Rombo Imagers

Randomly selected showcase image
This package is sold separately and it is not part of the Rombo shading tools.
You can buy a standard license here : Rombo Arnold Imagers

This document provides an overview of the post-processing shaders available in the Rombo Tools suites. These shaders, known as (Arnold) Imagers, are applied to the final rendered image to add cinematic and stylized effects. Each shader offers a range of parameters to fine-tune the look and feel of your renders.

Introduction

Think of these imagers not as single, isolated effects, but as building blocks. One of the most powerful feature is that they are all chainable, meaning you can link them together in a sequence to create incredibly detailed and customized looks. The order matters, as each imager processes the output of the one before it. This allows for a flexible, non-destructive workflow where you can build up complexity layer by layer.

Example Workflows

By chaining imagers, you can create sophisticated post-processing pipelines. For example:

  • Cinematic Color Grading: Start with a Film Tonemapper to correctly map your HDR render, then chain a Color Correct imager to fine-tune the temperature, tint, and contrast for a specific mood.
  • Full Darkroom Setup: You can emulate a complete photographic process by chaining multiple imagers. You might use Film Exposure -> Film Tonemapper -> Film Emulation -> Lens Effects -> Film Grain to achieve a realistic, analog film look.
  • Complex Lens Flares: Don't be limited to a single flare. You can chain multiple lens flare imagers, like an Anamorphic flare combined with a Multi-Iris flare, to produce unique and complex optical effects that no single imager could create alone.
  • Artistic Style Combinations: Stylistic imagers can be combined for unique results. For instance, applying a Kuwahara filter *before* a Pointillism imager is highly effective. The Kuwahara simplifies the source image into painterly shapes, which allows the Pointillism filter to create cleaner, more defined dots for a stronger artistic statement.

How Imagers are Applied

It's also important to understand that not all imagers are processed at the same time. This is done to give you both real-time feedback and final quality accuracy.

  • Real-time Imagers: Effects like Color Correct, Sharpen, and all Lens Flare types are applied at every progressive rendering pass. This gives you instant feedback on how your adjustments are affecting the image as it refines.
  • End-of-Render Imagers: More computationally intensive effects, such as all Blur and Stylistic (e.g., Sketch, Watercolor) imagers, run only once at the very end of the rendering process. This is because they need the complete, final frame buffer to analyze the image properly and produce the highest quality result.
Note: This distinction ensures a smooth and interactive experience while you work, saving the heavy lifting for the final step to guarantee the best possible output without slowing down your creative process.

Installation Guide

Let's get these powerful tools integrated into your workflow. We've designed the installation to be as quick and painless as possible, because we believe you should spend your time creating, not configuring! To ensure a smooth setup, we've created a single, comprehensive guide that walks you through the process for all supported digital content creation (DCC) applications.

Please look for the README.md file included in your download package. It contains detailed, step-by-step instructions for Cinema4D, Maya and Houdini.

Demo Scenes Included

To help you hit the ground running and see these imagers in a real-world context, we've put together a collection of nice demo scenes (many images you see here are directly from them!). These files are designed to be a practical starting point, showcasing ideal setups and creative combinations that you can explore, modify, and learn from.

Below some example, there're many more and we keep adding them.

Ready for Your Favorite Application

Our demo scenes are grouped by the techniques they unlock, allowing you to master specific effects. Here’s a breakdown of what’s available:

Photographic Defocus Blur

  • This scene is built to a real-world scale, making it the perfect playground for mastering the Z-depth display workflow. It unlocks the ability to achieve a natural, cinematic depth-of-field effect with predictable, photographic controls.
  • Available for: Cinema 4D, Maya

Post-Process Motion Blur

  • Jump right into the action with this pre-configured animation. It includes all the necessary AOVs and render settings, letting you focus on tuning the shutter speed and blur intensity without worrying about the complex technical setup.
  • Available for: Cinema 4D, Maya

Complex Lens Flares

  • Explore a scene with multiple light sources of varying intensity and color. It's the ideal environment for testing the automatic light detection, debugging the results, and learning how to chain different flare imagers together for unique looks.
  • Available for: Cinema 4D

Stylized Artistic Effects

  • Chalk Style: A scene designed to showcase how to achieve a soft, textured chalk-on-board look, perfect for understanding the contour and sampling parameters. (Cinema 4D)
  • Crosshatch & Sketch Styles: These scenes demonstrate how to create convincing hand-drawn looks, from clean architectural lines to more expressive, cross-hatched shading. They are perfect for learning how to balance outlines and internal details. (Cinema 4D, Maya)
  • Pointillism Style: Discover how to control dot size and variation to transform a render into a piece of pointillist art. This scene is great for learning how to prep an image with other imagers (like Kuwahara) for the best results. (Maya)

Houdini demo scenes are coming very soon.

