# Filter Gallery
> Generated from `filterList` and `CHAIN_PRESETS` (browser-registry source of truth).
> Static previews use `pepper.png`. Animated/temporal previews use a 3s sample from `akiyo.mp4` at 10 FPS.
> Static simulation frames per item: 8.
> Filter previews: 238/238 available · Preset previews: 123/123 available.
## Filters
## None
| | | |
|---|---|---|
| **None**
Pass-through — leaves the image unchanged. The default chain entry after Clear.
 | | |
## Dithering
| | | |
|---|---|---|
| **Atkinson (Mac)**
Classic Mac dithering with 75% error diffusion for a crisp, high-contrast look
 | **Atkinson (Macintosh II color test)**
Atkinson dithering with the original Macintosh II 16-color palette
 | **Atkinson (Mondrian)**
Atkinson dithering with Mondrian's 5-color De Stijl palette
 |
| **Binarize**
Simple threshold to pure black and white with no error diffusion
 | **Burkes**
Fast two-row error diffusion with smooth gradients
 | **Dither gradient**
Generate a smooth gradient and dither it — test pattern or standalone gradient art
 |
| **False Floyd-Steinberg**
Simplified Floyd-Steinberg using only two neighbors for a grainier result
 | **Floyd-Steinberg**
The classic error-diffusion algorithm — balanced quality and speed
 | **Floyd-Steinberg (CGA test)**
Floyd-Steinberg with the 16-color CGA palette
 |
| **Floyd-Steinberg (Synthwave)**
Floyd-Steinberg with a neon synthwave/outrun palette
 | **Floyd-Steinberg (Vaporwave test)**
Floyd-Steinberg with a pastel vaporwave palette
 | **Jarvis**
Three-row error diffusion for smoother gradients at the cost of speed
 |
| **Ordered**
Bayer matrix threshold dithering — fast, tiled, no error diffusion
 | **Ordered (Amber CRT)**
Ordered dithering with 4-shade amber phosphor CRT tones
 | **Ordered (Fallwell Greenboy)**
Ordered dithering with a muted green Gameboy-style palette
 |
| **Ordered (Gameboy)**
Ordered dithering with the 4-shade Gameboy green palette
 | **Ordered (PICO-8)**
Ordered dithering with the PICO-8 fantasy console 16-color palette
 | **Ordered (Windows 16-color)**
4x4 Bayer ordered dithering with the classic Windows 16-color palette
 |
| **Posterize dither**
Per-channel Bayer ordered dithering with configurable levels per channel
 | **Median Cut**
Build an adaptive palette with median-cut partitioning and remap the image to it
 | **Octree Quantize**
Adaptive palette reduction using octree subdivision for a different quantization bias
 |
| **Quantize (No dithering)**
Reduce colors by snapping each pixel to the nearest palette color
 | **Random**
Add random noise before quantizing for a stippled, noisy texture
 | **Sierra (full)**
Three-row error diffusion similar to Jarvis but with different weights
 |
| **Sierra (lite)**
Minimal Sierra variant — fast with only two neighbors
 | **Sierra (two-row)**
Two-row Sierra for a balance between speed and quality
 | **Stucki**
Three-row error diffusion with sharper results than Jarvis
 |
| **Threshold map**
Dither with custom threshold patterns — Bayer, halftone dot, diagonal, cross, diamond
 | **Triangle dither**
Triangle-distributed noise dithering for film-like grain
 | |
## Color
| | | |
|---|---|---|
| **Blend**
Blend with a color using standard modes — multiply, screen, overlay, and more
 | **Brightness/Contrast**
Adjust image brightness and contrast levels
 | **Channel mixer**
Arbitrary RGB matrix multiplication — swap, mix, or invert channels
 |
| **Chromatic posterize**
Posterize each RGB channel independently with different level counts
 | **CLAHE**
Contrast Limited Adaptive Histogram Equalization — local contrast enhancement
 | **Anime Color Grade**
Anime-background style grading — cooler cyan shadows, warmer highlights, and controlled vibrance
 |
| **Anime Ink Lines**
Turn image edges into anime-style ink lines, either overlaid on the source or on a flat background
 | **Anime Sky**
Simplify likely sky regions into a painted anime-style gradient or clouded sky
 | **Anime Tone Bands**
Broad anime-style light and shadow bands with softer tonal transitions
 |
| **Atmospheric Haze**
Painted atmospheric depth haze with horizon lift and sky-tinted bloom
 | **Color balance**
Shift the balance between complementary color channels
