Virtual.ink documentation
Effects
The Effects panel is the live visual engine for Virtual.ink. It controls how light is isolated, accumulated, transformed, stylized, composited, and branded while the camera is running.
This page documents the current Effects panel in the current build. Older six-tab descriptions are no longer accurate. The current panel adds a Presets tab, a Drift tab, and a Shine tab, and the Transform tab is now focused on symmetry tools rather than the older flip-first layout.
Open the panel from the sparkle icon on the right side of Live View. All changes apply in real time.
What The Panel Does
At a high level, Effects lets you control five different layers of the result:
- How paint is generated and kept alive: painting mode, softness, decay, stroke timing, drift, and motion.
- How paint is spatially remapped: mirror-style symmetry, mandala patterns, tiling, and outline rendering.
- How the paint is separated from the scene: thresholding, softness, detail recovery, ambient preserve, and cleanup.
- How the output is stylized: color ramps, glow, pixelation, aberration, vignette, shine, and scene grading.
- How the final frame is presented: watermark overlay and preset switching.
License Availability
The current desktop app exposes these tabs by tier:
| Tab | Availability | Purpose |
|---|---|---|
| Presets | Starter and above | Save, organize, apply, and cycle effect looks |
| Motion | Starter and above | Control painting lifetime and whole-canvas movement |
| Transform | Starter and above | Apply symmetry, tiling, and stroke-outline rendering |
| Drift | Starter and above | Add paint-aging and decay-style motion effects |
| Look | Starter and above | Stylize the composite with color and image effects |
| Shine | Starter and above | Generate per-light-source star, glow, ring, or radial effects |
| Separation | Starter and above | Isolate paint from the camera scene |
| Scene | Starter and above | Grade the separated background behind the paint |
| Watermark | Basic and above | Add a configurable branding overlay |
Notes:
- The desktop live view includes the Presets manager inside the Effects sidebar.
- Remote dashboard surfaces can expose the effect controls without the full Presets tab.
- The configurable Watermark tab is separate from any trial or license-enforcement overlay.
Panel Behavior
Several pieces of panel behavior are easy to miss if you only glance at the UI:
- Each tab has its own reset link, and that link only appears when that tab differs from defaults.
- The footer-level Reset Effects action resets live effect parameters, but it does not erase your saved preset groups.
- Many controls only appear when a prerequisite is active.
- Separation changes the behavior of other tabs, not just the Separation tab itself.
Here are the most important conditional UI rules:
| Condition | What changes |
|---|---|
Separation is 0 |
Scene is disabled, and most paint-only toggles are irrelevant |
| A symmetry mode is active | Fold, center, twist, zoom, wobble, and light-only controls appear |
| Tiling mode is active | Tiles X and Tiles Y appear |
Wobble Amount is above 0 |
Wobble Rate appears |
| Painting mode is active | Light Softness appears |
Painting mode is Decay |
Decay Speed and Decay Acceleration appear |
Painting mode is Stroke |
Stroke Duration, Fade Out, and Fade In appear |
| Drift effect is enabled | That effect's Intensity and sub-controls appear |
Drift Ease is not Linear |
Ease Strength appears |
| Pixelate is enabled and Separation is active | Lights only can be toggled for Pixelate |
| Color Ramp is enabled and Separation is active | Lights only can be toggled for Color Ramp |
| Color Ramp is enabled | Apply for both cameras appears |
| Invert is enabled and Separation is active | Lights only can be toggled for Invert |
Shine Color is Tint |
R, G, and B tint sliders appear |
| Shine Trails is enabled | Trail Fade and Trail Motion appear |
Shine Trail Motion is not None |
Trail Speed and Trail Direction appear |
Watermark Overlay is Off |
Watermark size, position, spacing, and blend controls stay hidden |
Scene Tint is above 0 |
Tint Color appears |
Rendering Mental Model
You do not need to think like a shader author to use Effects well, but it helps to understand the order in which Virtual.ink applies things.
The current pipeline works roughly like this:
- The paint engine accumulates light using the current painting mode, light softness, thresholding, decay or stroke timing, canvas animation, drift, outline rendering, and accumulation blend mode.
