other parameters to work, enable this.
Isc
Matrix1
Version:
3.0
Build 0927
ID:
ix4v
Parameters:
6
Inputs:
System:
PC Only
An ASCII filter which has a fixed font, and not really ASCII letters, but letters nonetheless, It gives an ASCII-Art-like output, as small letters at higher res gives a good notion of the input image. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). -
Parameters:
An ASCII filter which has a fixed font, and not really ASCII letters, but letters nonetheless, It gives an ASCII-Art-like output, as small letters at higher res gives a good notion of the input image. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). -
Parameters:
1.
Letters X
How many letters across width of screen.
How many letters across width of screen.
2.
Letters Y
How many letters across height of screen.
How many letters across height of screen.
3.
Original Mix
Mixing in original input (also tintet).
Mixing in original input (also tintet).
4.
Feedback
Feedback effect.
Feedback effect.
5.
Matrix Tint
Matrix style green colorization tint amount.
Matrix style green colorization tint amount.
6.
Input Hue Mix
Colorize output pixels with HUE (COLOR) from input, per pixel (MatrixTint overrides/blends).
Colorize output pixels with HUE (COLOR) from input, per pixel (MatrixTint overrides/blends).
Isc
Mirror1
Version:
3.0
Build 0900
ID:
iz1t
Parameters:
6
Inputs:
System:
PC Only
Horizontal and vertical mirroring effect. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). - Alpha modes.
Parameters:
Horizontal and vertical mirroring effect. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). - Alpha modes.
Parameters:
1.
Split X
Where to mirror from in x (horizontal).
Where to mirror from in x (horizontal).
2.
Split Y
Where to mirror from in y (vertical).
Where to mirror from in y (vertical).
3.
Alpha Mode
Decides what to do with alpha (transparency) channel, use incoming alpha, modify also alpha, or use solid alpha in output.
Decides what to do with alpha (transparency) channel, use incoming alpha, modify also alpha, or use solid alpha in output.
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.
5.
Multiply X
* +/- multiplication of source-access for mirroring, Y-AXIS (X Traversal), can achieve tile effect and reversal of pixels.
* +/- multiplication of source-access for mirroring, Y-AXIS (X Traversal), can achieve tile effect and reversal of pixels.
6.
Multiply Y
* +/- multiplication of source-access for mirroring, X-AXIS (Y Traversal), can achieve tile effect and reversal of pixels.
* +/- multiplication of source-access for mirroring, X-AXIS (Y Traversal), can achieve tile effect and reversal of pixels.
Isc Mirror2 Version: 3.0 Build 0906 ID: iz1u Parameters: 5 Inputs: System: PC Only
Mirror around a line defined by 4 parameters, x1, y1 and x2, y2. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). -
Parameters:
1.
x1
x1 of the line to mirror around, the line defined by (px1,y1) to (x2,y2).
x1 of the line to mirror around, the line defined by (px1,y1) to (x2,y2).
2.
y1
y1 of the line to mirror around, the line defined by (px1,y1) to (x2,y2).
y1 of the line to mirror around, the line defined by (px1,y1) to (x2,y2).
3.
x2
x2 of the line to mirror around, the line defined by (px1,y1) to (x2,y2).
x2 of the line to mirror around, the line defined by (px1,y1) to (x2,y2).
4.
y2
y2 of the line to mirror around, the line defined by (px1,y1) to (x2,y2).
y2 of the line to mirror around, the line defined by (px1,y1) to (x2,y2).
5.
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 RotoZoom1 Version: 3.0 Build 0894 ID: ix16 Parameters: 6 Inputs: System: PC Only
Rotating and tiling, odd/even mirroring in x and y (off/on), parameters need to be changed/animated for effect to be seen, initially it shows exact match to input. Parameter changes 2015: Scale X and Scale Y separated and a link parameter, could be layered with several instances and create some feedback-like effect. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). - New defaults to show off mirror.
Parameters:
1.
Scale Linked
Scale factor linked, means the setting of either Scale X or Scale Y will use the Scale X value for both Scale X and Scale Y, hence the Scale Y will not be used when this is enabled (default). If the scale isn"t linked, odd results when zoming and mirroring might occur, and layering several with transparency could produce some feedback-like effect (not tested).
Scale factor linked, means the setting of either Scale X or Scale Y will use the Scale X value for both Scale X and Scale Y, hence the Scale Y will not be used when this is enabled (default). If the scale isn"t linked, odd results when zoming and mirroring might occur, and layering several with transparency could produce some feedback-like effect (not tested).