 | **Color Pop**
Preserve one hue family while muting the rest toward monochrome
 |
| **Color halftone (RGB)**
Split RGB channels into separate halftone dots with registration offset
 | **Color shift**
Rotate hue and shift saturation/lightness
 | **Color threshold**
Isolate pixels by hue range — keep selected colors, desaturate the rest
 |
| **Contour map**
Topographic-style elevation bands with distinct colors per luminance level
 | **Curves**
Remap tonal response with editable control points for RGB or single-channel shaping
 | **Dodge / Burn**
Classic darkroom technique — dodge lightens shadows, burn darkens highlights
 |
| **Duplex / Offset Print**
Two-ink print simulation with paper stock showing through the tonal ramp
 | **Duotone**
Map shadows and highlights to two custom colors
 | **Echo Combiner**
Amplify movement against the recent average while keeping or removing the static baseline
 |
| **Gradient map**
Map luminance to a three-stop color gradient for creative toning
 | **Grain merge**
High-pass texture enhancement — amplifies existing texture without adding noise
 | **Grayscale**
Convert to grayscale using perceptual luminance weights
 |
| **Foliage Simplifier**
Collapse leafy or grassy texture into larger painted masses while keeping silhouettes
 | **Histogram equalization**
Redistribute tonal range for better contrast across the image
 | **Histogram equalization (per-channel)**
Equalize each RGB channel independently — can introduce color shifts
 |
| **Invert**
Flip all colors to their complement (negative)
 | **Levels**
Adjust black point, white point, and gamma for precise tonal control
 | **Luma Matte**
Build a cutout matte from luminance and optionally output transparency
 |
| **Palette Mapper by Hue Bands**
Map hue families into fixed palette slots while preserving tonal structure
 | **Posterize**
Reduce color levels per channel for a flat, poster-like look
 | **Sepia**
Warm monochrome toning with adjustable intensity
 |
| **Solarize**
Partially invert tones above a threshold for a surreal darkroom effect
 | **Vignette**
Darken image edges with adjustable radius, softness, and shape
 | **Scene Separation**
Separate moving and static regions to isolate foreground, reconstruct the background, or freeze still parts of the scene
 |
| **Color Cycle**
Hue rotates over time — moving areas cycle faster into rainbow trails
 | **Poster Hold**
Posterized tone bands update with hysteresis so broad regions hold before snapping to new values
 | |
## Stylize
| | | |
|---|---|---|
| **ASCII**
Render the image as ASCII characters based on brightness
 | **CMYK halftone**
Proper CMYK separation with independent screen angles per channel
 | **Contour lines**
Topographic contour lines from luminance — lines only, filled bands, or both
 |
| **Cross-stitch**
Render the image as stitched X patterns on fabric for an embroidery look
 | **Crosshatch**
Simulate pen-and-ink crosshatching with luminance-driven line density
 | **Delaunay triangulation**
Low-poly triangle mesh with edge-weighted point placement
 |
| **Dot matrix**
Fixed-pitch dot grid simulating a dot matrix printer with ink and paper colors
 | **Edge trace**
Canny-like edge tracing with non-maximum suppression and configurable line color
 | **Engraving**
Parallel lines whose thickness varies with luminance — currency/illustration style
 |
| **Flip-Dot Display**
Electromechanical dot-sign board with bi-stable cells, hysteresis, and limited flip throughput
 | **Engraving (Blueprint)**
Engraving lines rendered in blueprint Prussian blue on white
 | **Halftone**
Simulate print halftone with variable-size dots
 |
| **K-means**
Cluster pixels into k dominant colors using iterative refinement
 | **Line art**
Extract clean black lines from edges, removing all shading
 | **Matrix rain**
Matrix-style falling character rain using input image luminance
 |
| **Mezzotint**
Fine random dot texture — density encodes luminance, a specific printmaking technique
 | **Mosaic tile**
Pixelate with grout lines and per-tile color jitter
 | **Oil painting**
Quantize colors locally for thick, blobby paint strokes
 |
| **Pencil sketch**
Directional pencil strokes following edge flow with paper texture
