Distorts the image as though it were seen through frosted glass.
Color— The color to tint the image.
Brightness— How bright to make the image. When Brightness is 1 and Color is white, the image’s colors are passed through as-is, without tinting or change in brightness. You’ll often want to make this greater than 1, to compensate for the loss in brightness when tinting with a non-white color.
Noise Time— The time at which to evaluate the image. To animate the noise, connect a continuously increasing number, such as the output of the
Render Image to Windownode’s
Noise Amount— How much the light gets bent.
Noise Scale— The size of the noise pattern. At smaller values, the noise ripples are more closely packed together.
Chromatic Aberration— How much the red/green/blue color channels separate when the light is bent. At 0, all colors are treated the same. At larger values, red and blue are bent differently than green, simulating the prismatic effect of a typical lens.
Iterations— How many different noise patterns are averaged together. A value of 1 uses just a single noise pattern, and can look like a warped piece of plastic. Higher values produce images that look more like frosted glass, but can take longer to render.
Keywords: bend, blur, diffraction, filter, refraction, texture, tint