2.
Rotation
Rotation of the tiles.
Rotation of the tiles.
3.
Mirror
If to mirror each tile so they tile better when zooming so screen is split in tiles.
If to mirror each tile so they tile better when zooming so screen is split in tiles.
4.
Pan X
How much to pan to the right/left.
How much to pan to the right/left.
5.
Pan Y
Pan up and down.
Pan up and down.
6.
Wobble
Makes the output shake/wobble.
Makes the output shake/wobble.
Isc ScanTV1 Version: 3.0 Build 0918 ID: iz0o Parameters: 9 Inputs: System: PC Only
Adds "scanlines" and a selectable amount of noise to the image, making it look a bit like the screen on a old TV. Also has parameters form moving a definable "stripe" over the screen/frame. Adds flickering to the image. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). -
Parameters:
1.
FX Amount
Dry/Wet mix - mix input with output, default is just output.
Dry/Wet mix - mix input with output, default is just output.
2.
Grid Count Y
The number of lines to create across the frame. Not the number of pairs (dark and light) but the total amount. This is not antialiased so it might create a kind of pattern with variable strength on the pixels. Specially when scaled up or down. Default is.
The number of lines to create across the frame. Not the number of pairs (dark and light) but the total amount. This is not antialiased so it might create a kind of pattern with variable strength on the pixels. Specially when scaled up or down. Default is.
3.
Line Mul 1
Amount to multiply noise into lines with even index. Default is to make these dark.
Amount to multiply noise into lines with even index. Default is to make these dark.
4.
Line Mul 2
Amount to multiply noise into lines with odd index. Default is to make these light.
Amount to multiply noise into lines with odd index. Default is to make these light.
5.
Pix Rand Mul
Increase this parameter to add more noise to the whole image.
Increase this parameter to add more noise to the whole image.
6.
Field Y
Vertical (y axis) position of the "field" that one can move across the screen.
Vertical (y axis) position of the "field" that one can move across the screen.
7.
Field Size Y
The number of lines to include to make the "field".
The number of lines to include to make the "field".
8.
Field Col Blend
The amount to blend between the regular output and the field at the field area.
The amount to blend between the regular output and the field at the field area.
9.
Field Col Val
The value of the color in greytone. Default is white.
The value of the color in greytone. Default is white.
Isc Stripes1 Version: 3.0 Build 0885 ID: ix26 Parameters: 4 Inputs: System: PC Only
converts video to lineart kindof stripes. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). -
Parameters:
1.
Contrast
The contrast of the stripes.
The contrast of the stripes.
2.
Bright Mul
Multiply brightness for stripes.
Multiply brightness for stripes.
3.
Bright Add
Add to brightness of the stripes.
Add to brightness of the stripes.
4.
Blend
Wet / Dry mix.
Wet / Dry mix.
Isc Strobe1 Version: 3.0 Build 0884 ID: iz1f Parameters: 4 Inputs: System: PC Only
Strobe! Flashes from full image to all black in with a slider for controlling the pace. Also it is possible to trigger it manually with a parameter. And also to blend each flashed frame with eachother inbetween. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). -
Parameters:
1.
Fade TimeStep
The speed each flashed frame fades out.
The speed each flashed frame fades out.
2.
Flash Mode
When this is under 0.5 the flashing is repeated constantly with a certain delay controlled with Fade TimeStep. If above 0.5 but under 0.75 it isnt flashing. Above 0.75 triggers a flash. So you can sync this to music input.
When this is under 0.5 the flashing is repeated constantly with a certain delay controlled with Fade TimeStep. If above 0.5 but under 0.75 it isnt flashing. Above 0.75 triggers a flash. So you can sync this to music input.
3.
FX Amount
Wet/Dry Mix for crossfading. If in video mode it decides how dark the fade goes down to. If Stills Mode it fades between the frames at the last two flashes.
Wet/Dry Mix for crossfading. If in video mode it decides how dark the fade goes down to. If Stills Mode it fades between the frames at the last two flashes.
4.
Still Or Video
Controls if the effect should be in still or video mode.
Controls if the effect should be in still or video mode.
Isc Tile3DInv1 Version: 3.0 Build 0874 ID: iz0u Parameters: 13 Inputs: System: PC Only
Imagine if you do the opposite of transforming an image to 3D. Lets say we reverse-rotate and reverse transform from 3D to 2D space to get the source pixels. This is the result: An infinitely tiling and stretching of the input. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). -
Parameters:
1.