 | **Pixel art upscale**
Upscale with pixel art algorithms — Scale2x, Eagle, or nearest neighbor
 | **Pixel outline**
Draw sprite-like borders around sharp color regions for pixel-art styling
 |
| **Pixelate**
Downscale into chunky pixel blocks
 | **Hex pixelate**
Pixelate into staggered hex cells instead of square blocks
 | **Facet / Crystalize Grid**
Regularized faceted cells with crisp seams for a crystalized poster look
 |
| **Halftone Line**
Render short line marks per cell instead of dots for an etched halftone look
 | **Pop art**
Ben-Day dots with high saturation and flat posterized colors
 | **Posterize edges**
Comic book / cel-shaded look — posterized colors with dark edge outlines
 |
| **Risograph**
Two-color spot separation with misregistration, grain, and ink bleed
 | **Smooth posterize**
Posterize with smooth gradient transitions between bands — painted look
 | **Stained glass**
Voronoi cells with dark leading lines for a stained glass window look
 |
| **Stamp**
Bold rubber-stamp print with rough edges and uneven ink coverage
 | **Stipple**
Pointillist dot placement sized by luminance — no grid
 | **Stripe (horizontal)**
Overlay horizontal stripe pattern over the image
 |
| **Stripe (vertical)**
Overlay vertical stripe pattern over the image
 | **Toon / Cel Shade**
Flat cartoon color bands with inked outlines for a cleaner cel-shaded look
 | **Triangle pixelate**
Pixelate into alternating triangle cells for a faceted low-poly mosaic look
 |
| **Voronoi**
Divide the image into irregular cell regions with averaged colors
 | **Watercolor bleed**
Edge-preserving color bleed with paper texture — soft watercolor look
 | **Woodcut**
High-contrast relief with carved line texture following edge contours
 |
| **Woodcut (Ukiyo-e)**
Woodcut with Japanese woodblock print colors — sumi ink on cream paper
 | **Zigzag**
Zigzag herringbone pattern where line thickness encodes luminance
 | **Deep fry**
Extreme contrast, oversaturation, and JPEG artifacts — the deep-fried meme aesthetic
 |
| **Edge glow**
Neon-colored edge outlines on a dark background — cyberpunk/Tron aesthetic
 | **Film grain**
Add film-like noise grain with adjustable size and intensity
 | **Chronophotography**
Multiple ghosted exposures of moving subjects — stroboscopic photography
 |
| **Motion pixelate**
Moving areas become pixelated — privacy or artistic motion effect
 | **POV Bands**
Show different recent moments across horizontal bands like a persistence-of-vision display
 | **Stop Motion**
Hold each frame for several beats to create a choppy stop-motion cadence
 |
| **ABA Bounce**
Three-beat A-B-A cadence that snaps the third beat back to the first frame in the triplet
 | **ABA Ghost**
Three-beat A-B-A cadence with a double-exposed third beat that ghosts the skipped frame against the first
 | **Flicker**
Aggressive flicker/strobe filter with live ghosting and held-frame flash modes
 |
| **Keyframe Smear**
Capture sparse keyframes and drag them through in-between frames for compressed temporal smearing
 | **Ink Drying**
Fresh dark marks stay wet, bleed slightly, and then dry back toward the page
 | **Time mosaic**
Tiles update at different rates — staggered surveillance-wall aesthetic
 |
## Advanced
| | | |
|---|---|---|
| **Kuwahara**
Edge-preserving smoothing for a painterly, watercolor-like look
 | **Anisotropic diffusion**
Smooth flat regions while preserving edges — like Perona-Malik filtering
 | **Dilate / Erode**
Morphological operations — expand or shrink bright regions
 |
| **Infinite call windows**
Recursive video-call panes with digital UI chrome and compression-style decay
 | **Video feedback**
Camera-at-monitor effect — infinite recursive tunnels and fractal patterns
 | **Cellular automata**
Conway's Game of Life and other rulesets applied to the image — animatable
 |
| **Color gradient noise**
Perlin noise mapped to a two-color gradient, blended with the input image
 | **Displacement map XY**
Use separate R/G channels as X/Y displacement maps for organic warping
 | **Flow field**
Displace pixels along curl noise streamlines for organic swirling patterns
 |
| **Frequency Filter**
Approximate low, high, or band-pass image frequencies in the spatial domain