- The transform stage remaps the result through symmetry or tiling and can optionally keep the effect mostly on bright paint only.
- Virtual.ink composites the camera feeds into a working image.
- Shine detects bright light sources from the raw frame and adds source-based effects such as stars, rings, glow, or radial blur, plus optional trails.
- The final post-effects chain runs scene adjustments, pixelate, edge glow, warp, chromatic trails, color ramp, hue shift, chromatic aberration, invert, vignette, watermark, and any enforced trial overlay.
Important interaction:
- When Separation is active, the separation mask is reused by later effects. That is how Scene can affect only the background, and how
Lights onlycan keep some Look effects from touching the scene. - Hue Shift is stacked intelligently. If no Color Ramp is active, hue shift happens before ramping. If a Color Ramp is active, hue shift happens after the ramp so both effects can combine without canceling each other.
Presets
The Presets tab is the look-management system for the Effects panel.
Use it when you want reusable looks such as "clean event", "neon mandala", "smoke decay", or "gold logo mode" without rebuilding the stack manually every time.
What Presets Save
Effects presets save effect state only. They are designed for looks, not for the rest of the app.
Saved in presets:
- separation settings
- transform and symmetry settings
- motion and painting settings
- drift settings and drift sub-controls
- look settings
- scene settings
- shine settings
- accumulation blend mode
Not saved in presets:
- watermark overlay settings
- camera selection and camera setup
- recording duration and countdown
- file output options
- other non-effect app settings
That exclusion is intentional. If you switch presets, your watermark stays independent.
Preset Workflow
| Control | What it does |
|---|---|
| Active group | Chooses which preset group you are working in |
| Cycle on save | Lets a save-triggered workflow advance to another preset |
| Cycle on reset | Lets a paint reset advance to another preset |
| Group name | Click to rename the active group |
| Group description | Optional note for what the group is for |
| Preset buttons | Apply a preset immediately |
Save |
Capture the current effect state as a new preset |
Update last applied preset |
Overwrite the current preset with your latest tweaks |
Create |
Make a new preset group |
Cycling Modes
Each group supports three cycle modes for save and reset triggers:
| Mode | Behavior |
|---|---|
| No cycling | Do nothing |
| Sequential | Step through presets in order |
| Random | Pick a preset randomly while avoiding repeats until the group is exhausted |
Useful behavior details:
Cycle on resetis tied to the light-paint reset action.Cycle on saveis wired into save workflows, not just list organization.Ctrl + LeftandCtrl + Rightstep backward or forward through presets in the active group.- Resetting Effects does not delete the preset library. Preset groups have their own factory-default reset path.
Separation
Separation isolates the light painting from the rest of the scene. It is the control set that turns Virtual.ink from "paint on top of a camera feed" into "paint and background as separately stylable layers".
Once Separation is above 0, several things change at once:
- Scene controls become meaningful.
- Paint-only restrictions for other tabs become available.
- Light can be styled more aggressively while keeping the room natural.
Separation Controls
| Control | Range | What it does |
|---|---|---|
| Light Separation | 0-100 |
Controls how aggressively bright content is classified as paint instead of scene |
| Separation Softness | 0-100 |
Softens the boundary between isolated paint and the surrounding image |
| Detail Recovery | 0-100 |
Brings back faint strokes and subtle light texture that a hard key would otherwise lose |
| Ambient Preserve | 0-100 |
Keeps more room tone, performer presence, and background ambience in the final composite |
| Noise Cleanup | 0-100 |
Suppresses flicker, weak contamination, hot pixels, and low-level garbage in the mask |
How To Tune Separation
Use these heuristics when dialing it in:
- Raise Light Separation first to establish the basic key.
- Add Separation Softness when edges look harsh or brittle.
- Raise Detail Recovery when dim strokes disappear too easily.
- Raise Ambient Preserve when the result feels too cut-out or the subject loses context.
- Raise Noise Cleanup when the mask sparkles, flickers, or grabs unwanted highlights.