Get Exploring: We highly recommend opening these scenes to see the best practices in action. Feel free to break them, change them, and make them your own!

Bilateral Blur

A bilateral filter is a non-linear, edge-preserving, and noise-reducing smoothing filter. It replaces the intensity of each pixel with a weighted average of the intensity values from nearby pixels, but does so while respecting strong edges. This is useful for blurring an image while keeping the edges sharp.

Parameters

radius
Determines the size of the neighborhood of pixels that are considered for blurring. Larger values result in more pronounced smoothing over larger features.
threshold
Controls how much tonal variation is tolerated before an edge is preserved. Lower values will preserve more edges, while higher values will smooth over more subtle details.
determinator
WIP. Influences the edge-preservation by measuring differences in pixel intensity. It helps distinguish between noise and actual image features.

Defocus Blur

This shader simulates the effect of a camera lens being out of focus, which reduces the sharpness and contrast of the image. It's commonly used to create a depth-of-field effect where some parts of the image are sharp while others are blurred.

Workflow

To simulate a realistic depth-of-field effect, the defocus imager needs to know how far every object is from the camera. It does this by using a Z-depth AOV. For your convenience, the imager automatically generates this data for you. The key to mastering this effect is to use the built-in debug view to set your focus point precisely *before* dialing in the final blur amount.

The Tuning Workflow: Using the Z-Depth Display

To accurately set your focus, you must first visualize the scene's depth. The Zdepth display parameter is your most important tool for this setup phase.

Follow these steps for a perfect focus setup:

  1. Enable Debug View: Turn on the Zdepth display parameter. Your render will switch to a simple grayscale map.
  2. Interpret the Map: This map tells you what is in focus.
    • Black Areas: These parts of the image are perfectly in focus.
    • Gray to White Areas: These regions are out of focus. The whiter an area is, the further it is from the focal plane and the more blur it will receive.
  3. Adjust Focus: Now, tweak the Focus Distance and Scene Scale parameters. Your goal is to make the black, in-focus area perfectly cover your subject.
  4. Disable Debug View: Once you are satisfied with the focus region, turn off the Zdepth display to see the actual blur effect applied to your render.

Dialing in the Final Look

After setting the focus, you can fine-tune the intensity of the blur. The amount of blur is highly dependent on your scene's overall scale.

  • Don't be surprised if you need to use large values for the Blur Scale. Depending on your scene, values of 500 or even higher might be necessary to achieve a strong, cinematic defocus effect.
A Note on Scene Scale: This imager is most effective and intuitive when your scene is modeled in real-world measurements. If your scene's units correspond to actual units (e.g., centimeters or meters), the Focus Distance will behave in a predictable, photographic way, making the entire process much easier.

Focus Parameters

f_stop
Controls the aperture size of the virtual camera lens. Lower f-stop values create a shallower depth of field with more blur, while higher values keep more of the image in focus.
focus_distance
Sets the distance from the camera at which objects will be perfectly in focus.
scene_scale
Adjusts the overall scale of the scene to match the units used for focus distance.
search_scale
Determines the radius of the area searched for blurring, affecting performance and quality.
blur_scale
A multiplier for the overall amount of blur.
blur_max
Sets a maximum limit on the blur radius, which can help to optimize performance.

Bokeh

bokeh_sides
Determines the shape of the blurred highlights (bokeh) by setting the number of virtual aperture blades.
bokeh_rotate
Rotates the bokeh shape.
bokeh_softness
Controls the softness of the edges of the bokeh highlights.
bokeh_variation
Introduces random variations to the bokeh shape for a more organic look.

Aberration

chromatic_aberration
Simulates the lens artifact where different colors of light are focused at slightly different points, creating color fringes around objects.
chromatic_fringing
Controls the intensity of the color fringing caused by chromatic aberration.

Settings

gamma_correct
Applies gamma correction to the image to ensure the blur is calculated in a linear color space for more realistic results.
zdepth_display
Visualizes the Z-depth buffer, which is used to determine the amount of blur for each pixel. This is useful for debugging.
run_once
When enabled, the effect is calculated only once. This is useful for static images to save processing power.
use_cuda
Enables CUDA-based processing for a significant performance increase on compatible NVIDIA GPUs.

Motion Blur

This effect simulates the blur that occurs when an object moves relative to the camera during exposure. It is used to make animations and visual effects look more realistic and appealing. For real-time computation, we use a 2.5D approach. While the effect works in screen space (2D), it incorporates depth information and motion data to create more sophisticated and realistic blur patterns.

Setting Up the Imager

Unlike other effects, post-process motion blur needs precise data from the renderer to know which direction and how fast pixels are moving. This is achieved through specific AOVs (Arbitrary Output Variables) and render settings. Following this setup guide is essential for the imager to function correctly.

Required Render Setup

To generate the necessary data, you must configure your render settings correctly. The process involves adding a specific AOV and adjusting a key motion blur setting.

