Effect

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

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