Year/Date of Issue: 8. 2026
Version: 2026.51 19.51.0.0
Developer: Boris FX
Developer's website: borisfx.com
Discharge: 64bit
Interface language: English
Tablet: cured
Advertising: none
System requirements:
Sapphire Is a premium set of VFX effects, transitions and tools designed to work professionally with video in such applications, the
as Adobe After Effects, Premiere Pro, Avid Media Composer, Blackmagic DaVinci Resolve, Foundry Nuke, Autodesk Flame and VEGAS Pro. Sapphire is valued for its high quality, flexibility, and cinematic visual style not available with the standard tools of most programs.
It includes hundreds of plugins and thousands of presets, built-in tracing and masking systems through Academy Award-winning Mocha, powerful effects and transition designers, and integration with modern graphics accelerators.
S_FilmBurn (effect and transition)
Recreates authentic analog film artifacts: light leaks, grain, «ghost effects» perforations and characteristic highlights.
Uses high-quality scans of real film for the most realistic result.
Can be used as a stylized effect or as a creative transition between clips.
Effects:
Sapphire Adjust
S_ChannelSwitcher - designed to reassign and rearrange image channels (RGBA). It does not create an artistic effect on its own, but is used to prepare the image for further processing, compositing and working with masks.
S_ClampChrome - Designed to create a chrome, metallic sheen based on image brightness. It enhances contrast, creates characteristic light and dark transitions and gives objects the appearance of polished metal or reflective chromium. The effect works particularly well with logos, text, graphics and high-contrast objects.
S_DuoTone - converts the image into a two-color (duotone) palette. Instead of the full color range, two selected colors are used: one for shadows, the other — for light areas, with a smooth transition between them.
S_Gamma - designed to change the image gamma. It allows you to lighten or darken mainly midtones, practically without affecting the darkest and lightest areas. This is one of the basic tools for fine-tuning exposure and color correction.
S_Hotspots - designed to create bright spots of light (hotspots) that simulate internal reflections and local lights that appear in the camera lens when shooting bright light sources. The effect helps add a sense of working with real optics to the image and make the light scenes more cinematic.
S_HueSatBright - designed to change the color tone (Hue), saturation (Saturation) and brightness (Brightness) of the image. It is a counterpart to the standard Hue/Saturation tool, but is integrated into the Sapphire ecosystem and supports the plugin's proprietary capabilities, including masking and working with Mocha.
S_Invert - designed to invert image colors and channels. It allows you to reverse the values of selected channels (RGB and/or Alpha), creating a negative effect or performing technical tasks when compositing and working with masks.
S_Monochrome - designed to convert a color image to monochrome (single color). It doesn't just remove color like regular Desaturate, but allows you to tone the image with the selected color, maintaining brightness details and contrast.
S_OCIOTransform - designed to perform color transformations via OpenColorIO (OCIO). It is used in professional VFX and compositing to correctly transform images between different color spaces, scales and display standards.
S_QuadTone - designed to recolor images into a four-tone color scheme. It is an extension of the S_DuoTone idea: instead of two colors, four control tones are used, which are distributed over the image brightness range — from the darkest areas to the lightest.
S_ShowBadColors - designed to find problematic color values in an image. It is used in image quality control, color correction, and inference preparation to detect pixels that fall outside acceptable ranges.
S_Threshold - designed to convert the image into a contrasting black and white mask based on the brightness threshold. It compares the brightness of each pixel with a given value and replaces it with black or white. It is one of the main tools for creating masks, alpha channels, silhouettes and high-contrast images.
S_Tint - designed to tone the image with the selected color. It changes the color scheme of the frame, mixing the original image with a given shade, while maintaining the brightness structure and details.
S_TriTone - designed to convert an image into a three-tone color scheme. It is an intermediate option between S_DuoTone (2 colors) and S_QuadTone (4 colors), allowing you to control the color of shadows, midtones and lights separately.
Sapphire Blur + Sjarpen
S_Advanced Defocus - designed to create realistic optical blur (defocus) with a high degree of control. Unlike the simple Gaussian Blur, it simulates the behavior of the camera lens, allowing you to control the bokeh shape, depth of blur and optical characteristics.
S_Beauty - designed to automatically improve the appearance of the skin. It smoothes the skin texture, reduces the visibility of wrinkles, pores, spots and other small defects, while maintaining important details — eyes, lips, hair and facial contours.
S_Blur - designed to soften the image evenly. It reduces detail, smoothes out small elements and helps create a variety of artistic and technical effects — from soft focus to mask preparation.
S_BlurChannels - designed for independent blurring of individual image channels (Red, Green, Blue and Alpha). Unlike regular S_Blur, which blurs the entire image equally, this effect allows you to set different degrees of blur for each channel, which is especially useful in compositing, color correction and creating artistic effects.
S_BlurChrome - Combines image blur with metal (chrome) processing. The effect creates a soft, polished metallic appearance, in which the image becomes blurry and the light areas acquire characteristic chrome highlights and contrast.
S_BlurDerectional - designed to create motion-style blur. It blurs the image not in all directions evenly, but along a given direction, simulating the movement of a camera, an object, or a long shutter speed when shooting.
S_BlurMoCurves - designed to create motion curve blur. It uses a curvilinear blur direction, allowing for the effect of moving along an arc, curl, or complex path, unlike the usual linear Motion Blur.
S_BlurMotion - designed to create a realistic motion blur (motion blur). It simulates image lubrication that occurs when a camera or object moves during frame exposure. Unlike a simple S_Blur or S_BlurDirectional, this effect is aimed specifically at simulating physical movement, and not just blurring in a given direction.