Follow these steps in your Arnold render settings:

  1. Add the Motion Vector AOV: The imager needs a motionvector AOV to calculate the direction and speed of objects. You must add this manually from your renderer's AOV list.
  2. Enable Instantaneous Shutter: In your main Arnold render settings, find the Motion Blur rollout and enable the Instantaneous Shutter option. This ensures the motion vectors are calculated correctly for a post-processing workflow, without applying any blur directly in the render itself.
  3. Z-Depth AOV (Automatic): You do not need to add a Z-depth AOV manually. The imager will handle the creation of this pass for you automatically.
  4. Cinema4D: There you have also to enable in the IPR Window -> Render -> Render All AOVs, then also click the Button -> Enable/Disable Motion Blur. Finally, in Arnold Render Settings, once you already added the romboBlurMotion Imager, go to the Imager tab -> Selection -> AOVs and set it to All. This is c4dtoa quirkiness, nothing to do with Rombo Imagers setup.

Verifying Your Setup

Once you've configured your render, it's a good practice to verify that the data is correct before you start tuning the blur effect.

  • Visualize the Data: Use the Display parameter within the imager to switch between the final result and the raw AOVs. This allows you to see the `motionvector` and `Z-depth` passes directly, confirming they are being generated as expected.
  • Check for Errors: The imager performs consistency checks on the AOV data it receives. Keep an eye on your render log or console output. If there are any issues, such as missing AOVs or incorrect data, the imager will print warnings or errors to help you diagnose the problem.
Summary: A correct setup (Motion Vector AOV + Instantaneous Shutter) is the foundation to correctly post-process motion blur. Always check your AOVs and logs if you encounter unexpected results.

Parameters

display
Toggles the visibility of the motion blur effect.
shutter_speed
Controls the duration the virtual camera's shutter is open. A slower shutter speed (longer duration) results in more pronounced motion blur.
samples
Determines the number of samples taken to create the motion blur effect. Higher values produce a smoother blur but increase rendering time.
trail_extent
Controls the length of the motion blur trails.
depth_scale
Adjusts the influence of depth on the motion blur effect.
weight_scale
Scales the weight of the motion vectors, affecting the intensity of the blur.
stochastic
Introduces randomness into the sampling of the motion blur, which can help to reduce banding artifacts and create a more natural look.

Color Correct

Provides a comprehensive set of tools for adjusting the colors and tones of the final image. It works in linear color space to maintain accurate color relationships and prevent unwanted artifacts during adjustment. These real-time corrections allow artists to quickly iterate on the visual style without requiring expensive re-rendering of the entire scene.

Because some color correction operator may need your pixels in a 0-1 range, we may clamp the output buffer. If you want to control the 'clamping' process yourself, add a FilmTonemapper imager before this color correction node.

Luma

luma_scale
Multiplies the luminance (brightness) of the image.
luma_offset
Adds a value to the luminance of the image, making it brighter or darker.

Color

temperature
Adjusts the color temperature of the image, making it appear warmer (more orange) or cooler (more blue).
tint
Shifts the overall color of the image towards green or magenta.
vibrance
Intelligently boosts the saturation of less-saturated colors more than already saturated colors, preventing clipping and producing a more natural result.
saturation
Uniformly adjusts the intensity of all colors in the image.

Tone

blacks
Adjusts the black point of the image, controlling the darkness of the shadows.
contrast
Increases or decreases the difference between the light and dark areas of the image.
micro_detail
Enhances fine details in the image, similar to a sharpening effect.
local_contrast
Enhances details without changin overal image contrast. Works best with smooth (well converged) images.

LUT

LUT_path
Specifies the file path to a Look-Up Table (LUT) file. LUTs are used to apply complex color transformations to the image. We do support 3d cube LUTs. 3D LUTs map red, green and blue to three axes of a 3-dimensional cube. The .cube format has become the de facto standard for LUT files due to its broad compatibility across color grading tools.
LUT_apply
Controls the strength of the applied LUT.
LUT_gamma
Applies a gamma correction before the LUT is applied, which can be necessary for the LUT to work correctly.

Transform

flip_horizontal
Flips the image horizontally. This is a trick used by experienced artist to check their own artworks from a different POV. If you find your rendered image still interesting after the flip, it may be really esthetical consistent.

Film Emulation

This shader simulates the look of various types of photographic film, allowing you to give your renders a distinct analog feel. Film emulation goes beyond simple color grading by replicating the complex photochemical processes that define how different film stocks respond to light. Each film type has its own characteristic color response curves, grain structure, and tonal behavior that developed from decades of chemical engineering and artistic preference. The shader models these unique properties by implementing film-specific tone curves that compress highlights and lift shadows in ways that match the silver halide chemistry of actual films.