Blend
Dry/Wet mix, but here the max is when the output totally covers with no transparency. Only output is default.
Dry/Wet mix, but here the max is when the output totally covers with no transparency. Only output is default.
2.
Scale X
Scale part of the 3D transform. Horizontal scale (X axis).
Scale part of the 3D transform. Horizontal scale (X axis).
3.
Scale Y
Scale part of the 3D transform. Vertical scale (Y axis).
Scale part of the 3D transform. Vertical scale (Y axis).
4.
Rotation X
Rotation part of the 3D transform. Rotation around the X axis.
Rotation part of the 3D transform. Rotation around the X axis.
5.
Rotation Y
Rotation part of the 3D transform. Rotation around the Y axis.
Rotation part of the 3D transform. Rotation around the Y axis.
6.
Rotation Z
Rotation part of the 3D transform. Rotation around the Z axis.
Rotation part of the 3D transform. Rotation around the Z axis.
7.
Wobble
Wobble the coordinates. Adds a randiom to the transform making it pulsate or vibrate.
Wobble the coordinates. Adds a randiom to the transform making it pulsate or vibrate.
8.
Rot Blend
Blend parameter for rotation - so you get smoother transformations. This blend makes the change of rotation X Y Z be slowly, like a "motion blur" for the transformation.
Blend parameter for rotation - so you get smoother transformations. This blend makes the change of rotation X Y Z be slowly, like a "motion blur" for the transformation.
9.
Offset X
Offset the image horizontally (X axis).
Offset the image horizontally (X axis).
10.
Offset Y
Offset the image vertically (Y axis).
Offset the image vertically (Y axis).
11.
Offset Z
Offset the image into 3D depth (Z axis).
Offset the image into 3D depth (Z axis).
12.
Mult 3D
Multiplication factor.
Multiplication factor.
13.
Zoom 3D
Zoom factor.
Zoom factor.
Isc TimeWarp1 Version: 3.0 Build 0906 ID: iz17 Parameters: 5 Inputs: System: PC Only
Time scratching of video input. What if you could set back the clock a few frames? This is the effect that can do it. Very cool time/music sync if the parameter is linked to music input FFT or an LFO! New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). - Alpha processing (for 32bit input) - Feedback parameter. - Backwards and forwards recording using buffering speed (can be negative).
Parameters:
1.
TimeDelay
Adjust time to step back in the frame buffer. There is a max 60 frames time backstep. For this effect to make video run slower or faster you can animate this parameter. Link it to an LFO or FFT of music input. Default is max delay.
Adjust time to step back in the frame buffer. There is a max 60 frames time backstep. For this effect to make video run slower or faster you can animate this parameter. Link it to an LFO or FFT of music input. Default is max delay.
2.
Buffering Speed
Control frame-by-frame recording into the delay buffer. Enables both forwards and backwards recording to buffer. Values less than 50% enables backwards recording. -10.0 jumps to +10.0 jumps (in frame recording, can even make weird patterns with control. Default: one frame per input frame (0.6f).
Control frame-by-frame recording into the delay buffer. Enables both forwards and backwards recording to buffer. Values less than 50% enables backwards recording. -10.0 jumps to +10.0 jumps (in frame recording, can even make weird patterns with control. Default: one frame per input frame (0.6f).
3.
Alpha Mode
Decides what to do with alpha (transparency) channel, use incoming alpha, do not care for timejump other than in pixels, or use alpha of time warp, or use solid alpha.
Decides what to do with alpha (transparency) channel, use incoming alpha, do not care for timejump other than in pixels, or use alpha of time warp, or use solid alpha.
4.
Feedback
feedback from previous frame, sort of a motionblur.
feedback from previous frame, sort of a motionblur.
5.
FX Amount
Mix of wet/dry. Default = full effect.
Mix of wet/dry. Default = full effect.
Isc
TimeWarp2
Version:
3.0
Build 0905
ID:
iz18
Parameters:
6
Inputs:
System:
PC Only
Time scratching of video input - but with a twist. It has the same parameter as the IscWTWarp1 but the new parameter added makes you able to index backward in time on a per pixel basis (according to luminance of the pixel). Quite trippy effect. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). - Alpha processing (for 32bit input) - Feedback parameter. - Backwards and forwards recording using buffering speed (can be negative).
Parameters:
Time scratching of video input - but with a twist. It has the same parameter as the IscWTWarp1 but the new parameter added makes you able to index backward in time on a per pixel basis (according to luminance of the pixel). Quite trippy effect. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). - Alpha processing (for 32bit input) - Feedback parameter. - Backwards and forwards recording using buffering speed (can be negative).
