Non-Uniform Directional Warp

Transforms

Warps input using per-pixel warp angle and intensity maps, with an optional motion-blur trail along the warped direction.

Select a node to adjust its parameters. Double-click a node to inspect.

Inputs

  • input
  • intensity_map
  • warp_angle_map

Parameters

ParameterTypeDefaultRangeDescription
intensity
Intensity
float100 to 500Scales per-pixel displacement magnitude from the intensity map. Black does not move; white applies full strength.
warp_angle
Warp Angle
float00 to 1Base warp direction. Warp Angle Map is added on top of this.
warp_angle_map_multiplier
Warp Angle Map Multiplier
float10 to 1Scales the Warp Angle Map contribution. 0 ignores the map; 1 lets the map span a full rotation.
trail_length
Trail Length
float00 to 1How far the trail extends. 0 disables the trail.
trail_fade
Trail Fade
float10 to 1How strongly the trail fades along its length. 0 = uniform weight, 1 = strong falloff.
trail_profile
Trail Profile
enumarcEquation used for trail fade. Arc: circular curve; Curve 0 is linear, Curve 1 is a quarter-circle arc. Power: exponent curve; Curve 0 is linear, Curve 1 is square root, Curve -1 is square. Cosine: sinusoidal ease curve; Curve 0 is a smooth S-curve, positive fades sooner, negative fades later.
  • arc : Use the circular arc profile for trail falloff.
  • power : Use a power curve for trail falloff.
  • cosine : Use a sinusoidal ease curve for trail falloff.
trail_curve
Trail Curve
float0-2 to 2Adjusts the selected Trail Profile. Negative values fade later; positive values fade sooner.
trail_mode
Trail Mode
enummaxHow trail samples combine: min (can only darken, forward trail), max (can only brighten, forward trail), average (symmetric soft blend).
  • min : Combine trail samples by keeping the darkest value.
  • max : Combine trail samples by keeping the brightest value.
  • average : Combine trail samples by averaging them for a symmetric soft trail.
filter_mode
Filter
enumbilinearTexture filtering mode.
  • bilinear : Use bilinear sampling for smoother resampling.
  • nearest : Use nearest-neighbor sampling for hard pixel edges.

Outputs

  • output (default format: inherit)