 | **Fractal**
Render Mandelbrot or Julia set fractals, optionally colored from the input image
 | **Noise generator**
Procedural noise patterns — Perlin, Simplex, or Worley — mixable with the input
 |
| **Motion Vectors**
Estimate local motion between frames and render stable arrows, trails, or heat overlays for debugging and stylized analysis
 | **Program**
Write custom pixel-manipulation code in a built-in editor
 | |
## Distort
| | | |
|---|---|---|
| **Chromatic aberration**
Offset color channels to simulate lens fringing
 | **Chromatic aberration (per-channel)**
Move each RGB channel independently for extreme color splitting
 | **Displace**
Warp pixels using the image's own luminance as a displacement map
 |
| **Displace (smooth)**
Displacement mapping with a blurred source for gentler warping
 | **Flip**
Flip the image horizontally, vertically, or both
 | **Camera Shake**
Handheld whole-frame wobble — translation, rotation, and slight zoom breathing over time
 |
| **Rhythmic Wobble**
Periodic whole-frame wobble with smooth sinusoidal drift and zoom breathing
 | **Lens distortion**
Apply barrel distortion like a wide-angle lens
 | **Lens distortion (pincushion)**
Apply inward pincushion distortion like a telephoto lens
 |
| **Lens flare**
Camera lens flare with ghost reflections, anamorphic streak, and bloom
 | **Liquify**
Organic pixel warping driven by luminance gradients
 | **Isometric Extrude**
Turn the image into stacked isometric slabs with a directional extrusion shadow
 |
| **Mirror / Kaleidoscope**
Reflect the image along axes or create radial kaleidoscope patterns
 | **Mode 7**
Project the image onto a receding floor plane like a classic console racer
 | **Polar transform**
Wrap a rectangle into a circle or unwrap a circular image into a strip
 |
| **Pinch**
Squeeze pixels toward or away from center — radial scale distortion
 | **Ripple**
Concentric circular waves radiating from center
 | **Rotate**
Arbitrary angle rotation with bilinear sampling
 |
| **Smudge**
Paint-like smudging — drags color along a direction
 | **Spherize**
Wrap image onto a sphere surface with adjustable strength
 | **Stretch**
Non-uniform X/Y scaling from center
 |
| **Swirl**
Twist the image with rotation that increases toward the center
 | **Time-warp Displacement**
Use luminance or position to sample different recent moments per pixel
 | **Turbulence**
Perlin noise-driven displacement for organic warping
 |
| **Wave**
Displace pixels along sine waves for a ripple effect
 | **Slit scan**
Each column shows a different point in time — surreal temporal stretching
 | **ABA Rebound**
On the third beat, push motion away from the first frame in the triplet for a recoiling ABA judder
 |
| **Wake turbulence**
Moving objects leave rippling distortion — heat shimmer effect
 | | |
## Glitch
| | | |
|---|---|---|
| **Analog static**
Analog TV static — noise bars, vertical hold drift, and ghosting
 | **Bit crush**
Reduce bit depth per channel for harsh color banding
 | **Bitplane Dropout**
Corrupt specific RGB bitplanes in bursts so significance levels drop, freeze, or flip like real digital faults
 |
| **CRC Stripe Reject**
Reject stripes or tiles like failed CRC packets, then conceal with hold, row-copy, or nearest-valid fill
 | **Channel separation**
Split and offset RGB channels for a glitchy color-fringe look
 | **Data bend**
Treat pixel data as audio — apply echo, reverb, bitcrush, or reverse
 |
| **Datamosh**
Simulate I-frame removal — blocks persist, smear, and corrupt like broken video compression
 | **Glitch**
Randomly corrupt pixel data to simulate digital artifacts
 | **Glitch blocks**
Rectangular block displacement — simulates GPU memory corruption
 |
| **Interlace tear**
Even/odd row offset simulating torn interlaced video
 | **Jitter**
Randomly shift pixel rows for a shaky, unstable signal look
 | **JPEG artifact**
Apply DCT block compression artifacts at controllable quality and block size
 |
| **Palette Index Drift**
Map into an indexed palette, then drift the lookup table over time so colors break while geometry stays stable
 | **Pixel drift**
Pixels fall or rise based on luminance — melting/gravity effect
 | **Pixel scatter**
