Video Tutorials
One video per plug-in, each following the shot list at the end of the plug-in's own manual, so a video and its written guide always tell the same story.
Videos are being recorded. Until a video lands, the shot list is the tutorial — every step is reproducible from the numbered shots.
GIF Dither
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site/imgs/tutorials/gifdither.pnga poster image with a link, or paste an embed into content/tutorials.mdA shooting order for the video guide. Each shot answers one question, and shot 1 is the one everything else rests on.
- What dithering actually is. A smooth gradient,
Cell Size 8, zoomed to 800 %. You can count the dots and see that there is no grey anywhere — only ink and paper. Pull back out and the grey returns. The grey is in the eye, not in the file; twenty seconds spent here saves every later explanation. - Ordered vs. error diffusion. The same frame,
Methodfrom Bayer 4×4 to Floyd-Steinberg and back. Bayer is a repeating weave locked to the layer; FS is organic grain that follows the picture. Then Atkinson to show highlights and shadows blowing out on purpose, andCorner Modefor the clumped Bayer variant. - The worms, and how to stop them. Play a moving shot on Floyd-Steinberg: the texture crawls.
Stability0 → 80 % pins it down. ThenCrawl Speed30 % brings the crawl back on purpose, on a completely still frame. This is the most-asked question about error diffusion, and both answers sit in one group. - The grid, and why Relative exists.
Cell Size1 → 8 in Pixel mode. Then show the same comp at 720p and at 4K: the texture is not the same picture any more. SwitchGridto Relative and it is. Finish withGrid Origin: Centeron a symmetric frame, andAverage Fillon noisy footage. - Colour, five looks in one shot. Duotone → Levels + Use Mid (risograph) → RGB Levels (the 1998 web GIF) → Preset Palette (Game Boy, C64) → Custom Palette, with the colours eyedropped off the footage itself. End on the fact that only the palette changed — the raster underneath never moved.
- The two things that are not dithering.
QR Style: Size Modulation 300 % turns brightness into cell size, so dark areas collapse into big blocks. AndDither Alphawith a feathered mask: the logo crumbles into the raster instead of fading. Close on the audio-reactive recipe, so the last shot of the tutorial moves to the music.
Quadtree
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site/imgs/tutorials/quadtree.pnga poster image with a link, or paste an embed into content/tutorials.mdA shooting order for the video guide — structure first, styling second. Shot 1 is the one that makes every other control make sense.
- What a quadtree is.
Fill Mode: Original Pixelswith a 1 px white stroke, on a face. No styling at all — just the structure: small cells where the detail lives, one big cell over the flat wall. Now raiseDetail Thresholdslowly and watch the picture give up region by region. That single move explains the whole plugin. - How it decides.
Metric: Variancevs.Edge (Gradient)on the same frame — variance splits on texture, edge splits on outlines. ThenMin LevelsandMax Levelsas the floor and the ceiling of the subdivision, andLuma Biasto make the dark or the bright end break down first. - The boil, and what actually cures it. Play a grainy moving shot: the structure crawls frame to frame. Switch
Cell Samplingto an averaged metric mode and it settles — and say whyStabilitygoes quiet there: the averaging is the smoothing, so the old anti-flicker control has nothing left to do. Pair this withGrid Origin: Centeron symmetric footage. - The three fills. Flat Cell Color → Original Pixels (blueprint, with a thin stroke) → Gradient Map with Thermal and Nightlight. Then
Custom (4 Colors)and build a lookup from your own four stops, dark to bright. - Standing it up.
Extrude Height0 → 60.Extrude Mode: Directionalwith the angle dial for the axonometric city, thenRadial (From Center)and drag the Center around. Then the height sources one at a time — Luma, Invert Luma ("the crowd comes out of the wall, the DJ stays flat"), Color Match on a costume colour, Detail — and finish on aHeight Map Layerprecomp with an animated Fractal Noise, which gives a stepping block-wave. MentionSide Shadingas the control that sells the depth. - The wireframe, and a moving finish.