Practical Guidance
| Situation | What usually helps |
|---|---|
| Thin LED tools or faint glow props disappear | More Detail Recovery, slightly less aggressive Light Separation |
| Scene contamination is coming through | Higher Light Separation and more Noise Cleanup |
| Subject looks cut out from the room | More Ambient Preserve and a little more Separation Softness |
| The background should stay almost untouched | Use Separation, then keep later effects in Lights only mode |
Transform
Transform is the geometry and symmetry tab. It no longer centers on flip controls. In the current UI it is mainly about folding, rotating, tiling, and reshaping the accumulated paint.
Symmetry Modes
| Mode | What it does |
|---|---|
| None | Leaves the canvas geometry untouched |
| Mirror | A simple reflected two-fold symmetry |
| Kaleidoscope | Multi-slice reflected symmetry |
| Pinwheel | Multi-slice rotational symmetry without reflection |
| Mandala | A high-fold reflected symmetry setup intended for dense radial patterns |
| Tiling | Rectangular mirrored tiling instead of radial folding |
Transform Controls
| Control | Range or options | What it does |
|---|---|---|
| Symmetry | None, Mirror, Kaleidoscope, Pinwheel, Mandala, Tiling |
Chooses the symmetry family |
| Folds | 2-24 |
Sets how many slices the radial symmetry uses |
| Reflect Mode | Reflect, Pinwheel |
Switches between reflected and non-reflected fold behavior |
| Sensor Coverage | 0.05-1 |
Scales how much of the original frame is sampled into the symmetry pattern |
| Rotation | 0-360 |
Rotates the whole symmetry field |
| Center X | 0-1 |
Moves the symmetry center horizontally |
| Center Y | 0-1 |
Moves the symmetry center vertically |
| Spiral Twist | -180-180 |
Adds more angular twist as pixels move away from the center |
| Hue per Fold | 0-360 |
Shifts color across slices so each fold can take a different hue |
| Radial Zoom | 0.1-3 |
Changes radial remapping. Lower values feel tunnel-like. Higher values feel more fisheye-like |
| Auto-Rotate Speed | 0-120 |
Continuously rotates the symmetry over time |
| Wobble Amount | 0-30 |
Pulses the effective symmetry coverage over time |
| Wobble Rate | 0.1-5 Hz |
Controls how fast that wobble pulses |
| Light Only | On or Off | Keeps more of the original non-bright content when the symmetrized result is dark |
| Tiles X | 1-8 |
Number of columns in rectangular tiling mode |
| Tiles Y | 1-8 |
Number of rows in rectangular tiling mode |
| Stroke Outline | On or Off | Switches accumulation from filled strokes toward edge-emphasized paint |
| Outline Fill | 0-1 |
0 is edge-only. 1 is normal filled paint |
How To Read The Less Obvious Controls
| Control | Why you would change it |
|---|---|
| Sensor Coverage | Use lower values when you want the symmetry to sample a tighter, more center-focused part of the source. Use higher values when you want the folds to include more of the camera image |
| Spiral Twist | Good for turning clean radial symmetry into shells, whirlpools, petals, or corkscrew shapes |
| Hue per Fold | Useful when geometry alone is not enough and you want each slice to read as a separate colored arm |
| Radial Zoom | A strong shape control. Lower settings pull content inward. Higher settings push outer regions harder |
| Wobble Amount and Rate | Adds a breathing quality to symmetry by changing effective coverage over time |
| Light Only | Helpful when you want to stylize the paint aggressively without dragging darker scene information into the symmetry mapping |
Recommended Uses
| Goal | A strong starting point |
|---|---|
| Clean mirrored tunnel | Mirror, lower Sensor Coverage, small Auto-Rotate Speed |
| Dense mandala | Mandala, more Folds, some Hue per Fold, modest Wobble |
| Pinwheel vortex | Pinwheel, Spiral Twist, Auto-Rotate Speed, Drift Swirl |
| Repeating wall of light | Tiling with 3x3 or 4x2, then add Pixelate or Color Ramp |
Drift
Drift controls how accumulated paint ages and deforms over time. Unlike simple post-processing, Drift lives in the accumulation pipeline itself. It changes how existing paint survives, spreads, erodes, and moves as new frames arrive.