Explode pixels outward from edges — disintegration effect
 |
| **Pixelsort**
Sort pixel spans by brightness for dramatic streak effects
 | **Scan line shift**
Offset horizontal scan line blocks for a broken display glitch effect
 | **Scanline Warp**
Sinusoidal horizontal displacement with animatable phase — wavy CRT glitch
 |
| **Freeze frame glitch**
Random blocks freeze in time — corrupted buffer aesthetic
 | | |
## Simulate
| | | |
|---|---|---|
| **Anaglyph 3D**
Split channels into stereoscopic color pairs for a fake 3D glasses effect
 | **CRT emulation**
Simulate a CRT monitor with phosphor mask, bloom, scanlines, curvature, and vignette
 | **CRT Degauss**
Fire a decaying degauss pulse with raster wobble, phosphor mislanding, and a bright magnetic flash
 |
| **Daguerreotype**
Early photography — silver-blue tone, soft focus, oval vignette, metallic sheen
 | **Digicam Flash**
On-camera point-and-shoot flash look with center hotspot, fast falloff, clipped highlights, and edge burn
 | **E-ink (color)**
Simulate a color Kaleido/Gallery e-ink display with washed-out palette
 |
| **E-ink (grayscale)**
Simulate a 16-level grayscale e-ink display with paper texture and ghosting
 | **Fax machine**
Low-res binary with scan line artifacts, thermal paper yellowing, and compression noise
 | **Film burn**
Aged film stock — warm edge cast, overexposed hotspots, grain intensification
 |
| **Ink Bleed**
Spread dark regions into the paper like wet ink on cheap stock
 | **Gameboy Camera**
Simulate the Gameboy Camera — 4-shade green palette with edge enhancement and ordered dithering
 | **Infrared photography**
IR film look — foliage turns white/pink, skies go dark, color shift
 |
| **LCD display**
Visible sub-pixel grid — RGB stripe, PenTile, or diamond layout
 | **Lenticular**
Holographic rainbow sheen strips that shift with a simulated angle
 | **Light leak**
Film light leak — warm chromatic glow bleeding from edges/corners
 |
| **Mavica FD7**
Emulate the Sony Mavica FD7 — low-res JPEG on a floppy disk
 | **Metadata Mismatch Decode**
Apply wrong gamma, matrix, range, and chroma assumptions to mimic authentic decode metadata failures
 | **Newspaper**
Coarse halftone on yellowed paper with fold creases and ink smear
 |
| **Night vision**
Gen 3 image intensifier tube — green phosphor, heavy grain, bloom, and circular vignette
 | **Nokia LCD**
Simulate the Nokia 3310 monochrome LCD — 84x48 pixels with greenish tint
 | **Oscilloscope**
Render as phosphor traces on a dark CRT oscilloscope screen with bloom and persistence
 |
| **Photocopier**
High contrast, edge darkening, speckle, and generation loss
 | **Polaroid**
Instant film look — warm tones, faded blacks, soft highlights, and film grain
 | **Projection film**
16mm/35mm projector — gate weave, dust, scratches, grain, and lamp flicker
 |
| **Risograph (multi-layer)**
3-4 color spot separation with per-layer misregistration and grain
 | **Screen Print / Misregistration**
Layer flat spot-color plates with visible offset on warm paper for a silkscreen poster look
 | **Scanline**
CRT-style scanlines with either classic darkened rows or RGB phosphor sub-line separation
 |
| **Spectrogram**
Frequency-domain visualization — columns as time, rows as frequency, with scientific colormaps
 | **Teletext**
Simulate a Teletext/Ceefax block mosaic display with 2x3 character cells and 8 colors
 | **Thermal camera**
FLIR-style false-color thermal imaging with ironbow, rainbow, and hot/cold palettes
 |
| **Thermal printer**
Receipt printer — low-res dots, paper curl gradient, thermal ink fade
 | **Ultrasound**
Medical ultrasound display — fan-shaped sector scan with speckle noise
 | **VHS emulation**
Simulate VHS tape — tracking errors, chroma delay, head-switching noise, and ghosting
 |
| **Vintage TV**
Old TV with banding, color fringe, vertical roll, and glow — animatable
 | **Motion Analysis**
Analyze motion against the background model or previous frame and render it as a mask, highlight, or persistent heatmap
 | **Long Exposure**
Blend, average, or accumulate recent frames for ghost trails, slow-shutter smear, and long-exposure light painting
 |
| **Phosphor decay**
CRT phosphor persistence — each RGB channel decays at a different rate
