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Filter SDF Effects
The the SDF or signed distance field effects filter adds inner and outer shadows, glow effects and outlines to any source or scene.
Version Information
Status | Version |
---|---|
🔴Added | 0.8.0a2 |
🟠Unstable | 0.9 |
🟢Stable | 0.10 |
1.0 | |
❌Removed | N/A |
The filter is horribly inefficient for static content, and not much better for dynamic content. Much better solutions for the things it can do exist, such as combining Source Mirror and Blur to create a smooth Outer Shadow, or even combining that with Dynamic Mask to create an Inner Shadow. The same goes for Outline, Inner/Outer Glow, and so on. Consider this deprecated and unmaintained.
The filter can only be used with sources that contain transparent pixels (alpha channel) and do not fill the entire texture, as it operates on the boundary between opaque pixels and transparent ones, a common misunderstanding of this filter it seems. So if you use it on a fully opaque texture, there are no transparent pixels and it can't do anything. Once used on a transparent source, such as a chroma keyed webcam, or an image with a transparent background, the filter's effects become fairly obvious from tinkering with the controls however.
Note that the SDF filter can be quite GPU intensive so keep an eye on GPU usage in Task Manager or some other tool that can monitor usage, to ensure GPU usage of this effect is not overused as that can potentially interfere with games and/or OBS performance.
Version Information
Status | Version |
---|---|
🔴Added | 0.5 |
🟠Unstable | N/A |
🟢Stable | N/A |
N/A | |
❌Removed | N/A |
This work is licensed under a Creative Commons Attribution 4.0 International License.
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- 🟢 3D Transform
- 🔴 Auto-Framing
- 🟠 Blur
- 🟢 Color Grading
- 🔴 Denoising
- ❌ Displacement Mapping
- 🟢 Dynamic Mask
⚠️ SDF Effects- 🔴 Shaders
- 🔴 Spout
- 🔴 Upscaling
- 🔴 Virtual Greenscreen
- 🔴 Shaders
- 🔴 Sink
⚠️ Source Mirror
- 🔴 Shaders