Drift only works when a painting mode is active. If painting is effectively off, the Drift tab tells you to enable painting from the Motion tab first.
How Drift Works
Each Drift effect is an independent layer with:
- an on or off checkbox
- an Intensity slider
- up to three sub-controls
- shared global timing controls at the bottom of the tab
You can combine multiple Drift effects at once.
Shared Drift Controls
| Control | Range or options | What it does |
|---|---|---|
| Limit | 0-1 |
Controls how much the drift engages as paint ages. 0 applies more constantly. Higher values delay or ramp the effect across the paint lifecycle |
| Ease | Linear, Ease-in, Ease-out, Ease-in-out |
Shapes when the drift becomes strongest over time |
| Ease strength | 0-1 |
Controls how strongly the chosen ease curve affects that timing |
| Fade out | On or Off | Keeps natural brightness decay active alongside drift. Turn it off if you want paint to persist until drift destroys it more directly |
Drift Effect Inventory
| Effect | What it feels like | Sub-controls |
|---|---|---|
| Smoke | Soft diffusion and cloudy breakdown | Scale, Density, Turbulence |
| Wind | Directional sweep or gust-driven smearing | Direction, Gustiness, Spread |
| Ripple | Wave-like oscillation in the paint | Frequency, Amplitude, Speed |
| Ember | Floating sparks and upward heat behavior | Size, Lift, Flicker |
| Swirl | Rotational drag and spiral motion | Tightness, Speed, Spread |
| Bloom | Expanding soft halo growth | Spread, Softness, Pulse |
| Rise | Upward or directional lift of older paint | Direction, Spread, Scale |
| Turbulence | Noisy breakup and chaotic flow | Scale, Direction Bias, Randomness, Detail |
| Scatter (fly) | Piece breakup with outward particle-like motion | Spread, Scale, Spin |
| Drip | Gravity-like sag and liquid stretch | Viscosity, Spread, Scale |
| Vortex | Pull into a rotating center | Pull, Tightness, Spin |
Choosing Drift Well
| If you want... | Try... |
|---|---|
| Atmospheric haze | Smoke plus low Bloom |
| Energy and sparks | Ember plus Scatter |
| Liquid or melting behavior | Drip plus low Wind |
| Rotational chaos | Swirl or Vortex plus symmetry |
| Organic instability | Turbulence with medium Limit and Ease-in-out |
Drift Tips
- Start with one Drift layer before combining three or four.
- Use Limit and Ease before cranking intensity. Timing often matters more than raw strength.
- Turn Fade out off when you want the effect itself to control the paint's death.
- For Turbulence, Detail adds more noise layers. That usually looks richer, but it also makes the motion busier.
Motion
Motion covers two separate ideas:
- how paint accumulates and disappears
- how the existing paint field moves through the canvas
Painting Modes
The current panel exposes three paint behaviors:
| Mode | What it does |
|---|---|
| Continuous | Paint keeps building and stays on the canvas until something else clears it |
| Decay | Paint gradually fades according to Decay Speed and Decay Acceleration |
| Stroke | Each stroke stays for a defined duration, then fades out |
Note:
- The live dock controls whether painting is on or off.
- The Motion tab controls how painting behaves once it is on.
Painting Controls
| Control | Range | What it does |
|---|---|---|
| Light Softness | 0-1 |
Blurs the incoming light before accumulation so harsh points become smoother and thicker |
| Decay Speed | 0-50 |
Main fade rate in Decay mode |
| Decay Acceleration | 0-50 |
Makes old paint fade faster as it ages |
| Stroke Duration | 0.5-30 s |
How long a stroke stays fully alive in Stroke mode |
| Fade Out | 0-10 s |
How long a stroke takes to disappear after its full-duration phase |
| Fade In | 0-5 s |
How gradually new stroke energy arrives |
What Light Softness Really Means
Light Softness is not a glow. It is a blur-before-accumulation control.