 | **After-image**
Complementary-colored ghost when bright objects move — retinal fatigue
 | **Time Median**
Per-pixel median across recent frames to suppress brief motion and flicker while preserving stable structure
 |
## Blur & Edges
| | | |
|---|---|---|
| **Bilateral blur**
Edge-preserving smooth — blurs flat areas while keeping edges crisp
 | **Bloom**
Add a soft glow around bright areas
 | **Bokeh**
Simulate out-of-focus highlights with hexagonal or circular bokeh shapes
 |
| **Convolve**
Apply a custom convolution kernel — blur, sharpen, emboss, and more
 | **Convolve (edge detection)**
Detect edges using a Laplacian convolution kernel
 | **Despeckle**
Adaptive noise removal — smooths noisy areas while preserving structured detail
 |
| **Emboss**
Directional relief effect with adjustable light angle and blend
 | **Gaussian blur**
Smooth the image with a Gaussian kernel — adjustable sigma
 | **Median filter**
Non-linear noise removal — replaces each pixel with the median of its neighborhood
 |
| **Motion blur**
Directional blur simulating camera or object motion
 | **Relief Map / Faux Normal Lighting**
Treat luminance like a height field and relight it with directional faux-surface shading
 | **Radial blur**
Zoom blur radiating from center — speed/motion effect
 |
| **Sharpen**
Unsharp mask — enhance edges with adjustable strength and radius
 | **Tilt shift**
Miniature/toy camera effect — sharp focus band with progressive blur
 | **Temporal Edge**
Detect edges in time — moving edges glow, static edges invisible
 |
| **Motion Relief**
Turn recent change history into embossed grayscale relief shading
 | | |
## Presets
## Dithering
| | | |
|---|---|---|
| **Amber Terminal**
Monochrome amber phosphor dithering with CRT glow
 | **Gameboy Screen**
4-shade green LCD with visible scan lines and edge darkening
 | **Median Palette**
Adaptive median-cut palette reduction for a compact posterized color set
 |
| **Octree Palette**
Adaptive octree palette reduction with a slightly harsher retro posterization bias
 | **PICO-8 Demake**
Chunky pixels quantized to the PICO-8 16-color palette
 | **Vaporwave Dither**
Pastel error-diffused dithering with dreamy bloom and color fringe
 |
## Color
| | | |
|---|---|---|
| **Acid Trip**
Temporal color cycling through solarized bloom
 | **Cutout**
Luminance-based matte cutout with clean graphic separation
 | **Duotone Poster**
Two-tone flat poster with bold tonal contrast
 |
| **Empty Room**
Static structures remain while moving people gradually disappear
 | **Gradient Remap**
Map luminance to a custom color gradient with soft glow
 | **HDR Tone Map**
Aggressive local contrast with dodged highlights and burned shadows
 |
| **Hue Bands**
Map broad hue families into a deliberate palette while keeping image structure intact
 | **Infrared Film**
False-color IR — white foliage, dark skies, pink cast
 | **Photo Pro**
Gentle tonal shaping and sharpening for a polished photographic finish
 |
| **Psychedelic**
Motion-reactive rainbow cycling with bloom and color split
 | **Red Coat**
Keep one accent hue vivid while the rest falls back toward monochrome
 | **Resonator**
Motion-reactive color echo with a glowing amplified difference image
 |
| **Shop Photo**
Commercial-style tone cleanup with local contrast and vignette
 | **Solarized**
Sabattier effect — partial tone reversal with boosted contrast
 | **Virtual Greenscreen**
Remove static background, keep only moving foreground
 |
| **Zine Cover**
Two-ink offset print on warm paper stock with a poster-like finish
 | | |
## Anime & Paint-over
| | | |
|---|---|---|
| **Anime Background**
Paint-over starter for streets and landscapes with broader tone bands, anime grading, and atmospheric depth
 | **Anime Clean**
Edge-preserved smoothing, cel-style banding, and anime-background color grading for a clean painted base
 | **Anime Ink Grade**
Clean anime grading pass with bilateral smoothing, sharpened detail, and restrained overlaid ink lines
 |
| **Graphic Anime Palette**
Sharper ink-and-palette anime treatment with flatter color families and overlaid traced edges that sit on top of the base image
 | **Shinkai Sky Base**