Stroke Only+Stroke Wallson a duplicate above the untouched footage: a see-through wire model you can glow, offset and blend independently. Close on Beat-shatter, so the last shot moves to the music.
PixelRun
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site/imgs/tutorials/pixelrun.pnga poster image with a link, or paste an embed into content/tutorials.mdA shooting order for the video guide. The plugin has a lot of panel, so the order matters: each shot answers exactly one question, and shot 1 is the one that prevents every later misunderstanding.
- What a pixel sorter is — and what it is not. Apply the Highlights sorter recipe and zoom in on one run. The same pixels are there, in a different order: nothing is added, nothing is blurred, nothing is invented. Then toggle the effect off and on over an area with no runs to show that the rest of the frame is bit for bit the original. Say the word permutation once, on camera; it explains why a one-pixel run cannot change and why Extrude and Spaced Out later have to be called out as the two honest exceptions.
- Where the runs are.
Driven By,Threshold,Upper Threshold,Affect. Do this whole shot in Output Mode: Matte so the audience sees the selection instead of guessing at it from the result — then switch back and the same settings suddenly make sense. AddAngle,Band Widthand the radial spokes at the end. - How long they are allowed to get.
Limit Length+Max Length, thenMax Length Random, thenAbsolute Length(every run the same length, short ones stretched up to it), thenBreak Noiseas cuts per 100 px. This is the group that decides whether the frame reads as a sorter or as a texture, and it is where most people give up — which is exactly why it deserves its own shot. - What "sorted" means.
Sort ByLuma → Hue → Saturation → XOR (past glitch, into corruption), withOrderandMirrorin between. ThenBlock Width/Block Heightfor the datamosh reading: the picture re-shuffled in recognisable fragments rather than combed. - Moving the runs.
Shift Modein order: Sort (in place) → Float (with Offset Random, the floating-particles look) → Stretch (the bacon curtain) → Spaced Out → Extrude. ☠ Be explicit at the last two: Spaced Out is the one mode that discards the unselected pixels, and Extrude is the one that is not a permutation at all — it gives pixels a height instead of an order. Everything before them leaves the rest of the frame untouched, and the audience should know exactly where that stops being true. - Making it move.
Anim Growth0 → 100 % across two seconds: the effect grows out of nothing, short runs finishing first, and at 0 the frame is the untouched source. Then the loop:Mirroron, two Linear keyframes on Cycle, 0° → 360° — the material flows along every run and the last frame joins the first exactly (measured: 0°, 360°, 720° and 1080° render byte for byte identically). ThenBreak Drift+Break Evolutionfor the travelling glitch. Close on the audio-reactive recipe with Anim Growth driven by the track, so the tutorial ends on the beat.
RuttEtra
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site/imgs/tutorials/ruttetra.pnga poster image with a link, or paste an embed into content/tutorials.md- The carrier alone. Black frame,
Path Wave 20,FM Depth 0. A pure ripple;Wavelengthsets its pitch, an animatedPhasemakes it travel. - The image takes over the frequency. Bring in a picture and sweep
FM Depthfrom 0 to 4 on camera. Same wave, now dense on the highlights. That sweep is FM. - One phase, two readings. Add
Intensity Wavenext toPath Wave— the stripes land on the crests. Then takePath Waveto 0: the shape is gone, the signal is not. - Accumulating vs. in place. One long line across a single bright blob, first with
FM Depthalone (everything downstream is dragged along), then withPhase by Lumaalone (only the blob's own rim kinks). This is the fastest way to show what an accumulator is. - The chain, dry.
Wavelength 8,Demodulate 100 %,Carrier Lowpass 0. Nothing changes — the identity. The empty shot is what makes the next one land. - The artifact. Walk
Carrier Lowpassfrom 0 to 16 px: the terrain starts overshooting the highlights and ringing off the edges. ThenFilter Order1 → 4, thenDemod Smooth0 → 24 px (line-like → painted), and finish onSignal Path(trailing → symmetric → radial). Put aFast Box Blurbeside it at any radius for the punchline: the blur can only flatten, the demodulator overshoots.