There're already almost 50 film emulators and counting, easily selectable from a roll-out parameter list. Among them we have the legendary Fuji-Superia, Ilford-HPS, Kodak-Gold, Kodak-Porta, Kodak-TriX, Kodak-RoyalGold etc. in many versions for more/less contrasted and vivid/toned emulations.

Parameters

film_type
Selects the type of film to emulate from a list of presets.
brightness
Adjusts the overall brightness of the image.
fade
Creates a faded, washed-out look by lifting the black levels.
saturation
Controls the intensity of the colors in the emulated film look.
contrast
Adjusts the contrast of the image to match the chosen film type.
temperature
Adjusts the color temperature to simulate different lighting conditions or film characteristics.
tint
Applies a color tint to the image, often used to replicate the color casts of certain film stocks.

Film Exposure

Simulates the exposure settings of a real camera, giving you control over the brightness of the image using familiar photographic terms. The exposure is determined by the interplay of F-Stop, shutter speed, and ISO.

Parameters

fstop
Controls the aperture of the virtual lens. Lower numbers let in more light, resulting in a brighter image.
shutter
Determines how long the virtual shutter is open. Longer shutter speeds result in a brighter image.
iso
Controls the sensitivity of the virtual film or sensor. Higher ISO values make the image brighter but can introduce more noise or grain.
multiplier
A general brightness multiplier that is applied on top of the other exposure controls.

Film Grain

Adds a realistic film grain effect to the image, which can help to give it a more organic, less digital look. The grain is generated procedurally with a Monte Carlo simulation and can be customized to match different film stocks.

This really requires CUDA to be viable. It's a true Monte Carlo simulation for perceptual film graining.

Parameters

iterations
Controls the number of iterations used to generate the grain, affecting its complexity and quality.
mean
The average value around which the grain is generated.
std
The standard deviation, which controls the variation in the size and intensity of the grain particles.
sigma
Controls the smoothness of the grain.
strength
The overall intensity of the film grain effect.
seed
A random seed value that can be used to generate different grain patterns.
use_cuda
Enables CUDA-based processing for a significant performance increase on compatible NVIDIA GPUs.

Film Tonemapper

Tone mapping is a technique used to map high dynamic range (HDR) colors to a low dynamic range (LDR) display, such as a computer monitor. This shader provides several tone mapping operators to control how the final image is displayed.

Tonemappers List

Parameters

Tonemapper
Selects the tone mapping algorithm to use. Different operators will produce different looks, with some preserving color better and others offering more contrast.
Exposure
Adjusts the overall brightness of the image before tone mapping is applied.
IsRaw
Indicates whether the input image is in a raw, linear color space. This is important for ensuring the tone mapping is applied correctly.

Lens Effects

Simulates various optical artifacts that occur in real-world camera lenses, such as distortion, chromatic aberration, and vignetting, replicating the imperfections inherent in physical optical systems to add photographic realism to computer-generated imagery.

Parameters

lens_distortion
Simulates the bending of straight lines that can occur at the edges of an image due to the shape of the lens.
chromatic_aberration
Creates color fringing around objects by splitting the light into its red, green, and blue components and distorting them slightly differently.
scale
Controls the overall scale of the lens effects.
enable_jitter
Adds a subtle, random jitter to the image to simulate sensor noise.
vignette_strength
Darkens the corners of the image, a common artifact in many lenses.
vignette_feather
Controls the softness of the transition of the vignette effect.
vignette_color_shift
Introduces a color shift to the vignetted areas.

Anamorphic Lens Flare

Generates a lens flare effect characteristic of anamorphic lenses, which are known for their horizontal, streak-like flares. Anamorphic lenses use cylindrical optical elements to compress a wide field of view onto standard film or sensor formats, and these cylindrical surfaces create the distinctive horizontal light streaks that have become synonymous with high-end cinematography. Unlike spherical lenses that produce radial or circular flare patterns, the asymmetric nature of anamorphic optics causes light to scatter primarily along the horizontal axis, creating those characteristic blade-like streaks that extend across the entire frame.

A Note on the Light Detection Algorithm

For all lens flare imagers, we've implemented an advanced adaptive algorithm that automatically detects multiple light sources in your scene. This system analyzes the final rendered image to find bright spots that should realistically generate a flare. To give you full control over this process, we've included a powerful debug mode and several parameters to fine-tune the detection.

Understanding the Debug Mode

When you enable the Debug parameter, the imager shows you exactly what it "sees." This is crucial for understanding how the detection parameters work together. The screen will be color-coded as follows:

  • Yellow Zones: These are pixels with a brightness value above the Threshold. The algorithm considers these areas as potential light sources.
  • Blue Zones: These represent mid-range pixels that are below the threshold and will not be treated as a light source.
  • Dashed Circle: A light is fully registered and will generate flares once you see a dashed circle appear around a yellow spot.