Sky-first anime background base with painted clouds, broader light bands, cool shadows, warm highlights, and restrained glow
 | **Soft Anime Paint**
Foliage and texture simplification for a softer hand-painted anime background feel with a light finishing ink pass
 |
## Blur & Edges
| | | |
|---|---|---|
| **Dream Sequence**
Soft vaseline-lens glow with warm light bleed — flashback cinema
 | **Embossed Metal**
Raised relief surface — metallic highlight and shadow from edges
 | **Ghost**
Temporal echo with soft glow — moving subjects leave ghostly trails
 |
| **Miniature World**
Fake tilt-shift diorama — selective focus makes scenes look tiny
 | **Motion Neon**
Neon-traced motion outlines with chromatic splitting
 | |
## Advanced
| | | |
|---|---|---|
| **Band Pass**
Middle image frequencies isolated into a technical texture-study view
 | **Cellular Life**
Conway's Game of Life with neon-glowing cell boundaries
 | **Flow Painting**
Curl noise streamlines blended with thick painterly strokes
 |
| **Fractal Overlay**
Mandelbrot fractal with source image colors and edge glow
 | **Infinite Tunnel**
Zooming recursive video feedback with optional rainbow-vortex energy and fractal bloom
 | **Meeting Meltdown**
Recursive video-call panes with digital UI drift and compression wear
 |
| **Motion Compass**
Animated motion arrows reveal direction changes like a technical field overlay
 | **Stargate**
Temporal slit scan with chromatic aberration and glow
 | **Traffic Trails**
Motion vectors plus glow for a kinetic traffic-map feel on live footage
 |
## Distort
| | | |
|---|---|---|
| **Earthquake**
Violent displacement — Perlin warping, sine waves, and shaky rows
 | **F-Zero Floor**
Console-racer ground plane rushing toward the horizon
 | **Funhouse Mirror**
Carnival mirror — bulging center with barrel edges and asymmetric stretch
 |
| **Heat Shimmer**
Motion-reactive heat distortion with glow
 | **Hex World**
Staggered hex cells with soft glow — honeycomb posterization
 | **Iso Stack**
Poster-like isometric slab extrusion with bold depth and arcade shading
 |
| **Kaleidoscope**
Radial symmetry with prismatic color splitting and soft glow
 | **Melt**
Organic pixel melting — warped, smeared, and dripping by luminance
 | **Time Mirror**
Different parts of the image pull from different moments in recent history
 |
| **Time Slice**
Temporal slit scan — each column is a different moment
 | **Tunnel Wrap**
Wrap the image into a circular tunnel and add a subtle glow
 | |
## Glitch
| | | |
|---|---|---|
| **Bit Rot**
Severe digital decay — crushed bits, channel corruption, scattered pixels, heavy compression
 | **Broadcast Failure**
Corrupted broadcast — smeared I-frames, split channels, shifted lines
 | **Checksum Storm**
Rejected packet stripes with unstable concealment and downstream decode wear
 |
| **Color Freeze**
Freeze-frame glitch with optional RGB channel splitting, from subtle holds to hard color-split corruption
 | **Data Corruption**
Broken compression — smeared blocks and DCT artifacts
 | **Glitch Art**
Sorted pixel streaks, split channels, shifted scan lines
 |
| **Legacy LUT Collapse**
Indexed palette table drifts while bitplane bursts erode color significance
 | **Panorama Glitch**
Temporal slit scan with JPEG corruption
 | **VHS Pause**
Frozen VHS frame — tracking errors, torn fields, and static snow
 |
## Stylize
| | | |
|---|---|---|
| **ASCII Art**
Render the image as a grid of ASCII characters sized by luminance
 | **Cel Panel**
Flat cartoon shading with crisp ink contours
 | **Censored**
Moving areas become pixelated blocks
 |
| **Crystal Poster**
Broad crystalized planes with dark seams and a polished poster finish
 | **Embroidery Hoop**
Threaded X-stitches on warm fabric with a handmade feel
 | **Currency Engraving**
Fine parallel lines on aged paper — banknote illustration style
 |
| **Dot Matrix Printer**
Fixed-pitch impact dots on warm aged paper
 | **Etching**
Short ink marks build tone like a coarse engraved print
 | **Ghost Dance**
Chronophotography ghosts with bloom, balancing Marey-style strobing and dreamy color-fringed echoes
 |
| **Living Photo**
Freeze the still parts of the scene while motion stays alive
 | **Lo-fi Print**