S_Convolve - designed to perform convolution of an image with a given matrix or filter. This is a more technical and flexible tool than regular Blur: it allows you to use various image processing algorithms through the convolution kernel. Allows you to create your own types of blur, sharpness, glow and filtering, controlling how each pixel mixes with its neighbors.
S_ConvolveComp - designed to perform convolution of one image using another image as a filter or processing kernel. Unlike S_Convolve, which uses a specified mathematical matrix, S_ConvolveComp operates through an image-based source, making it more flexible for VFX and motion design.
S_Deband - designed to eliminate banding in images. It restores the smoothness of gradients by adding controlled noise and smoothing where abrupt transitions between hues occur.
S_DefocusPrism - Combines lens defocus with chromatic dispersion. It creates a soft optical defocus effect, in which the edges of objects begin to separate into color components, imitating the imperfections of a real lens.
S_EdgeAwareBlur - designed to smooth images while preserving outlines and important details. Unlike regular Blur, which blurs the entire image in the same way, EdgeAwareBlur analyzes the edges of objects and tries not to destroy them.
S_EdgeBlur - designed to blur the edges of objects and image contours. Unlike regular S_Blur, which blurs the entire frame, S_EdgeBlur works primarily with areas of high contrast — lines, boundaries and contours.
S_FreeLens - designed to simulate optical distortion of a real lens. It creates effects associated with the behavior of light in lenses: soft defocusing, spherical aberrations, color shifting, glare and the nature of «imperfect» optics.
S_GrainRemove - designed to remove film grain, digital noise and fine high-frequency texture from an image.
S_Median - Performs median filtering of the image. It is used to remove fine noise, single defects, and artifacts while keeping the edges of objects better than normal blur. Median filter — is not pixel averaging (like Blur), but replacing the pixel value with an average value in order of brightness/color among neighboring pixels.
S_RackDefocus - designed to simulate re-focusing the lens — in a cinematic manner, where the camera smoothly shifts the focus from one object to another.
S_RackDfComp - is a composite version of the S_RackDefocus effect. It is designed to create an animated track focus using an additional image/layer as a depth map or control source.
S_Sharpen - designed to sharpen the image. It enhances local contrast at object boundaries, making details clearer and compensating for loss of sharpness after blurring, scaling, or compression.
S_SoftFocus - designed to create a soft focus — effect in which the image retains its overall shape and details, but receives easy defocus, glow and 'cinematic softness'.
S_ZBlur - designed to create depth blur (Depth of Field/Z-Depth Blur). It uses a Z-Depth pass to simulate the true depth of field of a camera: objects near and far are blurred differently, but the chosen depth remains sharp.
S_ZConvolve - designed to create blur and optical effects on a depth map (Z-Depth) using the convention kernel. A more advanced version of S_ZBlur, which uses a realistic model of the lens's defocus shape instead of simple blur. It allows you to create a real cinematic bokeh, depending on the distance to the objects.
S_ZDefocus - designed to create a realistic Defocus based on the Z-Depth depth map. It is similar to S_ZBlur, but is more focused specifically on the optical defocus of the lens: simulating how the camera blurs areas closer or further from the focus point.
Sapphire Builder
S_Effect - Sapphire Builder container/effects editor — a tool for creating custom effects and processing chains inside Sapphire.
S_Trasnition is a construction container similar to S_Effect, but focused specifically on transitions between two image sources.
Sapphire Composite
S_EdgeFlash - designed to create a flash along the contours of objects. It analyzes the edges of the image and adds a bright light pulse to them, creating the effect of a luminous contour, electrical circuit or energy glow.
S_Layer - designed for compositing two images (layers). It allows one layer to be applied to another using different mixing modes, masks and transparency settings.
S_MathOps - designed to perform mathematical operations between two images or channels. It allows you to combine images at the level of pixel values, rather than artistic overlay modes.
S_MatteOps - designed for creating, editing and combining masks (mattes) and alpha channels. It is used in compositing to control transparency, combine masks, invert them, expand, compress them, and other operations.
S_MatteOpsComp - designed to process and combine masks (mattes) using an additional input image (Comp Input). It is close in functionality to S_MatteOps, but can work with multiple sources at once, making it especially useful in complex compositing.
S_ZComp - designed for image compositing using a depth map (Z-Depth). It allows you to automatically determine which object should be in front of another, based not on the order of layers, but on information about the distance to the camera.
Sapphire Distort
S_Distort - designed to distort the image. It shifts pixels through various algorithms, allowing for both subtle optical deformations and strong artistic effects.
S_DistortBlur - both distorts and blurs the image. It combines two processes in one effect: deformation (Distortion) - displacement of pixels and blur (Blur) - smoothing of the image after deformation. The result looks more natural than with S_Distort alone, as strong distortions do not create sharp digital artifacts.
S_DistortChroma - designed to create color deformation (Chromatic Distortion). Unlike regular S_Distort, it distorts not only the image geometry, but also the color channels (RGB), creating the effect of chromatic aberration, prism, or digital color separation.
S_DistortRGB - designed to create separate RGB image deformation. It shifts the red, green and blue channels independently of each other, creating the effects of color delamination, RGB shift, digital glitch and chromatic deformation.
S_InfiniteZoom - Designed to create the Infinite Zoom — effect of smoothly bringing an image inside itself with a feeling of limitless movement through space. The effect simulates a camera that constantly approaches an image, while creating new levels of detail through image repetition and transformation.
S_ParallaxStrips - designed to create the effect of parallax displacement of the image by stripes. It breaks the image into horizontal or vertical bars and shifts them at different speeds, creating a sense of depth, camera movement or 3D flipping.