Parameters:
1.
TimeDelay
Adjust time to step back in the frame buffer. There is a max 60 frames time backstep. For this effect to make video run slower or faster you can animate this parameter. Link it to an LFO or FFT of music input. Default is max delay.
Adjust time to step back in the frame buffer. There is a max 60 frames time backstep. For this effect to make video run slower or faster you can animate this parameter. Link it to an LFO or FFT of music input. Default is max delay.
2.
Offset Luma
This parameter is what makes this effect different from IscWTWarp1. It makes the indexing in the delayed frames be based on the pixel value of the input pixel. Gives a trippy messed up effect. Light pixels are delayed more than dark pixels.
This parameter is what makes this effect different from IscWTWarp1. It makes the indexing in the delayed frames be based on the pixel value of the input pixel. Gives a trippy messed up effect. Light pixels are delayed more than dark pixels.
3.
Buffering Speed
Control frame-by-frame recording into the delay buffer. Enables both forwards and backwards recording to buffer. Values less than 50% enables backwards recording. -10.0 jumps to +10.0 jumps (in frame recording, can even make weird patterns with control. Default: one frame per input frame (0.6f).
Control frame-by-frame recording into the delay buffer. Enables both forwards and backwards recording to buffer. Values less than 50% enables backwards recording. -10.0 jumps to +10.0 jumps (in frame recording, can even make weird patterns with control. Default: one frame per input frame (0.6f).
4.
Alpha Mode
Decides what to do with alpha (transparency) channel, use incoming alpha, do not care for timejump other than in pixels, or use alpha of time warp, or use solid alpha.
Decides what to do with alpha (transparency) channel, use incoming alpha, do not care for timejump other than in pixels, or use alpha of time warp, or use solid alpha.
5.
Feedback
feedback from previous frame, sort of a motionblur.
feedback from previous frame, sort of a motionblur.
6.
FX Amount
Mix of wet/dry. Default = full effect.
Mix of wet/dry. Default = full effect.
Isc
TimeWarp3
Version:
3.0
Build 0893
ID:
iz9f
Parameters:
15
Inputs:
System:
PC Only
Time scratching of video input - but with a twist. It has the same parameter as the IscWTWarp1 but the new parameter added makes you able to index backward in time on a per pixel basis (according to luminance of the pixel). Quite trippy effect. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). - Alpha processing (for 32bit input) - Feedback parameter.
Parameters:
Time scratching of video input - but with a twist. It has the same parameter as the IscWTWarp1 but the new parameter added makes you able to index backward in time on a per pixel basis (according to luminance of the pixel). Quite trippy effect. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). - Alpha processing (for 32bit input) - Feedback parameter.
Parameters:
1.
Global Delay
Adjust time to step back in the frame buffer. There is a max 60 frames time backstep. For this effect to make video run slower or faster you can animate this parameter. Link it to an LFO or FFT of music input. Default is max delay.
Adjust time to step back in the frame buffer. There is a max 60 frames time backstep. For this effect to make video run slower or faster you can animate this parameter. Link it to an LFO or FFT of music input. Default is max delay.
2.
Buffering Speed
Control frame-by-frame recording into the delay buffer. Enables both forwards and backwards recording to buffer. Values less than 50% enables backwards recording. -10.0 jumps to +10.0 jumps (in frame recording, can even make weird patterns with control. Default: one frame per input frame (0.6f).
Control frame-by-frame recording into the delay buffer. Enables both forwards and backwards recording to buffer. Values less than 50% enables backwards recording. -10.0 jumps to +10.0 jumps (in frame recording, can even make weird patterns with control. Default: one frame per input frame (0.6f).
3.
Ramp Scale
Scale incoming luma towards present or fully ramped towards end of buffer.
Scale incoming luma towards present or fully ramped towards end of buffer.
4.
Ramp Value 1
Value at first point for the current ramp to traverse based on brightness back in time. P1 is start value, the max back in time for a 100% luma pixel, calculated together with current TimeDelay when it first appears.
Value at first point for the current ramp to traverse based on brightness back in time. P1 is start value, the max back in time for a 100% luma pixel, calculated together with current TimeDelay when it first appears.
5.
Ramp Value 2
Value at second point for the current ramp to traverse based on brightness back in time. P2 is tween point 1 value, calculated together with current TimeDelay when it first appears.
Value at second point for the current ramp to traverse based on brightness back in time. P2 is tween point 1 value, calculated together with current TimeDelay when it first appears.