Warm-toned halftone print with film grain texture
 | **Mosaic**
Irregular tile grid with grout lines — ancient mosaic look
 |
| **Neon**
Glowing edge outlines on dark background with color fringe
 | **Neon Afterglow**
Neon edges with complementary-colored ghosts
 | **Night City**
Posterized neon signage and glowing street-edge contours without the CRT simulation layer
 |
| **Pixel Art**
Chunky pixels quantized to limited colors then upscaled crisp
 | **POV Display**
Horizontal bands each show a slightly different recent moment
 | **Pop Art**
Warhol-style Ben-Day dots with flat posterized colors and glow
 |
| **Protest Poster**
Bold stamped silhouette on warm paper with rough edges
 | **Risograph**
Multi-layer spot color separation with misregistration and grain
 | **Sketch**
Pencil strokes following edge flow with soft vignette
 |
| **Sprite Sheet**
Game-like chunky color blocks with bold sprite borders
 | **Stained Glass**
Voronoi cells with dark leading and glowing colored glass
 | **Stop-Mo Comic**
Choppy held frames with flatter comic-style tones
 |
| **Triangle World**
Faceted triangular cells with crisp low-poly structure
 | **Watercolor**
Soft wet-on-wet painting with outlined edges
 | **Woodblock Print**
Japanese woodblock style — sumi ink carved lines on cream
 |
## Simulate
| | | |
|---|---|---|
| **Blueprint**
Architectural line drawing — white lines on blue
 | **Cyberpunk**
Neon-soaked CRT with chromatic split and bloom glow
 | **Degauss Ritual**
Tube wobble, phosphor mask, and lingering afterglow; trigger the degauss pulse for the full effect
 |
| **Daguerreotype**
1839 silver-plate photography with soft vignette and grain
 | **Fax Machine**
Thermal fax output — binary with scan artifacts and speckle
 | **Film Projector**
Flickering 8mm home movie with gate weave and sprocket burns
 |
| **Frame Diff**
Technical frame-to-frame motion highlight on a dark background
 | **Heat Vision**
Motion detection with bloom glow — thermal camera aesthetic
 | **Ink Spread**
Cheap paper stock with dark regions bleeding into the fibers
 |
| **Lenticular Card**
Holographic rainbow sheen with scanlines and glow
 | **Lo-fi Webcam**
Chunky pixels with JPEG artifacts and film grain
 | **Metadata Mistake**
Wrong decode assumptions with compression wear and hard edge recovery
 |
| **Mavica Photo**
Sony Mavica floppy disk camera — 640x480, heavy JPEG, CCD noise
 | **Matrix**
Digital rain — source image visible through falling katakana characters
 | **Misprint**
Silkscreen poster layers drift slightly out of register over warm paper
 |
| **Newsprint**
Black-and-white newspaper with coarse halftone dots
 | **Photocopier**
High-contrast office copier with speckle and generation loss
 | **Privacy Mode**
Moving areas heavily pixelated and blurred
 |
| **Receipt Printer**
Narrow thermal receipt — low-res dots with ink fade
 | **Retinal Burn**
Bright objects leave complementary-colored after-images
 | **Retro 3D**
Classic red/cyan glasses effect with posterized comic contrast
 |
| **Retro TV**
Consumer tape playback through a CRT tube with tracking wear and rounded-screen falloff
 | **Security Camera**
Monochrome security feed with an explicit motion-analysis overlay for moving subjects
 | **Shutter Smear**
Slow-shutter averaging with soft tonal drag across motion
 |
| **Surveillance DVR Failure**
Near-failure CCTV feed with CRC stripe loss, bitplane bursts, and codec breakup
 | **Surveillance**
Night-vision CCTV look with scanlines, compression, and no analysis overlay
 | **Surveillance Wall**
Tiles updating at staggered rates with scanlines and grain
 |
| **Thermal**
FLIR-style heat map with posterized temperature bands
 | **Underwater**
Motion-reactive ripple distortion with chromatic split
 | **Vinyl Record**
Press the image into tight groove-like bands, wrap it into a circular disc, and darken the edge like a black vinyl record
 |
## Photo
| | | |
|---|---|---|
| **Double Exposure**
Classic film double exposure with bloom and tonal control
 | **Noir**
High-contrast black and white with grain and vignette
 | **Polaroid**
Instant film look with faded edges and subtle grain
 |
| **Vintage Photo**
Warm sepia toning with chemical grain and light bleed
 | | |