S_Shake - designed to simulate camera shaking. It creates a random or controlled image shift, simulating real camera movements: manual shooting, impact, vibration, explosion, earthquake or dynamic movement.
designed to stretch the edges of the frame. It is used mainly to eliminate empty areas that appear after transformations, zoom, rotations or deformations of the image. -
S_WarpBubble - designed to stretch frame edges. It is used mainly to eliminate empty areas that appear after transformations, zoom, rotations or deformations of the image.
S_WarpBubble 2 - Designed to create a convex lens image distortion. It simulates the effect of looking at an image through a glass ball, a drop of water, a bubble, or a spherical lens.
S_WarpChroma - designed to create color distortion with channel deformation. It combines geometric warp and chromatic aberration, that is, it bends the image and simultaneously spreads the color channels (RGB).
S_WarpCornerPin - designed for perspective distortion of images at four corners. It allows you to 'stick' the image to the surface, changing the position of each corner independently.
S_WarpDrops - designed to create distortions from liquid droplets on the surface of a lens or glass. It simulates the passage of light through water droplets, raindrops, dew, wet glass, or condensation.
S_WarpFishEye - designed to create a fish-eye lens effect. It simulates ultra-wide-angle optics, where the image bends strongly towards the edges of the frame.
S_WarpMagnify - designed to create a magnifying lens (magnifying glass). It locally magnifies and distorts the image inside the selected area, simulating viewing through a magnifying glass, glass sphere or optical instrument.
S_WarpPerspective - designed to create perspective image distortion. It allows you to change the position of image angles and simulate camera movement in 3D space without using a real 3D scene.
S_WarpPolar - designed to transform an image from a rectangular coordinate system to a polar one and vice versa. It creates radial and circular distortions, turning a normal image into a circular, spiral or vortex shape.
designed to create image distortion through the surface of water, puddle or liquid film. It simulates the refraction of light in an uneven, damp surface, where the image, when exposed to water, slightly «floats», bends and oscillates. -
S_WarpPuff - Designed to create image distortion through the surface of water, puddle or liquid film. It simulates the refraction of light in an uneven, damp surface, where the image, when exposed to water, slightly «floats», bends and oscillates.
S_WarpRepeat - designed to repeat (tyling) an image while deforming it. It creates many copies of the original image and can shift, scale or distort them to form seamless patterns, kaleidoscopic compositions and endless textures.
S_WarpTransform - designed for geometric image transformation. It integrates zoom, move, rotate, tilt, and perspective warp functions, allowing the image to be animated as a virtual 2 D plane.
S_WarpVortex - designed to create a vortex image warp. It swirls pixels around a selected point, creating the effect of a whirlpool, tornado, black hole or energy portal.
S_WarpWaves - designed to create wave-like image deformation. It biases pixels along sinusoidal or other periodic waves, creating the effect of water, thermal marew, tissue oscillation in the wind, or energy waves.
S_WarpWaves2 - Advanced version of the S_WarpWaves effect. Creates an animated wave deformation of the image, but offers more options for controlling the direction, shape, complexity and realism of the waves.
Sapphire Lighting
S_BokehLight - designed to create bokeh — characteristic blurred light spots that occur when shooting with a low-depth-of-field lens. The effect allows the generation of many luminous discs or shapes on top of the image, simulating city lights, festive illumination or cinematic backgrounds.
S_DropLights - designed to generate and animate multiple luminous particles (lights) on top of an image. It creates the effect of floating points of light, sparks, magic dust, fireflies or abstract light elements.
S_DropShadow - effect to create a realistic falling shadow behind an object. It allows you to quickly add volume and visually separate an object from the background, creating the impression that it is at some distance from the surface.
S_EdgeRays - Designed to create light rays coming from the contours of objects. Unlike effects that generate rays from bright pixels, S_EdgeRays analyzes the boundaries of an image or alpha channel and builds rays along these contours.
S_Flashbulbs - designed to simulate camera flashes, bright pulses of light and short lights. It generates random or controlled flashes, which can be accompanied by glow, illumination, and a temporary increase in exposure.
S_Glare - creates bright optical highlights and rays around bright areas of the image. It simulates the effect of expensive cine-optics, where a bright light source begins «spreading» in horizontal or radial stripes.
S_Glint - designed to create small bright highlights and sparks on reflective surfaces. It simulates the effect when short, sharp flashes of light appear on metal, glass, precious stones or glossy objects.
S_GlintRainbow is an effect that is a variation of S_Glint, but with the addition of rainbow spectral coloring. It creates small, bright highlights with the effect of light dispersion, like a diamond, a prism, or reflection on a CD.
S_Glow - creates a soft glow around bright areas of the image, simulating the scattering of light in a camera lens or the human eye.
S_GlowAura - Designed to create a soft luminous aura around objects, bright areas or an alpha channel. Unlike regular S_Glow, which mainly creates a blur of bright pixels, S_GlowAura is more focused on the volumetric atmospheric glow around the shape of the object.
S_GlowDarks - designed to create a glow in dark areas of the image. Unlike regular S_Glow, which usually works with bright areas, S_GlowDarks extracts and enhances dark areas, turning them into luminous or atmospheric structures.
S_GlowDist - designed to create a distorted glow. Unlike regular S_Glow, which simply blurs bright areas, S_GlowDist adds spatial deformation, bias, and optical instability to the glow.
S_GlowEdges - creates a glow only along the contours (borders) of objects. Instead of highlighting all the bright areas like S_Glow, it first finds the edges of the image and then adds a glowing halo to them.
S_GlowNoise - creates a glow with the addition of a noise structure. It combines ordinary Glow with procedural noise, making the light uneven, lively and organic.