By adjusting the detection parameters, you will see these yellow and blue zones shrink or enlarge in real-time, giving you direct visual feedback on how you are guiding the algorithm.

Eventually, check Arnold verbosity to have some stats from the light detection phase..

Manual Positioning for Off-Screen Lights

WIP. Sometimes the most dramatic flares come from light sources that are outside the frame. For these situations, the automatic detection won't find the light. We are adding an X and Y parameters to solve this.

  • This will allow you to manually place a flare's origin point anywhere you like, giving you the artistic freedom to add flares from powerful off-screen light sources.
The setup for automatic light detection, debugging, and manual positioning described here is the same for all lens flare imagers in this suite.

Global

global_intensity
Controls the overall brightness of the lens flare effect.

Glimmer

glimmer_tint
Tints the glimmer component of the lens flare.
glimmer_intensity
Controls the brightness of the glimmer effect.
glimmer_softness
Adjusts the softness of the glimmer rays.
glimmer_raycount
Sets the number of rays in the glimmer effect.
glimmer_raydepth
Controls the length of the glimmer rays.

Anamorphic Spot Flare

anamorphic_intensity
Controls the intensity of the main anamorphic flare streak.
anamorphic_brightness
Adjusts the brightness of the anamorphic flare.
anamorphic_objectcount
Sets the number of individual flare elements.
anamorphic_objectdistance
Controls the distance between the flare elements.
anamorphic_tapperness
Adjusts the tapering of the flare elements.
anamorphic_positionx
Controls the horizontal position of the flare.
anamorphic_positiony
Controls the vertical position of the flare.
anamorphic_sizex
Controls the horizontal size of the flare elements.
anamorphic_sizey
Controls the vertical size of the flare elements.
anamorphic_rotation
Rotates the anamorphic flare.
anamorphic_roundcorner
Rounds the corners of the flare elements.
anamorphic_parallax
Creates a parallax effect for the flare elements as the camera moves.
anamorphic_randomized
Introduces randomness to the flare elements for a more organic look.
anamorphic_color1
Sets the first color of the flare's gradient.
anamorphic_color2
Sets the second color of the flare's gradient.
anamorphic_color3
Sets the third color of the flare's gradient.

Light Detect

light_threshold
Sets the brightness threshold for a pixel to be considered a light source that generates a flare.
light_min_intensity
The minimum intensity a light source must have to generate a flare.
light_min_size
The minimum size a light source must have to generate a flare.
light_max_count
The maximum number of light sources that can generate flares.
light_detection_debug
Visualizes the light sources that are being detected, which is useful for debugging.

Caustics Lens Flare

This shader generates lens flare effects that mimic caustics, which are the bright patterns of light created when light is focused by a curved, transparent object like a glass of water. In this case the caustic patterns emerge from the complex interaction between incoming light rays and the lens geometry. The resulting flare exhibits the organic, flowing quality of real caustics - with smooth intensity gradients, natural light concentration patterns, and the subtle variations that occur as the light source position changes relative to the lens system. This produces a more physically plausible and visually compelling lens flare that captures the complex beauty of light interacting with curved optical surfaces.

Global

flare_type
Selects the type of caustic flare to generate.
global_intensity
Controls the overall brightness of the lens flare effect.

Glimmer

glimmer_tint
Tints the glimmer component of the lens flare.
glimmer_intensity
Controls the brightness of the glimmer effect.
glimmer_softness
Adjusts the softness of the glimmer rays.
glimmer_raycount
Sets the number of rays in the glimmer effect.
glimmer_raydepth
Controls the length of the glimmer rays.

Caustics Flare

caustics_color
Sets the color of the caustic flare.
caustics_flarecount
Sets the number of individual caustic flare elements.
caustics_size
Controls the size of the caustic flare elements.
caustics_brightness
Adjusts the brightness of the caustic flare.
caustics_barreldistort
Applies a barrel distortion to the caustic flare, making it appear more like it's being viewed through a lens.
caustics_randomizer
Introduces randomness to the caustic flare for a more organic look.

Light Detect

light_threshold
Sets the brightness threshold for a pixel to be considered a light source that generates a flare.
light_min_intensity
The minimum intensity a light source must have to generate a flare.
light_min_size
The minimum size a light source must have to generate a flare.
light_max_count
The maximum number of light sources that can generate flares.
light_detection_debug
Visualizes the light sources that are being detected, which is useful for debugging.

Multi-Iris Lens Flare

Creates a complex lens flare effect with multiple, overlapping iris shapes. This can be used to simulate the look of a camera with a multi-bladed aperture or to create more stylized flare effects. The multi-iris approach layers several aperture patterns at different scales, rotations, and positions along the optical axis. Each iris component represents a different element in the lens assembly. By overlapping these iris shapes with varying intensities and blend modes, the shader creates the complex patterns characteristic of professional camera optics.