6.
Ramp Value 3
Value at third point for the current ramp to traverse based on brightness back in time. P3 is tween point 2 value, calculated together with current TimeDelay when it first appears.
Value at third point for the current ramp to traverse based on brightness back in time. P3 is tween point 2 value, calculated together with current TimeDelay when it first appears.
7.
Ramp Value 4
Vaue at last point back in time and the most distant past, calculated at 0% brightness value (reversed) together with TimeDelay.
Vaue at last point back in time and the most distant past, calculated at 0% brightness value (reversed) together with TimeDelay.
8.
Ramp Pos 1
First point brightness position for the current ramp to traverse based on brightness back in time. P1 is start, the max back in time for a 100% luma pixel, calculated together with current TimeDelay when it first appears.
First point brightness position for the current ramp to traverse based on brightness back in time. P1 is start, the max back in time for a 100% luma pixel, calculated together with current TimeDelay when it first appears.
9.
Ramp Pos 2
Second point brightness position for the current ramp to traverse based on brightness back in time. P2 is tween point 1, calculated together with current TimeDelay when it first appears.
Second point brightness position for the current ramp to traverse based on brightness back in time. P2 is tween point 1, calculated together with current TimeDelay when it first appears.
10.
Ramp Pos 3
Third point brightness position for the current ramp to traverse based on brightness back in time. P3 is tween point 2, calculated together with current TimeDelay when it first appears.
Third point brightness position for the current ramp to traverse based on brightness back in time. P3 is tween point 2, calculated together with current TimeDelay when it first appears.
11.
Ramp Pos 4
Last point brightness position back in time and the most distant past, calculated at 0% brightness value (reversed) together with TimeDelay.
Last point brightness position back in time and the most distant past, calculated at 0% brightness value (reversed) together with TimeDelay.
12.
Inverse
If to use 0% brightness or 100% brightness for the least delay, default is that brightness is the least delayed.
If to use 0% brightness or 100% brightness for the least delay, default is that brightness is the least delayed.
13.
Alpha Mode
Decides what to do with alpha (transparency) channel, use incoming alpha, do not care for timejump other than in pixels, or use alpha of time warp, or use solid alpha.
Decides what to do with alpha (transparency) channel, use incoming alpha, do not care for timejump other than in pixels, or use alpha of time warp, or use solid alpha.
14.
Feedback
feedback from previous frame, sort of a motionblur.
feedback from previous frame, sort of a motionblur.
15.
FX Amount
Mix of wet/dry. Default = full effect.
Mix of wet/dry. Default = full effect.
Isc
TimeWarp4
Version:
3.0
Build 0912
ID:
iz9g
Parameters:
20
Inputs:
System:
PC Only
Time scratching of video input - but with a twist. It has the same parameter as the IscWTWarp1 but the new parameter added makes you able to index backward in time on a per pixel basis (according to luminance of the pixel). Quite trippy effect. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). - Alpha processing (for 32bit input) - Feedback parameter. - Frame recording control.
Parameters:
Time scratching of video input - but with a twist. It has the same parameter as the IscWTWarp1 but the new parameter added makes you able to index backward in time on a per pixel basis (according to luminance of the pixel). Quite trippy effect. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). - Alpha processing (for 32bit input) - Feedback parameter. - Frame recording control.
Parameters:
1.
Global Delay
Adjust time to step back in the frame buffer. There is a max 60 frames time backstep. For this effect to make video run slower or faster you can animate this parameter. Link it to an LFO or FFT of music input. Default is max delay.
Adjust time to step back in the frame buffer. There is a max 60 frames time backstep. For this effect to make video run slower or faster you can animate this parameter. Link it to an LFO or FFT of music input. Default is max delay.
2.
Buffering Speed
Buffering speed, at 51% each input is recorded in forwards direction, at 49% it is recorded in backwards direction into the buffer, -10.0 jumps to +10.0 jumps. In frame recording, can even make weird patterns with control).
Buffering speed, at 51% each input is recorded in forwards direction, at 49% it is recorded in backwards direction into the buffer, -10.0 jumps to +10.0 jumps. In frame recording, can even make weird patterns with control).
3.
Ramp Scale
Scale incoming luma towards present or fully ramped towards end of buffer.
Scale incoming luma towards present or fully ramped towards end of buffer.
4.
Ramp Pos 1
Value at first point for the current ramp to traverse based on brightness back in time. P1 is start value, the max back in time for a 100% luma pixel, calculated together with current TimeDelay when it first appears.