S_GlowOrthicon - simulates the glow and soft contrast of older TV cameras with an Orthicon handset. It creates a characteristic vintage look: bright areas begin to "spread" softly, a slight glow, loss of sharpness and the feeling of an analog camera appear.
S_GlowRainbow - creates a soft glow with rainbow spectral coloring. It is similar to S_Glow, but instead of the usual white or single-color halo, it adds a color separation of light that resembles a prism, rainbow, or chromatic aberration of a lens.
S_GlowRings - Creates luminous concentric rings around bright areas or a selected light source. It combines glow with circular optical structures similar to reflections in the lens, energy waves or light halos.
S_LensFlare - simulates the actual glare of the camera lens when a bright light source hits the lens directly.
S_LensFlareAutoTrack - Combines S_LensFlare with automatic tracking of a bright light source in a frame.
S_Light3D - creates a three-dimensional volumetric light source with the ability to control the direction, position and nature of lighting. It is used to add realistic 3 D lighting effects over an image.
S_LightLeak - simulates light leaks — light leakage inside the camera through the edges of the film or the lens body.
S_Rays - Creates light rays from bright areas of the image. It is used to simulate the sun's rays, divine rays, the radiance of objects and atmospheric lighting effects.
S_SpotLight - creates a directional spotlight on top of the image. It simulates a true light source with a center, light cone, soft edges and animation capabilities.
S_Streaks - creates long light bars (streaks) radiating from bright objects. It simulates anamorphic cinematic highlights, horizontal light lines, and optical reflections within the lens.
S_UltraGlow - creates a very powerful, deep and cinematic glow. It is a more advanced version of the regular S_Glow, with the ability to get rich volumetric light, soft halos and "extreme" radiance.
S_ZGlow - creates a glow based on image depth (Z-depth). Unlike regular S_Glow, it can use a depth map (Z-Buffer) to control which parts of the image glow and how much.
Sapphire Render (Generators)
S_Aurora is a generator that creates moving auroras, wavy light curtains and atmospheric colored ribbons.
S_Caustics - creates caustic light patterns - complex iridescent patterns of light that occur when light passes through water, glass, or transparent media.
S_Clouds - Creates procedural clouds, smoke, fog and organic air textures without having to have the original image.
S_CloudsColorSmooth - creates soft, color cloud structures with smooth color transitions. This is a more artistic version of the cloud generator, focusing on gradient clouds, atmospheric backgrounds and abstract color fields.
S_CloudsMultiColor - creates multi-color procedural cloud structures with multiple colors and smooth mixing between them.
S_CloudsPerspective - creates clouds with forward-looking (3D-like) motion and depth. Unlike regular S_Clouds, this variant simulates the feeling of volume, as if the camera is moving through a cloud layer.
S_CloudsPsyko - creates psychedelic, abstract cloud structures with strong color deformation and movement.
S_CloudsVortex - creates spiral, swirling cloud structures with the effect of a vortex, nebula or rotating air flow.
S_Dust - creates airborne dust particles, fine atmospheric particles, and luminous suspension.
S_Gradient - creates smooth color gradients without using the original image.
S_GradientMulti - creates multipoint (multi-stop) gradients with multiple colors, allowing complex color transitions to be constructed instead of a simple 'color 1 → color 2' transition.
S_GradientRadial - creates a radial gradient: a smooth transition of color from the center point to the outside.
S_Grid - creates a procedural grid (grid): lines, cells, markings and graphic structures without the original image.
S_Grunge - creates dirty, damaged and aged textures: abrasions, stains, noise, scratches and organic surface defects.
S_LaserBeam - creates laser beams, light beams and energy lines.
S_Luna - creates moon-like disks, soft circles of light, and atmospheric lunar effects.
S_MuzzleFlash - Creates a flash at the barrel of a weapon (muzzle flame) for VFX compositing.
S_NightSky - creates a night sky with stars, atmosphere and cosmic background.
S_Shape - creates geometric shapes and masks: circles, rectangles, lines and other procedural shapes for VFX and compositing.
S_Sparkles - creates sparkling particles, glitter and shimmering light points.
S_SparklesColor - creates colored sparks and multi-colored shimmering particles.
S_Texture - Creates procedural textures (patterns, surfaces, organic structures) without using the original image.
S_TextureCells - creates cellular procedural textures — cell structures similar to stone, foam, leather, alien surfaces or organic patterns.
S_TextureChromaSpiral - Creates a spiral chromatic (color) procedural texture with rotating rainbow stripes and vortex color structures.
S_TextureFlux - creates animated procedural textures with flow movement (flux).
S_TextureFolded - creates pleated, crumpled and undulating procedural textures similar to fabric, paper, liquid folds or a deformed surface.
S_TextureLoops - creates looped procedural textures with repeating circular, wave and spiral structures.
S_TextureMicro - creates fine-scale procedural textures —micro textures very fine surface details, grain, microrelief and fine structures.
S_TextureNeurons - creates neuron-like procedural structures: branched lines, networks, and organic patterns similar to nerve cells, electrical impulses, and biological systems.
S_TextureNoiseEmboss - creates an embossed noise — surface with imitation of bulges, depressions and volumetric microrelief.
S_TextureNoisePaint - creates a procedural noise texture with a painting effect: brushstrokes, stains, irregularities and stylized surfaces.
S_TexturePlasma - creates plasma procedural textures: electrical flows, hot energy, luminous clouds and abstract energy surfaces.
S_TextureRidges - creates ribbed — procedural textures surfaces with stripes, ridges, waves and repeating protrusions.
S_TextureSpots - creates mottled procedural textures: dots, spots, drops, and random clusters of shapes.
S_TextureTiles - Creates mosaic, tile, and repetitive procedural textures.
