IntrinsicFX Frames & Flow


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If you like them, donations are welcome as I might make more plugins.
IntrinsicFX Frames & Flow       Version: 3.0 (28.04.2017)      (PC / Windows)      1,051 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.
2. Letters Y

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).
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.
5. Luma Scramble

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.
7. FX Amount

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].
2. Jump Amount

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.
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].
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.
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.
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.
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.
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).
10. FX Amount

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:
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.
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.
3. Dot Type

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.
5. FX Amount

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.
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.
8. Pattern Slide1

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.
10. Add Blend

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.
12. Alpha Mode

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.
2. Scale X

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.
4. Rotation

Rotation of the feedback.
5. Offset X

Offset X of the feedback.
6. Offset Y

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.
8. Add Mul

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).
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.
11. Process Alpha

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.

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:
1. Feed Blend

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.
3. Scale Y

Tiling scale up or down Y (height - tiling or stretch) for the subsequent input added.
4. Rotation

Rotation of the feedback.
5. Offset X

Offset X of the feedback.
6. Offset Y

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.
8. Add Mul

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).
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.
11. Process Alpha

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.

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:
1. Feed Blend

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.
3. Scale Y

Tiling scale up or down Y (height - tiling or stretch) for the subsequent input added.
4. Rotation

Rotation of the feedback.
5. Offset X

Offset X of the feedback.
6. Offset Y

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.
8. Add Mul

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).
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.
11. Process Alpha

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.

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:
1. Feed Blend

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.
3. Scale Y

Tiling scale up or down Y (height - tiling or stretch) for the subsequent input added.
4. Rotation

Rotation of the feedback.
5. Offset X

Offset X of the feedback.
6. Offset Y

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.
8. Add Mul

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).
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.
11. Process Alpha

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.

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:
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).
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).
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).
4. Scale X Red

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.
6. Scale X Blue

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.
8. Scale Y Green

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.
10. Rotation Red

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.
12. Rotation Blue

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.
14. Offset X Green

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.
16. Offset Y Red

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.
18. Offset Y Blue

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.
20. Wobble Green

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.
22. Add Mul Red

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).
24. Add Mul Blue

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).
26. Sub Mul Green

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).
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.
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.
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.
31. Process Alpha

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:
1. Feed Blend

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.
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.
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.
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.
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.
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.
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.
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.
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.
11. Wobble

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.

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:
1. Feed Blend

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.
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.
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.
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.
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.
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.
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.
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.
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.
11. Wobble

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.
13. FX Amount

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:
1. FPS Mul

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).

Isc IntelliTile1 Version: 3.0 Build 0937 ID: ix4p Parameters: 8 Inputs: System: PC Only




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.
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.
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).
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).
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).
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).
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.
8. Use Tile Value

* 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:
1. Letters X

How many letters across width of screen.
2. Letters Y

How many letters across height of screen.
3. Original Mix

Mixing in original input (also tintet).
4. Feedback

Feedback effect.
5. Matrix Tint

Matrix style green colorization tint amount.
6. Input Hue Mix

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:
1. Split X

Where to mirror from in x (horizontal).
2. Split Y

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.
4. FX Amount

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.
6. Multiply Y

* +/- 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).
2. y1

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).
4. 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.


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).
2. Rotation

Rotation of the tiles.
3. Mirror

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.
5. Pan Y

Pan up and down.
6. 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.
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.
3. Line Mul 1

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.
5. Pix Rand Mul

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.
7. Field Size Y

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.
9. Field Col Val

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.
2. Bright Mul

Multiply brightness for stripes.
3. Bright Add

Add to brightness of the stripes.
4. Blend

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.
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.
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.
4. Still Or Video

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.
2. Scale X

Scale part of the 3D transform. Horizontal scale (X axis).
3. Scale Y

Scale part of the 3D transform. Vertical scale (Y axis).
4. Rotation X

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.
6. Rotation Z

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.
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.
9. Offset X

Offset the image horizontally (X axis).
10. Offset Y

Offset the image vertically (Y axis).
11. Offset Z

Offset the image into 3D depth (Z axis).
12. Mult 3D

Multiplication factor.
13. Zoom 3D

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.
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).
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.
4. Feedback

feedback from previous frame, sort of a motionblur.
5. FX Amount

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:
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.
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.
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).
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.
5. Feedback

feedback from previous frame, sort of a motionblur.
6. FX Amount

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:
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.
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).
3. Ramp Scale

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.
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.
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.
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.
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.
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.
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.
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.
12. Inverse

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.
14. Feedback

feedback from previous frame, sort of a motionblur.
15. FX Amount

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:
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.
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).
3. Ramp Scale

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.
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.
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.
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.
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.
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.
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.
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.
12. Inverse

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).
14. Feed Ramp Stop

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).
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.
17. Feed Alpha

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.
19. Feedback

feedback from previous frame, sort of a motionblur.
20. FX Amount

Mix of wet/dry. Default = full effect.