In practice that means:
- higher values soften hard hotspots
- tiny LEDs or bright points feel thicker and less spiky
- edges smear a little more before they enter the paint buffer
- drift and decay can feel smoother because the source paint is less brittle
Canvas Animation
Animation moves the already accumulated paint field rather than changing the camera feed itself.
| Control | Range or options | What it does |
|---|---|---|
| Animate | None, Zoom, Gravity |
Chooses whether the accumulated paint stays still, zooms from center, or shifts through the frame |
| Direction in Zoom | Out, In |
Zooms the accumulation outward or inward from the center |
| Direction in Gravity | Up, Down, Left, Right, Spiral |
Pushes paint in a direction, or switches to a spiral-like tangential motion |
| Animation Length | 0.01-40 |
How far the accumulation is displaced per cycle |
| Animation Speed | 0.05-40 |
How quickly that motion is applied over time |
Zoom Vs Gravity
| Mode | Best mental model |
|---|---|
| Zoom | Re-samples the accumulated paint from the center outward or inward. Great for tunnel looks, expanding halos, or collapsing portals |
| Gravity | Shifts the paint field across the frame. Great for rain, falling curtains, wind-driven smear, or spiral drift |
Look
Look is the final style layer for the composite. It is where you add color treatment, texture treatment, channel separation, and finishing contrast.
Look Controls
| Control | Range or options | What it does |
|---|---|---|
| Hue Shift | 0-5 |
Cycles hue over time |
| Accumulation Blend | Lighten, Additive, Screen, Overlay, Soft Light, Hard Light |
Changes how new light merges with existing paint |
| Chromatic Trails | 0-1 |
Splits trail color channels for a prismatic, age-based color smear |
| Edge Glow | 0-1 |
Adds a bright edge-emphasis around paint contours |
| Pixelate | 0-64 |
Pixelates the image into blocks. Visually meaningful values start once it is clearly above 0 |
| Lights only | On or Off | Restricts Pixelate, Color Ramp, or Invert to paint pixels when Separation is active |
| Color Ramp | Off plus 30 palettes |
Remaps brightness to a palette LUT |
| Apply for both cameras | On or Off | Extends color-ramp use beyond the isolated-light-only case and is especially relevant in dual-camera workflows |
| Warp | 0-1 |
Adds a time-based distortion or feedback-like spatial warp |
| Chromatic Aberration | 0-20 |
Offsets RGB channels for a lens-separation feel |
| Vignette | 0-1 |
Darkens the frame edges |
| Invert / Negative | On or Off | Inverts image color |
Accumulation Blend Modes
Accumulation Blend only appears when Separation is active, because it becomes much more useful once the light can be treated independently of the scene.
| Mode | Typical result |
|---|---|
| Lighten | Keeps the brighter value. Clean and predictable |
| Additive | Stacks brightness aggressively. Best for intense neon or laser looks |
| Screen | Brightens while preserving more highlight detail than pure additive |
| Overlay | Adds punch and contrast |
| Soft Light | More subtle tonal push |
| Hard Light | More aggressive tonal push |
Color Ramp Palettes
The current palette set is:
Off, Fire, Ice, Synthwave, Phosphor, Ocean, Sunset, Infrared, Neon, Copper, Bubblegum, Toxic, Plasma, Gold, Arctic, Ember, Coral, Midnight, Tropical, Cherry, Forest, Lava, Mint, Peach, Steel, Candy, Ruby, Jade, Magma, Dusk, Prism.
What Apply For Both Cameras Actually Means
This toggle is easy to misread.
In practice it matters when Color Ramp is active:
- it can extend the ramp beyond a paint-only restriction in the live output
- in dual-camera workflows, it is also used when camera 2 is being recorded with the same ramp treatment
If you only want the ramp on isolated light, keep Separation on and leave Lights only enabled instead.
Recommended Look Combos
| Goal | Good starting combination |
|---|---|
| Clean premium glow | Edge Glow, low Chromatic Trails, Vignette, subtle Watermark |
| Arcade or retro | Pixelate plus a strong Color Ramp |
| Psychedelic trails | Hue Shift, Chromatic Trails, Warp, maybe Shine Spiral |
| High-energy event output | Additive or Screen accumulation plus Neon, Prism, or Fire ramp |
Shine
Shine is different from the rest of the Look tab. It is source-aware rather than purely image-wide.