S_UltraZap - Creates powerful electrical discharges, lightning and energy beams with enhanced glow and detail.
S_Zap - creates electric discharges, lightning bolts and plasma arcs.
S_ZapFrom is an effect that is a variation of S_Zap, but with the principle of constructing a discharge from one starting point to the outside.
S_ZapTo is a variation of the S_Zap family designed to produce electrical discharges converging into a single endpoint.
Sapphire Stylize
S_AutoPaint - creates automatic pictorial stylization of an image: turns a regular video or frame into a drawing, painting or artistic treatment.
S_BandPass - performs a bandpass filter (Band Pass): it selects a certain range of image details, removing structures that are too large and too small.
S_BleachBypass - imitates the bleach bypass — film development technique, in which silver is partially retained in the image.
S_Brush - creates hand-drawn brush strokes and artistic image processing. It simulates the passage of a brush through an image, turning a video or frame into a stylized pictorial surface.
S_Cartoon - Turns an image or video into a cartoon/animated style with simplified colors and reinforced outlines.
S_CartoonPaint - combines cartoon pastiche (Cartoon) and painting treatment (Paint). It turns the image into something between a cartoon, an illustration and a painted picture.
S_ColorFuse - Mixes and combines image color channels to create unusual color transitions, color shifts, and stylized shades.
S_Crosshatch - Turns the image into a style of pencil shading, pen or printmaking.
S_Diffuse - creates image scattering by simulating soft light propagation, diffusion, and easy blurring of details.
S_DigitalDamage - Distorts digital failure, corrupted signal and 'broken' video.
S_DogVision mimics what the world might look like through the eyes of a dog, with limited color perception, increased sensitivity to movement, and altered detail.
S_EdgeColorize - Finds the outlines of the image and colors them with the selected color.
S_EdgeDetect - searches for borders (contours) in an image. It analyzes the difference between light and dark areas and identifies places where the shape of objects changes.
S_EdgeDetectDouble - S_EdgeDetect Advanced. It creates a double outline system by analyzing the edges of an image in two directions or with two sets of parameters.
S_EdgeInDirection - Performs directional edge extraction of an image. Unlike regular S_EdgeDetect, it looks for contours based on the given direction.
S_Emboss - creates emboss embossing, simulating volumetric edges, extruded or depressed surfaces.
S_EmbossDistort - combines embossed embossing (Emboss) and image distortion (Distort). It creates the feeling that the image is applied to an uneven, convex or deformed surface.
S_EmbossGlass - Combines embossed embossing (Emboss) and glass distortion (Glass). It creates the feeling that the image is under glass with an engraved or relief surface.
S_EmbossShiny - creates a glossy relief with bright highlights, combining Emboss embossing with a polished surface effect.
S_Etching - turns the image into a style of etching, engraving and drawing with a metal cutter.
S_FilmBurn - simulates film burnout — damage to the frame from light, temperature or chemical attack during shooting and development.
S_FilmDamage - imitates damaged film: scratches, dust, dirt, emulsion defects, aging and wear of film material.
S_FilmEffect - creates a comprehensive film simulation: grain, color shift, soft image, contrast and analog camera atmosphere.
S_FlyEyeCircles - creates a mosaic-style image from round lenses/segments, simulating an insect's fly eye or an optical surface of many small round elements.
S_FlyEyeHex - creates a facet-like image of an insect with hexagonal cells.
S_FlyEyeRect - creates an image in the style of a compound eye (Fly Eye), but uses rectangular cells instead of circles or hexagons.
S_Grain - adds grain to the image, mimicking the structure of film, analog cameras, and photographic emulsion.
S_GrainStatic - adds unanimated (static) grain to the image. Unlike regular S_Grain, where grain can move or change from frame to frame, S_GrainStatic maintains the same grain pattern.
S_HalfTone - turns the image into a halftone style — like in newspapers, comics and old typography.
S_HalfToneColor - creates color halftone printing. It simulates the printing process, where the image is built from colored raster dots, like in a CMYK press.
S_HalfToneRings - creates a type of halftone raster where the image is formed not by dots, but by concentric rings.
S_JpegDamage - simulates image damage due to strong JPEG compression: blocks, compression artifacts, loss of details, and digital destruction of the image.
S_Kaleido - creates a kaleidoscopic reflection of the image by repeating and mirroring the frame fragments around the center point.
S_KaleidoPolar - combines kaleido reflection with polar transform.
S_kaleidoRadial - creates a radial kaleidoscopic pattern: the image is repeated many times around a central point with mirror images.
S_Mosaic - turns the image into a mosaic of large colored tiles. It simulates a surface assembled from pieces of glass, stone, ceramics or digital blocks.
S_PixelMosh - creates aggressive pixel destruction of the image: mixing, shifting and 'melting' pixels in a digital glitch style.
S_PixelSort - creates a pixel sorting effect: individual pixels or groups of pixels are rearranged in brightness, color, or direction to form distinctive digital "drag" bars.
S_Posterize - reduces the number of color levels in an image, turning smooth color transitions into clear graphic areas.
S_PrismLens - simulates the refraction of light through a prism or optical lens, creating color splits, rainbow edges, and chromatic distortion.
S_PseudoColor - Replaces real image colors with an artificial color card (false color/pseudo color).
S_PsykoBlobs - creates psychedelic organic 'bubbles' and smooth color forms similar to liquid, cells, soap films or abstract plasma.
S_PsykoStipes - creates psychedelic striped structures (stipes/stripes) based on animated waves, stripes and color distortions.
S_RomanTile - creates an image in the style of a Roman mosaic: a surface of individual stone or ceramic tiles with irregularities, boundaries and texture.
