Skip to content

Nodes · Filter

BS_HeatHaze

Filterv1coreNeeds full inputForge

Overview

Animated refraction shimmer — heat off tarmac, exhaust, underwater. It displaces rather than blurs, so the image stays sharp and simply arrives from slightly the wrong place. rise biases the motion upward, which is what makes it read as heat instead of water; evolution animates it so it crawls rather than boils.

How to

How-to

  1. Wire the plate and a mask of where the heat is.
  2. amount is the displacement in pixels, size the wobble's scale, rise how fast it drifts upward.
  3. Key evolution for a boil that does not repeat; seed for a different pattern.

Inputs

InputWhat it takes
inthe image this node works on
masklimits the effect to this matte — the engine's universal mask slot, applied for every node that declares it

Outputs

OutputType
outImage

Parameters

ParameterTypeDefaultWhat it does
amountFloat4.0Strength of the effect. 1 = as designed; 0 = none.
sizeFloat28.0The effect's size/radius in pixels.
detailFloat3.0Octaves of the shimmer noise: 1 is a slow wobble, 4 adds fine flicker.
riseFloat0.6How fast the haze pattern drifts upward, as hot air does — frame heights per second.
evolutionFloat0.0Animate the pattern's churn independently of the rise — key it for a haze that boils.
seedFloat0.0The random pattern's starting point. Change it for a different pattern of the same character; keep it to reproduce a frame exactly.
disabledBoolfalseBypass: the node passes its first input through untouched (D in the graph). The knobs keep their values for when it comes back.
labelTextA note shown under the node in the graph — what this node is FOR. Never affects the render or the cache.
hide_inputBoolfalseDraw the node without its input wire — a tidy graph for a node whose source is obvious (a Dot, a viewer tap).

See also