Global

global_intensity
Controls the overall brightness of the lens flare effect.

Glimmer

glimmer_tint
Tints the glimmer component of the lens flare.
glimmer_intensity
Controls the brightness of the glimmer effect.
glimmer_softness
Adjusts the softness of the glimmer rays.
glimmer_raycount
Sets the number of rays in the glimmer effect.
glimmer_raydepth
Controls the length of the glimmer rays.

Multi-Iris Flare

multiiris_shapemode
Selects the shape of the iris elements.
multiiris_polycount
If a polygonal shape is selected, this sets the number of sides.
multiiris_elements
Sets the number of individual iris elements.
multiiris_distance
Controls the distance between the iris elements.
multiiris_randomized
Introduces randomness to the placement and size of the iris elements.
multiiris_position
Sets the starting position of the iris elements.
multiiris_opacity
Controls the opacity of the iris elements.
multiiris_brightness
Adjusts the brightness of the iris elements.
multiiris_size
Controls the size of the iris elements.
multiiris_irissize
Controls the size of the central opening of the iris elements.
multiiris_color1
Sets the first color of the flare's gradient.
multiiris_color2
Sets the second color of the flare's gradient.
multiiris_color3
Sets the third color of the flare's gradient.

Light Detect

light_threshold
Sets the brightness threshold for a pixel to be considered a light source that generates a flare.
light_min_intensity
The minimum intensity a light source must have to generate a flare.
light_min_size
The minimum size a light source must have to generate a flare.
light_max_count
The maximum number of light sources that can generate flares.
light_detection_debug
Visualizes the light sources that are being detected, which is useful for debugging.

Polygons Lens Flare

Generates a lens flare effect composed of polygonal shapes, often called "ghosts." This is a classic lens flare look that can be customized to create a wide variety of effects. Ghost artifacts are one of the most recognizable characteristics of lens flare, appearing as discrete polygonal shapes that seem to float across the image. Each ghost typically inherits the shape of the camera's aperture, which is why they often appear as hexagons, octagons, or other polygonal forms corresponding to the number of aperture blades. This ghost-based approach captures the authentic feel of vintage cinema lenses or deliberately uncoated optics, where internal reflections are more prominent.

Global

global_intensity
Controls the overall brightness of the lens flare effect.

Glimmer

glimmer_tint
Tints the glimmer component of the lens flare.
glimmer_intensity
Controls the brightness of the glimmer effect.
glimmer_softness
Adjusts the softness of the glimmer rays.
glimmer_raycount
Sets the number of rays in the glimmer effect.
glimmer_raydepth
Controls the length of the glimmer rays.

Polygon Ghost Flare

polygon_tint
Tints the polygonal flare elements.
polygon_intensity
Controls the intensity of the polygonal flare elements.
polygon_size
Controls the size of the polygonal flare elements.
polygon_polycount
Sets the number of sides of the polygonal flare elements.
polygon_softness
Adjusts the softness of the edges of the polygonal flare elements.
polygon_rotation
Rotates the polygonal flare elements.
polygon_glow
Adds a glow effect to the polygonal flare elements.

Light Detect

light_threshold
Sets the brightness threshold for a pixel to be considered a light source that generates a flare.
light_min_intensity
The minimum intensity a light source must have to generate a flare.
light_min_size
The minimum size a light source must have to generate a flare.
light_max_count
The maximum number of light sources that can generate flares.
light_detection_debug
Visualizes the light sources that are being detected, which is useful for debugging.

Ring Lens Flare

Creates a lens flare effect with a prominent ring shape. This is a common type of flare that can add a sense of realism or drama to a scene. The ring component represents the circular diffraction pattern that occurs when light passes through the circular aperture of the lens. This ring artifact typically appears as a bright, luminous halo centered on the light source, with intensity that falls off gradually toward the edges. The accompanying rays, often called diffraction spikes or needles, are caused by light diffracting around the straight edges of the aperture blades and other mechanical elements within the lens housing.

Global

global_intensity
Controls the overall brightness of the lens flare effect.

Glimmer

glimmer_tint
Tints the glimmer component of the lens flare.
glimmer_intensity
Controls the brightness of the glimmer effect.
glimmer_softness
Adjusts the softness of the glimmer rays.
glimmer_raycount
Sets the number of rays in the glimmer effect.
glimmer_raydepth
Controls the length of the glimmer rays.

Ring with Rays Flare

ringray_distance
Controls the distance of the ring from the light source.
ringray_thickness
Adjusts the thickness of the ring.
ringray_softness
Controls the softness of the ring's edges.
ringray_raycount
Sets the number of rays emanating from the ring.
ringray_raydepth
Controls the length of the rays.
ringray_color1
Sets the first color of the ring's gradient.
ringray_color2
Sets the second color of the ring's gradient.
ringray_color3
Sets the third color of the ring's gradient.