S_ScanLines - creates horizontal scanning lines by simulating images on old CRT monitors, TVs, camcorders, and digital displays.
S_ScanLinesMono is an effect similar to S_ScanLines, but creates monochrome (single-color) scan lines in the style of old black and white displays, oscilloscopes and terminals.
S_Sketch - turns an image into a drawing with a pencil or hand sketch, imitating lines, strokes and a graphic illustration.
S_Solarize - simulates solarization - a photographic effect in which bright and dark areas are partially reversed, creating an unusual negative-positive appearance.
S_StripSlide - creates a stripe shift: the frame is divided into horizontal or vertical stripes that are offset from each other.
S_TVDamage - simulates a corrupted TV signal: interference, distortion, noise, image jitter, and old analog TV artifacts.
S_TileScramble - creates chaotic mixing of image tiles. The frame is split into individual blocks that can be shifted, rotated or swapped.
S_UltraGrain is an effect designed to create a realistic cinematic film grain of high detail.
S_VHSDamage - simulates VHS videotape distortions: quality loss, magnetic tape errors, image jitter, color glitches, and analog artifacts.
S_Vignette - creates a vignette - dimming or brightness change at the edges of the frame relative to the center.
S_VintageColor2Strip - imitates the color reproduction of old two-color (2-strip) film - early color processes where the image was created by mixing two color channels.
S_VintageColor3Strip - imitates the classic Technicolor (3-strip) three-color film - one of the most recognizable color processes of the golden era of Hollywood.
S_ZFogExponential - creates an exponential fog in depth (Z-depth fog). It is used to simulate atmospheric haze, where objects gradually disappear depending on the distance from the camera.
S_ZFogL:inear - creates a linear fog in depth (Z-depth fog). It is similar to S_ZFogExponential, but instead of a smooth exponential rise, it uses uniform distance decay.
S_Zebrafy - creates a striped (zebra-like) texture on top of the image. It is used to generate diagonal or wavebands that resemble zebra coloration, optical patterns, and procedural lines.
S_ZebrafyColor is an effect similar to S_Zebrafy but with the addition of colored stripe patterns. It creates multi-color zebra-like structures using color transitions, stripes, and procedural distortions.
Sapphire Time
S_CutToDissolve - automatically combines sharp gluing (Cut) and smooth dissolution (Dissolve). During the transition, it gradually changes from instant frame switching to classic crossfade.
S_Feedback - creates a visual feedback effect. He repeatedly uses previous frames as a source for new ones, causing plumes, endless repetitions, spirals and fractal-like structures to appear.
S_FeedbackBubble - combines recursive feedback (feedback) with spherical (bubble) distortion. Each new frame is built on top of the previous one, but is additionally curved as if the image is reflected in a glass ball or bubble.
S_FeedbackDistort - combines recursive feedback (Feedback) with dynamic distortion (Distort). Each new frame is built on the basis of the previous one, but is additionally deformed, which is why the image begins to "flow", swirl and gradually turn into complex organic forms
S_FieldRemove - removes interlacing from videos. It is designed to convert interlace material into progressive material, eliminating the characteristic 'combs' on moving objects.
S_FlickerMatch - automatically aligns flicker between frames or between multiple clips. It analyzes changes in brightness and color and makes exposure more stable.
S_FlickerMatchColor - Eliminates color flicker between frames. Unlike S_FlickerMatch, which mainly stabilizes brightness and exposure, this effect places an emphasis on stabilizing color balance.
S_FlickerMatchMatte - designed to stabilize the flicker of the alpha channel or mask (Matte) between frames. It makes the edges and transparency of the mask more stable, eliminating unwanted changes from frame to frame.
S_FlickerMchMatteColor - simultaneously stabilizes the image color and alpha channel (mask) between adjacent frames. It is a combination of S_FlickerMatchColor and S_FlickerMatchMatte capabilities, useful for compositing and keing.
S_FlickerRemove - designed to remove flicker from video material. It analyzes changes between adjacent frames and eliminates unwanted jumps in brightness, and in some cases — and color, while maintaining natural motion.
S_FlickerRemoveColor - designed to remove color flicker in video materials. It stabilizes changes in hue, saturation, and color balance between frames while trying to maintain natural movement and detail.
S_FlickerRemoveMatte - designed to remove flicker in masks (matte) and alpha channels. It stabilizes the transparency and edges of the highlighted object between frames, eliminating the jitter and instability of rotoscopy or keing.
S_FlickerRmMatteColor - Combines color flicker and mask flicker removal (matte/alpha). It stabilizes both the image and the alpha channel, which is especially useful in VFX compositing.
S_FreezeFrame - creates a freeze frame, keeping the selected moment in the image motionless for a while.
S_GetFrame - extracts and displays one specific frame from the video sequence. It is used to obtain a static image from any moment in the clip and further use this frame in the composition.
S_JitterFrame - creates frame jitter. It randomly shifts the order or selection of frames, creating the effect of unstable playback, like damaged film, old video, or digital glitch.
S_MotionDetect - parses the motion in the video and creates an image/mask showing the areas where the change or movement between frames occurs.
S_NearestColor - replaces each pixel in the image with the nearest color from a given palette. It is used to create a posterization effect, limit color gamut and stylize the image.
S_RanbomEdits - automatically creates random temporary editing changes: random jumps, repetitions, permutations, or frame samples from the video stream.
S_RepairFrames - designed to recover damaged or missing video frames. It parses adjacent frames and uses temporary information to replace corrupted frames with more appropriate restored versions.
S_Retime - designed to change the speed of video playback over time. It allows you to speed up, slow down, rewind or create non-standard temporary effects.