Value at first point for the current ramp to traverse based on brightness back in time. P1 is start value, the max back in time for a 100% luma pixel, calculated together with current TimeDelay when it first appears.
5.
Ramp Pos 2
Value at second point for the current ramp to traverse based on brightness back in time. P2 is tween point 1 value, calculated together with current TimeDelay when it first appears.
Value at second point for the current ramp to traverse based on brightness back in time. P2 is tween point 1 value, calculated together with current TimeDelay when it first appears.
6.
Ramp Pos 3
Value at third point for the current ramp to traverse based on brightness back in time. P3 is tween point 2 value, calculated together with current TimeDelay when it first appears.
Value at third point for the current ramp to traverse based on brightness back in time. P3 is tween point 2 value, calculated together with current TimeDelay when it first appears.
7.
Ramp Pos 4
Vaue at last point back in time and the most distant past, calculated at 0% brightness value (reversed) together with TimeDelay.
Vaue at last point back in time and the most distant past, calculated at 0% brightness value (reversed) together with TimeDelay.
8.
Ramp Value 1
First point brightness position for the current ramp to traverse based on brightness back in time. P1 is start, the max back in time for a 100% luma pixel, calculated together with current TimeDelay when it first appears.
First point brightness position for the current ramp to traverse based on brightness back in time. P1 is start, the max back in time for a 100% luma pixel, calculated together with current TimeDelay when it first appears.
9.
Ramp Value 2
Second point brightness position for the current ramp to traverse based on brightness back in time. P2 is tween point 1, calculated together with current TimeDelay when it first appears.
Second point brightness position for the current ramp to traverse based on brightness back in time. P2 is tween point 1, calculated together with current TimeDelay when it first appears.
10.
Ramp Value 3
Third point brightness position for the current ramp to traverse based on brightness back in time. P3 is tween point 2, calculated together with current TimeDelay when it first appears.
Third point brightness position for the current ramp to traverse based on brightness back in time. P3 is tween point 2, calculated together with current TimeDelay when it first appears.
11.
Ramp Value 4
Last point brightness position back in time and the most distant past, calculated at 0% brightness value (reversed) together with TimeDelay.
Last point brightness position back in time and the most distant past, calculated at 0% brightness value (reversed) together with TimeDelay.
12.
Inverse
If to use 0% brightness or 100% brightness for the least delay, default is that brightness is the least delayed.
If to use 0% brightness or 100% brightness for the least delay, default is that brightness is the least delayed.
13.
Feed Ramp Start
Feedback calculation for input frame based on brightness. Start area of strongest feedback (similar to as in ChromaKey effect).
Feedback calculation for input frame based on brightness. Start area of strongest feedback (similar to as in ChromaKey effect).
14.
Feed Ramp Stop
Feedback calculation for input frame based on brightness. End area of strongest feedback (similar to as in ChromaKey effect).
Feedback calculation for input frame based on brightness. End area of strongest feedback (similar to as in ChromaKey effect).
15.
Feed Ramp Mode
Feedback calculation for input frame based on brightness. If area should have linear or sine interpolation (similar to as in ChromaKey effect).
Feedback calculation for input frame based on brightness. If area should have linear or sine interpolation (similar to as in ChromaKey effect).
16.
Feed Strength
Feedback calculation for input frame, 0.0->0.5 the feed ramp is multiplied towards zero (close-to-no-input (ultimate blend/feedback), and 0.5-1.0 gives from using the feed ramp, to closing in to full input replace.
Feedback calculation for input frame, 0.0->0.5 the feed ramp is multiplied towards zero (close-to-no-input (ultimate blend/feedback), and 0.5-1.0 gives from using the feed ramp, to closing in to full input replace.
17.
Feed Alpha
Feedback calculation for input frame, alpha to multiply into input vs buffer, a kind of seconnd feed.
Feedback calculation for input frame, alpha to multiply into input vs buffer, a kind of seconnd feed.
18.
Alpha Mode
Decides what to do with alpha (transparency) channel, use incoming alpha, do not care for timejump other than in pixels, or use alpha of time warp, or use solid alpha.
Decides what to do with alpha (transparency) channel, use incoming alpha, do not care for timejump other than in pixels, or use alpha of time warp, or use solid alpha.
19.
Feedback
feedback from previous frame, sort of a motionblur.
feedback from previous frame, sort of a motionblur.
20.
FX Amount
Mix of wet/dry. Default = full effect.
Mix of wet/dry. Default = full effect.