40 US$
Blur Kit
The Blur Kit comes with (hopefully) every type of blur you will ever need, and probably some that you won't. This collection of blurs was created with flexibility and balance in mind. Blurs can be expensive operations, so dialing in the performance is an important part of using them in Spark. Many of the blurs in the collection have a step input to define the number of iterations to run in the shader. A high number of iterations will give you a smoother effect, but at the cost of performance. The idea behind the step input is to allow you to find the balance between speed and quality for your specific application. The demo project is a simple tap-to-change effect cycler to preview all of the blur types, as well as some bonus effects (bloom and glint) that are built with the blurs. Blur--Directional: One-dimensional, variable-step blur with the option to set the direction vector. Blur--Disc: Poussin disc blur with some static noise. Number of steps are fixed because the Poussin disc values are hard-coded. Blur--Barrel: A nice radial lens blur. As a bonus, negative strength values will give you a pincushion blur! Blur--Circular: Blurs pixels into a circular shape. You can get some cool geometric stuff going on by disabling highp precision. Blur--Gaussian: Fixed-step, two-pass Gaussian blur. It's fast, but it's even faster when combined with low-size render passes. If you need extreme blur, this is the patch to use. Blur--Box: Standard two-pass linear blur. It looks nice and it's fast. Blur--Radial: Blurs the texture outward from the center point. Blur--Tilt: Mimicks a tilt-shift "toy" camera lens. It can be set to vertical or horizontal, and has a steps input. Center point can be set, and will automatically use the corresponding value based on the orientation. Blur--Median: Gets the median (https://en.wikipedia.org/wiki/Median_filter) pixel value. Could be used for noise removal, skin smoothing, or artistic effects. Blur--Cross: Simply two perpendicular directional blurs mixed together. Can be used to create a kira-like glint effect, or more generally as a textural artistic effect.
Josh Beckwith
 25 US$
Texture Utilities
AnimXNoise: Animated noise! AspectRatio: Gives the aspect ratio of the input pixel dimensions. Bias: Adjust the bias of a texture's colors toward black or white with no clipping. Brightness: Modify the brightness of a texture. ChannelMixer: Change color per channel. ChromakeyRGB: Remove alpha from a texture based on color. The RGB approach is generally smoother, but can be too greedy in some cases. ChromakeyHSL: Remove alpha from a texture based on color. The HSL approach is more accurate than RGB, but more prone to noise. CMYK2RGB: Convert a CMYK color to RGB. Colorize: Apply color to a texture based on luminance. Contrast: Applies contrast to a texture. Allows you set the contrast center point for additional control. ContrastRGB: Set the contrast of each RGB channel individually. Crop: Crop a texture with size using center point parameters. Great for preventing UV overflow that is commonly seen with texture transforms. Exposure: Modify the exposure of a Texture. Fade: Apply a "fade" effect similar to the Instagram editor. GradientMap: This patch matches the behavior of the gradient map adjustment layer in Photoshop. Similar to the effect created by passing texture into the input of the Gradient Step patch, but allows more flexibility since you can supply a gradient texture instead of manually defining the steps to create a gradient. Grayscale: Convert a texture into grayscale based on luminance. HSLA: Adjust the hue, saturation, lightness, and alpha of a texture. Invert: Invert colors in a texture. Lumakey: Create an alpha mask based on luminance Luminance: Create luminance (perceived brightness) from a color input. This can be used to create black and white images. Opacity: Simplifies assigning an alpha value to a texture. RGB2CMYK: Convert a RGB color to CMYK. ReplaceColor: Replace one color with another. Vibrance: Modify the saturation of muted color ranges.
Josh Beckwith