S_ReverseClip - plays the video clip in the opposite direction. It changes the order of frames from last to first, creating the effect of reverse motion.
S_ReverseEdits - creates the effect of playing random editing changes back. It works with the temporal structure of the video by reordering the selected snippets/frames in reverse logic, creating an experimental 'rewound-edit'.
S_TimeAverage - creates time-averaging of an image by mixing multiple adjacent frames into a single result.
S_TimeDisplace - Performs temporary video distortion using a map (displacement map) to control which point in time to take pixels from.
S_TimeSlice - creates a time slice: it takes individual moments from a video sequence and combines them in one image.
S_TimeWarpRGB - Performs RGB color channel division time warping. It changes the position or timing of different color components of an image separately, creating the effect of a color time shift.
S_Trails - creates motion traces by storing the object’s previous positions and mixing them with the current frame.
S_TrailsDiffuse - creates scattered (diffuse) time traces of movement. It is similar to S_Trails, but instead of clear repetitions of previous frames, it creates a softer, blurry, «smoky» trail.
Sapphire Transitions
S_CardFlip - creates a transition between two images or clips by simulating a card/plate flip in 3D space.
S_Dissolve - performs smooth dissolution of one image into another.
S_DissolveAutoPaint - creates a transition between two images through an automatic drawing/manifestation effect. It is similar to S_Dissolve, but instead of the usual smooth mixing, it uses stylization for brush strokes, strokes, or gradually developing paint.
S_DissolveBlur - which creates a transition between two images through blur dissolution.
S_DissolveBubble - creates a transition between two images through bubble dissolution. Instead of the usual mixing, the new scene appears through many round/bubble areas that reveal the image.
S_DissolveDefocus - creates a transition between two images through defocus (lens defocus) and dissolution.
S_DissolveDiffuse - creates a transition between two images through diffuse dissolution. Unlike regular dissolve, the transition boundary becomes soft, smoky and organic.
S_DissolveDigitalDamage - Combines normal dissolution (Dissolve) with the effect of digital image damage (Digital Damage).
S_DissolveDistort - Combines Dissolve with Geometric Distortion (Distort). It creates a transition where the image is not just mixed, but deformed, bent and 'flowed' before the next scene appears.
S_DissolveEdgeRays - creates a transition between two images through light rays emanating from the edges (Edge Rays).
S_DissolveFilm - creates a transition between two clips in film style. It simulates the optical dissolution characteristic of classic cinema, adding a soft mixing with a filmy character.
S_DissolveFlashbulbs - performs scene changes via camera flashes. Instead of the usual dissolution, the image is momentarily 'flooded' with bright flashes, after which the next frame appears.
S_DissolveGlare - combines smooth dissolution with the effect of bright highlights (Glare). During scene changes, the lightest areas of the image create an intense glow through which the next frame appears.
S_DissolveGlint - Combines smooth dissolution (Dissolve) with glitter effect (Glint). During the transition, the bright details of the image are covered with many small sparkling star-shaped highlights, through which the next frame appears.
S_DissolveGlintRainbow - creates a transition through Rainbow Glints. This is an extended version of S_DissolveGlint, where star highlights not only sparkle, but also shimmer with all the colors of the spectrum.
S_DissolveGlow - combines smooth dissolution with a soft glow effect. During scene changes, bright areas begin to glow, and this glow helps to smoothly reveal the next frame.
S_DissolveLensFlare - Combines smooth dissolution (Dissolve) with realistic lens highlights (Lens Flare). During the transition, it seems that a bright light source passes through the camera lens, and a new frame appears along with this light.
S_DissolveLightLeak - creates a transition through the film illumination (Light Leak). It simulates light entering a film camera: the image is temporarily filled with soft spots of light, after which the next frame appears.
S_DissolveLuma - creates a transition using image brightness (Luma). Instead of uniformly dissolving, the new frame appears first in the lightest or darkest areas, and then gradually fills the entire screen.
S_DissolvePixelSort - creates a transition through pixel sorting (Pixel Sorting). During scene changes, the pixels of the first frame are rearranged into stripes and 'spread out', after which a second frame is formed from this chaos.
S_DissolvePuddle - creates a transition through a liquid surface and ripples similar to a puddle. The image seems to be reflected in water, covered with waves and passes through liquid distortion into the next frame.
S_DissolveRays - creates a transition through light rays (Rays). During dissolution, the image disintegrates or reveals itself through directed beams of light emanating from bright areas.
S_DissolveShake - creates a transition between two clips through camera shake and dissolution. The image begins to shake, shift, and dynamically mix with the new frame during a scene change.
S_DissolveSpeckle - creates a transition through small light points and grain scattering (Speckle). The image breaks up into many small particles, dots or «dust», through which the next frame appears.
S_DissolveStatic - creates a transition through Static (Noise) television. During scene changes, the image breaks up into noise similar to the interference of an old TV or analog signal, after which the next frame appears.
S_DissolveTiles - creates a transition through tiling (Tiles). The frame is divided into many small square or rectangular elements, which gradually change, disappear or reveal the next frame.
S_DissolveUltraGlow - creates a transition through an extremely bright glow (Ultra Glow). It is similar to S_DissolveGlow, but with a more powerful, intense and «cinematic» light burst.
S_DissolveVortex - creates a transition through a rotating funnel (Vortex). The image spirals as if it were being pulled into a vortex, after which the next frame appears from this rotation.
S_DissolveWaves - creates a transition through wave deformation (Waves). The image begins to oscillate like the surface of water, and gradually moves through the waves into the next frame.
S_DissolveZap - creates a transition through an electrical discharge (Zap). The image is connected by flashes of energy, lightning and electrical impulses, after which the next frame appears.
