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Effects

Effects can be used to add effects to the scene.

When exporting for final game assets, while these effects are applied to the entire scene and to the exported images, they are meant to be used for previewing purposes. Ideally you should applied the desired effects in the game engine you are using for your game.

Upon exporting the scene, the effects will be applied after the canvas is resized to the exported size, meaning they might look different in the preview compared to the generated sequence.

Original 3D view

Example

Effects available:

Bloom

Creates a glow around bright areas by simulating light bleeding beyond its source. Commonly used to enhance highlights and add a cinematic glow to emissive surfaces.

Bloom

Depth of Field

Blurs objects based on their distance from a focal plane, mimicking the selective focus of a real camera lens. Useful for guiding viewer attention and adding realism.

Depth of Field

Glitch

Introduces intentional visual artifacts such as pixel shifting, RGB splitting, or scanline tearing. Often used for stylized effects, error simulations, or retro aesthetics.

Glitch

Noise

Overlays the image with fine random grain to reduce color banding or simulate film grain. Adds a subtle layer of texture and realism to flat renders.

Noise

Outline

Draws stylized edges around visible geometry, making objects stand out or appear hand-drawn. Often used for highlighting, selection, or cartoon-like visuals.

Outline

Pixelation

Renders the scene at a lower resolution and scales it up, producing a blocky, lo-fi look. Often used to evoke retro or stylized game aesthetics.

Pixelation

Sepia

Applies a brownish tone to the image, evoking the look of aged photographs. Adds a vintage or nostalgic feel to the scene.

Sepia

Vignette

Darkens the corners of the screen to draw attention toward the center. Subtly enhances composition or adds a cinematic atmosphere.

Vignette

Ascii

Converts the scene into a grid of ASCII characters based on brightness levels, producing a stylized text-based rendering of the image.

Ascii

Brightness Contrast

Adjusts the overall lightness and contrast of the image, allowing for both subtle correction and bold stylistic changes.

Brightness Contrast

Chromatic Aberration

Offsets the red, green, and blue color channels slightly to simulate lens distortion. Creates a fringe of color around high-contrast edges for added realism or glitchy effects.

Chromatic Aberration

Color Average

Flattens the scene by averaging color values across pixels, reducing detail and producing a minimalistic or stylized look.

Color Average

Color Depth

Reduces the number of unique colors by simulating lower bit-depth rendering. Often used for retro or stylized digital looks, such as 8-bit or 16-bit visuals.

Color Depth

Depth

Visualizes object distance from the camera as a grayscale image. Brighter values indicate objects closer to the camera, while darker tones represent farther distances.

Depth

Dot Screen

Applies a halftone pattern overlay using evenly spaced dots. Often used for comic-style shading or print emulation.

Dot Screen

Hue Saturation

Shifts the hue and adjusts saturation levels across the scene, allowing color grading or stylization without altering geometry or lighting.

Hue Saturation

Scanline

Adds horizontal lines across the image to emulate old CRT screens or arcade displays. Enhances retro aesthetics or simulates analog video.

Scanline

Tilt Shift

Blurs areas above and below a horizontal band of focus, creating the illusion of a miniature scene. Mimics the optical effect of a tilt-shift camera lens.

Tilt Shift

Tilt Shift 2

An alternative tilt-shift variation, typically with a different focus shape or direction, offering additional stylistic flexibility.

Tilt Shift 2