Instead of processing the whole frame the same way, Shine detects bright light blobs and renders a radial effect from each detected light source.
That makes it ideal for:
- LED pens
- glow props
- bright wand tips
- small light sources held by performers
Shine Effect Types
| Effect | What it does |
|---|---|
| Off | Disables Shine |
| Star | Multi-point flare around each source |
| Spiral | Spiral energy pattern around each source |
| Kaleidoscope | Radial multi-slice light burst |
| Rings | Concentric circles around each source |
| Radial Blur | Streaked outward blur from the source |
| Glow | Soft halo around the source |
Detection Controls
| Control | Range | What it does |
|---|---|---|
| Light Threshold | 50-254 |
Minimum brightness needed before a blob counts as a shine source |
| Min Light Size | 1-200 |
Minimum detected blob area in pixels. Raise it to ignore sparkles and noise |
| Max Sources | 1-8 |
Maximum simultaneous light sources Shine will track |
Shape And Motion Controls
| Control | Range | What it does |
|---|---|---|
| Radius | 0.01-0.5 |
Effect footprint around each source |
| Intensity | 0-2 |
Brightness multiplier for the shine result |
| Falloff | 0.5-5 |
How sharply the effect fades away from the source |
| Points | 2-16 |
Number of star tips, spiral arms, or radial divisions depending on the selected effect |
| Rotation | 0-360 |
Static angular offset |
| Spin Speed | 0-5 |
Automatic rotation over time |
Color And Blend Controls
| Control | Options | What it does |
|---|---|---|
| Color | Source, White, Tint |
Uses sampled source color, forces white, or uses a manual RGB tint |
| Tint R / G / B | 0-1 each |
Defines the custom tint when Color is set to Tint |
| Blend | Additive, Screen |
Chooses how Shine mixes with the image |
Shine Trails
Shine Trails is a separate accumulation system for Shine itself.
| Control | Range or options | What it does |
|---|---|---|
| Trails | On or Off | Enables Shine accumulation over time |
| Trail Fade | 0-1 |
Controls how fast the shine trails fade |
| Trail Motion | None, Zoom, Gravity, Spiral |
Animates the stored Shine trails |
| Trail Speed | 0-2 |
Controls how fast those trails move |
| Trail Direction | Up, Down, Left, Right |
Direction for gravity-style trail movement |
Notes:
- Trail Direction matters for gravity-style trails.
- Zoom and Spiral trail modes are not directional in the same way.
- If no valid light sources are detected, Shine simply passes the frame through unchanged.
Shine Tuning Advice
| Problem | Likely fix |
|---|---|
| Too many false triggers from reflections or room lights | Raise Light Threshold and Min Light Size |
| Only one source matters, but many are being tracked | Lower Max Sources |
| Shine is huge and messy | Lower Radius or increase Falloff |
| Shine is visible but flat | Increase Intensity, Points, or use Screen blend |
| Trails smear forever | Increase Trail Fade |
Scene
Scene grades the background behind the paint. It is only useful when Separation is actually isolating the paint from the rest of the frame.
If Separation is 0, the Scene tab remains visible but effectively disabled.
The key rule is simple:
- Scene affects non-paint pixels.
- The paint itself is protected.
Scene Controls
| Control | Range or options | What it does |
|---|---|---|
| Dim | 0-1 |
Darkens the separated background |
| Desaturate | 0-1 |
Removes color from the background |
| Blur | 0-20 px |
Blurs the background while keeping paint crisp |
| Tint | 0-1 |
Applies a color cast to the background |
| Tint Color | Warm, Cool, Teal, Rose, Green |
Chooses the tint hue |
| Contrast | -1 to +1 |
Lowers or raises tonal separation in the background |
How To Use Scene Well
| Goal | What usually works |
|---|---|
| Make paint stand out without making the room disappear | Some Dim, a little Desaturate, minimal Blur |
| Stylize the background for a branded mood | Tint plus low-to-medium Contrast |
| Hide room clutter | More Blur and Dim |
| Keep the performer readable while simplifying the room | Moderate Ambient Preserve in Separation, then low Scene Blur and low Scene Desaturate |
What Contrast Means Here
Contrast is only for the separated background layer.
