Library
Diffuse
Scatters each pixel a random distance, for a grainy, frosted-glass blur
An ordinary blur asks every pixel the same question and gets a smooth answer. This one rolls dice instead: each pixel — or each little cell of pixels — is thrown a random distance in a random direction, so neighbours disagree and that disagreement becomes texture. It’s the difference between glass that was ground and glass that was sandblasted: frosted, grainy, slightly alive. Softness decides whether you get a soft blur that still carries grain or a pure shuffle that dissolves the picture into speckle, and Grain sets whether the speckle is fine sand or big sliding flakes. It doesn’t have to cover everything either — give it an Area and it becomes a patch you can place, drag, ease the edge of, and let the cursor carry around.
I. Made with Diffuse
II. Everything else
- Blur — Gaussian blur of the layers below, with an optional progressive ramp
- Bokeh — Shallow depth-of-field blur with blooming bokeh highlights
- Directional Blur — Smears the layers below along one axis, into motion-blur streaks
- Kuwahara — Edge-preserving painterly smoothing of the layers below
- Stretch — Pulls the layers below away from a point into long, hard-edged ribbons