Light Detect

light_threshold
Sets the brightness threshold for a pixel to be considered a light source that generates a flare.
light_min_intensity
The minimum intensity a light source must have to generate a flare.
light_min_size
The minimum size a light source must have to generate a flare.
light_max_count
The maximum number of light sources that can generate flares.
light_detection_debug
Visualizes the light sources that are being detected, which is useful for debugging.

Local Sharpen

A sharpening filter that enhances the contrast of edges in the image. This version focuses on local contrast, which can help to bring out fine details without creating harsh halos around objects.

Parameters

amount
Controls the strength of the sharpening effect.
darkness
Adjusts the sharpening of dark areas of the image.
threshold
Sets a threshold to prevent the sharpening of noise. Only areas with a certain amount of contrast will be sharpened.
radius
Controls the size of the area around each pixel that is considered for sharpening.

Masked Sharpen

This sharpening filter applies a Gaussian blur to a copy of the original image and then compares it to the original. If the difference is greater than a user-specified threshold setting, the images are (in effect) subtracted giving it a sharper look. Originally developed for darkroom photography is the default blur filter in PSD.

Parameters

amount
Controls the strength of the sharpening effect.
radius
Controls the size of the area around each pixel that is considered for sharpening.
softness
Controls the softness of the transition between sharpened and unsharpened areas.
tolerance
Sets a tolerance value to control how much variation is allowed before an area is sharpened.

Micro Sharpen

A sharpening filter that focuses on enhancing very fine details, often called "micro-contrast." This can add a sense of crispness and clarity to the image without affecting the overall contrast.

Parameters

amount
Controls the strength of the micro-sharpening effect.
threshold
Sets a threshold to prevent the sharpening of noise. Only areas with a certain amount of contrast will be sharpened.

Ballpoint Pen Style

This shader transforms the image to look like it was drawn with a ballpoint pen. It creates a stylized, hand-drawn look with cross-hatching and line work.

Main

line_intensity
Controls the intensity of the pen lines.
line_density
Adjusts the density of the pen lines.
line_color
Sets the color of the pen lines.
color_blend_mode
Determines how the line color is blended with the original image colors.
color_preservation
Controls how much of the original image color is preserved.
exposure
Adjusts the exposure of the final image.
use_cuda
Enables CUDA-based processing for a significant performance increase on compatible NVIDIA GPUs.

Advanced

gradient_influence
Controls how much the image's gradients influence the direction of the pen strokes.
contrast_density
Adjusts the density of the lines based on the contrast of the image.
thickness_variation
Introduces variation in the thickness of the pen lines.
edge_enhancement
Enhances the edges of the image with stronger lines.
adaptive_strength
Adapts the strength of the effect based on the brightness of the image.
stroke_placement_strength
Controls the strength of the stroke placement algorithm.
direction_bias
Biases the direction of the pen strokes.

Background Pattern

pattern_strength
Controls the strength of the background pattern.
pattern_color
Sets the color of the background pattern.
pattern_mode
Selects the type of background pattern to use.
pattern_spacing
Controls the spacing of the background pattern.
pattern_thickness
Adjusts the thickness of the lines in the background pattern.

Brush Style

Transforms the image to look like an oil painting. It does this by examining the surrounding pixels and averaging their colors to create a "blocky" or "painterly" effect.

Parameters

intensity
Controls the intensity of the painting effect. Higher values create a more abstract, blocky look.
quality
Adjusts the quality of the brush strokes. Higher values produce more detailed strokes.
detail
Controls the amount of detail preserved from the original image.
bend
Introduces a bending or swirling effect to the brush strokes.
size
Controls the size of the brush strokes.
src_contrast
Adjusts the contrast of the source image before the effect is applied.
src_brightness
Adjusts the brightness of the source image before the effect is applied.

Chalk Style

This shader gives the image a stylized look as if it were drawn with chalk on a blackboard. It creates a soft, textured appearance with distinct contour lines.

Main

contour_strength
Controls the strength of the contour lines that outline the objects in the image.
white_fill
Controls the amount of white fill within the chalked areas.
reflect_strength
Adjusts the strength of simulated reflections on the chalked surfaces.
reflect_size
Controls the size of the simulated reflections.
time
Animate the chalk texture over time.
use_cuda
Enables CUDA-based processing for a significant performance increase on compatible NVIDIA GPUs.

Background

bck_tint
Tints the background color.
bck_intensity
Controls the intensity of the background color.
bck_noise_size
Adjusts the size of the noise pattern in the background.
bck_noise_strength
Controls the strength of the background noise.

Color Correction

intensity
Adjusts the overall intensity of the image.
contrast
Controls the contrast of the image.
gamma
Adjusts the gamma of the image.
saturation
Controls the saturation of the image.