S_FilmBurnTransition - creates a transition through film burning (Film Burn). The image seems to be damaged by hot light and burned through, revealing the next frame through the realistic effect of a burning film.
S_FilmRoll - creates a transition through Film Roll. The image looks as if the film is physically scrolling through the projector or the camera is flipping through frames on a reel.
S_FlutterCut - creates a transition through the rapid shaking and flicker of many short cuts (flutter cut). It simulates a sharp montage with 'tweaking' frames, as if the film jumps over or the frames quickly turn over.
S_HyperPull - creates a transition through extreme stretching and retraction of the image (hyper pull). The frame seems to stretch sharply in the direction of movement, «dragging» the viewer into the next scene.
S_HyperPush - creates a transition through hyper push. Unlike S_HyperPull, where the frame seems to be pulled inward, here the image seems to push the next frame forward, creating a powerful camera movement.
S_MochaWhip - creates a transition through fast camera movement using Mocha tracking. It imitates a real whip pan (sharp camera turn), in which the image is blurred by movement and a new scene appears naturally.
S_ParallaxStripsTransition - creates a transition through the parallax movement of stripes. The image is divided into several vertical or horizontal stripes that move at different speeds and depths, creating a sense of volume and 3D perspective.
S_StripSlideTransition - Creates a transition through Shifting Bands (Strip Slide). The image is divided into several stripes, and these stripes are successively shifted, revealing the next frame.
S_Swish3D - creates a transition through three-dimensional rotational motion (3D swish). The frame seems to swing sharply to the side, turns in space and is replaced by the next image with the feeling of a real camera.
S_SwishPan - creates a transition through a fast panoramic camera swish (swish pan/whip pan). The image shifts sharply to the side with strong motion blur, and the next frame appears as an extension of the camera's motion.
S_TVChannelChange - simulates switching a television channel. The transition looks like an old TV is losing one signal and instantly finding another channel.
S_WhipLash - creates a transition through a sharp shock whip-turn of the camera with deformation and high-speed smearing. It is similar to a whip pan, but more aggressive: the movement feels like a «whiplash» with a strong jerk.
S_WipeBlobs - creates a transition through organic spots and drops (blobs). The new frame opens not with a geometric mask, but with soft, rounded shapes that look like liquid, ink or paint.
S_WipeBubble - creates a bubble transition. One frame is gradually hidden or opened through a plurality of circular bubble elements, creating a soft, playful or liquid transition.
S_WipeCells - creates a cell jump. The image is broken down into many individual cells/segments that sequentially open or close the frame, creating the effect of a digital mosaic or cellular structure.
S_WipeCheker - creates a transition through a checkerboard (checkerboard wipe). The image is opened or closed by alternating squares, like the squares of a chessboard.
S_WipeCircle - creates a circle wipe. One frame is opened or closed using an expanding or contracting circle.
S_WipeClock - creates a circular motion transition like a clock wipe. The image is opened or closed by a sector that rotates around the center like a clock hand.
S_WipeClouds - creates a transition through a cloud mask (cloud wipe). One shot is hidden or revealed through soft cloud-like shapes similar to fog, smoke, or clouds.
S_WipeDiffuse - creates a transition through a diffuse, soft texture. It replaces the usual hard edge of the wipe with a blurry, light-based and slightly diffuse image reveal.
S_WipeDots - creates a point-crosser (dots). The image is opened or closed using many round dots, similar to halftone printing, pixel grid or dot mask.
S_WipeDoubleWedhe - creates a transition through two wedge-shaped (wedge) shapes that open or close towards each other. Two diagonal 'petals' or sectors move across the frame and replace one image with another.
S_WipeFlux - creates a transition through dynamic fluid (flux) deformation. It uses smooth image distortion, similar to energy flow, liquid, or surface motion, to replace one frame with another.
S_WipeFourWedges - creates a transition through four wedges. The frame is opened or closed by four diagonal sectors converging towards or diverging from the center.
S_WipeLine - creates a transition across one moving line. The line runs through the image and replaces one frame with another, creating a simple, clean and graphic wipe.
S_WipeMoire - creates a moire pattern. The image is opened or closed using moving interference lines that create the effect of waves, grids or optical distortion.
S_WipePixelate - creates a pixelation transition (pixelation). The image is split into large pixels, which gradually open or hide the next frame.
S_WipePlasma - creates a transition through the plasma energy texture. One frame is opened or closed through a moving, bright, wave-like mask that looks like electricity, energy, or glowing gas.
S_WipePointalize - creates a transition through a pointillism structure. It breaks the image into many dots of different sizes and gradually replaces one frame with another, imitating the style of pointillism (dot painting) or printed raster graphics.
S_WipeRectangle - creates a transition through a rectangular mask. One frame is opened or closed by a rectangular area that moves, expands or contracts.
S_WipeRings - creates a transition through concentric rings. One frame is opened or closed by several circular rings diverging from or converging towards the center.
S_WipeStar - creates a transition through the star shape (star wipe). One frame is opened or closed by a star-shaped mask that increases, decreases, or moves across the screen.
S_WipeStripes - creates a stripe jump. One frame is replaced by another using a set of parallel bars that appear, disappear, or move across the image.
S_WipeTiles - creates a transition through tile tiles. The image is broken into many rectangular blocks, which gradually open or hide another frame.
S_WipeWeave - creates a transition through a woven structure. The image is replaced by another through a mask that looks like a weave of threads, fabric or a mesh pattern.
S_WipeWedge - creates a transition through a wedge-shaped (wedge) shape. One frame is opened or closed using a wedge-shaped sector that moves across the image.
| 注册时间: | 07, August, 2026 |
| 大小: | 5.91 GB |
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