- Negative values flatten the room and make it feel softer or more washed.
- Positive values deepen separation between dark and bright background regions.
Watermark
Watermark adds a user-controlled branding overlay on top of the final frame.
This tab is available on Basic and above.
Overlay assets come from the shared Assets library. For watermark work, PNG overlays are the normal format.
Watermark Controls
| Control | Range or options | What it does |
|---|---|---|
| Overlay | Off or uploaded asset |
Chooses which overlay file to draw |
| Opacity | 0-100% |
Controls overlay transparency |
| Scale | 5-100% |
Sizes the overlay relative to frame width |
| Position | Centered, Bottom Left, Bottom Center, Bottom Right |
Chooses the anchor location |
| Spacing | 0-25% |
Insets bottom-anchored overlays from the frame edge |
| Blend Mode | Normal, Lighten, Overlay, Screen, Soft Light, Hard Light, Multiply |
Controls how the overlay mixes with the image underneath |
Position Behavior
| Position | What it really means |
|---|---|
| Centered | Places the watermark in the middle of the frame |
| Bottom Left | Anchors to the lower-left edge |
| Bottom Center | Anchors to the lower middle edge |
| Bottom Right | Anchors to the lower-right edge |
Blend Mode Guidance
| Blend mode | Typical use |
|---|---|
| Normal | Exact logo reproduction |
| Lighten | Good when the overlay should replace only darker underlying pixels |
| Screen | Good for white or bright marks on darker footage |
| Overlay | More integrated and contrast-aware |
| Soft Light | Subtle branded texture |
| Hard Light | Stronger branded texture |
| Multiply | Useful for darker marks on bright output |
Watermark Vs License Overlay
The Watermark tab controls only the user-selected overlay.
If the build is showing a trial or license-enforcement overlay, that is a separate internal overlay path. Turning Watermark off does not remove that system overlay.
Practical Workflows
Clean Event Capture
- Start with Separation so the room and paint can be treated independently.
- Use moderate Detail Recovery and Ambient Preserve to keep people readable.
- In Scene, add a little Dim and Blur.
- In Look, add a restrained Color Ramp or Edge Glow on
Lights only. - Add a Watermark only if the final media needs branding.
Graphic Kaleidoscope Output
- Use Continuous or Stroke painting.
- In Transform, choose Kaleidoscope or Mandala.
- Raise Folds and add some Auto-Rotate Speed.
- Use Hue per Fold or a strong Color Ramp.
- Add Shine Star, Rings, or Radial Blur for source-based sparkle.
Organic Decay Look
- Use Decay painting mode.
- Add a little Light Softness.
- Enable one or two Drift layers such as Smoke, Ember, or Turbulence.
- Shape the timing with Limit and Ease.
- Finish with low Edge Glow or Chromatic Trails.
Branded Output With A Natural Room
- Turn Separation on.
- Keep Look effects in
Lights onlywhere possible. - Use Scene for subtle background cleanup rather than crushing the whole frame.
- Add a Bottom Center or Bottom Right watermark with Screen or Normal blend.
Common Gotchas
- If Separation is off, Scene is not really active, even though the tab still exists.
- Drift does nothing until paint is actually being accumulated.
Lights onlyoptions appear only for specific Look controls and only when Separation is meaningful.- Presets do not carry your watermark settings with them.
- Resetting Effects does not erase preset groups.
Apply for both camerasis only relevant when Color Ramp is active, and it is most useful in dual-camera workflows.- Trial or free-license overlays are not the same thing as the Watermark tab.
- The Motion tab does not act as the paint on or off switch. That still lives in the main live dock.
In Short
If you want the fastest reliable mental model:
- use Separation to split paint from background
- use Motion to decide how paint lives and moves
- use Transform to reshape it
- use Drift to age it
- use Look to stylize it
- use Shine when light sources themselves should emit extra structure
- use Scene to clean or grade the room behind the paint
- use Watermark for branding
- use Presets to turn all of that into repeatable show-ready looks