Sampling

grad_eps
A small value used to avoid division by zero when calculating gradients.
grad_strength
Controls the strength of the gradient calculations, which affects how the chalk strokes follow the contours of the image.
angle_num
The number of angles at which strokes are sampled.
sample_num
The total number of samples taken to create the effect.

Crosshatch Style

This shader transforms the image to look like a cross-hatched drawing. It uses intersecting lines to create tones and textures, giving the image a classic, illustrative feel.

Main

outline_strength
Controls the strength of the outlines around objects.
hatch_strength
Adjusts the strength of the cross-hatching lines.
hatch_density
Controls the density of the cross-hatching lines.
paper_texture
Applies a paper texture to the background.
vignette_strength
Adds a vignette effect, darkening the corners of the image.
color_blend_mode
Determines how the original image colors are blended with the cross-hatching effect.
color_preservation
Controls how much of the original image color is preserved.
anim
Animates the cross-hatching pattern over time.

Color Correction

vibrance
Intelligently boosts the saturation of less-saturated colors.
contrast
Adjusts the contrast of the image.
blacks
Adjusts the black point of the image.
gamma
Adjusts the gamma of the image.
exposure
Adjusts the exposure of the final image.

Kuwahara Style

The Kuwahara filter is a non-linear smoothing filter that preserves edges while reducing noise. It can be used to create a painterly effect by removing textures and sharpening edges.

Parameters

size
Controls the size of the area considered for filtering. Larger values produce a more abstract, painterly look but can introduce artifacts in detailed areas.
eccentricity
Controls the shape of the filtering kernel, allowing for anisotropic (directional) filtering.
sharpness
Adjusts the sharpness of the preserved edges.

Pointillism Style

This shader transforms the image into a pointillist painting, which is a technique where small, distinct dots of color are applied in patterns to form an image. The effect is achieved by replacing pixels with colored dots.

Parameters

size
Controls the size of the dots.
alpha
Controls the opacity of the dots.
variation
Introduces variation in the size and placement of the dots for a more organic look.
time
Animates the pointillism pattern over time.

Sketch Style

This shader gives the image the appearance of a hand-drawn sketch, complete with pencil-like strokes and a paper texture. It simulates the techniques used in traditional sketching to create a stylized, artistic look.

Main

sketch_mode
Selects the style of sketch to create (e.g., pencil, charcoal).
stroke_samples
The number of samples used to create each stroke, affecting the quality and smoothness.
stroke_intensity
Controls the intensity of the sketch strokes.
color_blend_mode
Determines how the original image colors are blended with the sketch effect.
color_preservation
Controls how much of the original image color is preserved.
vignette_strength
Adds a vignette effect, darkening the corners of the image.
time_offset
Animates the sketch pattern over time.
use_cuda
Enables CUDA-based processing for a significant performance increase on compatible NVIDIA GPUs.

Advanced

thickness_variation
Introduces variation in the thickness of the sketch lines.
adaptive_strength
Adapts the strength of the effect based on the brightness of the image.
noise_strength
Adds noise to the sketch for a more textured look.
noise_scale
Controls the scale of the noise pattern.

Background Pattern

pattern_strength
Controls the strength of the background pattern.
pattern_color
Sets the color of the background pattern.
pattern_mode
Selects the type of background pattern to use.
pattern_spacing
Controls the spacing of the background pattern.
pattern_thickness
Adjusts the thickness of the lines in the background pattern.

Color Correction

contrast
Adjusts the contrast of the image.
blacks
Adjusts the black point of the image.
vibrance
Intelligently boosts the saturation of less-saturated colors.
saturation
Controls the saturation of the image.
exposure
Adjusts the exposure of the final image.
gamma
Adjusts the gamma of the image.
tint
Applies a color tint to the image.

Watercolor Style

WIP. This shader simulates the appearance of a watercolor painting, characterized by its transparency, soft edges, and the way colors blend and bleed into one another. It aims to capture the luminous and spontaneous quality of the traditional medium.

Parameters

intensity
Controls the overall strength of the watercolor effect.
outline_strength
Adjusts the visibility and thickness of the dark edges that often form where pigment accumulates in a watercolor wash.
color_bleed
Simulates the effect of wet paint colors bleeding into each other, creating soft, organic transitions.
wash_effect
Creates a translucent, layered appearance, similar to applying thin washes of paint on top of each other.
paper_grain
Adds a subtle texture to the image to simulate the grain of watercolor paper, enhancing the realism of the effect.
vignette_strength
Darkens the corners of the image, which can help to frame the subject and add to the hand-painted feel.
sample_count
Determines the number of samples used to create the effect. Higher values lead to better quality and smoother results but require more processing.
use_cuda
Enables CUDA-based processing for a significant performance increase on compatible NVIDIA GPUs.
Note: All images here rendered with Rombo tools and the Arnold renderer. Most of these are available as demo scenes for the Rombo tools Shading package.
 
 
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