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Compositor

The Compositor panel applies post-processing effects to your rendered image. Effects include lens simulation, artistic filters, neural enhancement, and AI-generated backgrounds. All size values are stored as fractions of render height — never pixels — so settings survive resolution changes without re-tuning.

Access: View ▸ Compositor (if the panel list is greyed out, choose View ▸ Unlock Advanced UI first). The panel docks in side columns only.


Enable Compositor​

Toggle the compositor on or off. With all defaults, enabling it changes no pixels — every effect default is a deliberate no-op. Use this to audition the pipeline before adjusting anything.


Effect execution order​

The post chain divides into two blocks at the view-transform boundary. This is a physics constraint, not a preference:

BlockEffectsWhen it runs
LINEAR (scene-referred)Depth of Field, Lens, Bloom, VignetteBefore the view transform
DISPLAY (display-referred)Grain, Sharpen, Pixelate, Kuwahara, AI EnhanceAfter the view transform

Bloom must operate in linear radiance — a highlight at 40× exposure is physically very different from one at 4×, and that difference only exists in linear space. Grain and sharpening are properties of the final image, not the light, so they run in display space.

In the Order section at the bottom of the panel, use Run the selected effect earlier / Run the selected effect later to reorder effects within their block, or drag rows directly. Click a row to open its section.

Grade before effects​

The Grade before effects toggle in the Order section controls where colour grading runs:

  • Off (default): Effects run first, then the grade applies to the result.
  • On: The grade runs first; bloom and vignette see already-graded colour.

Effects reference​

Each effect is a collapsible section. The enable switch in the section header activates the effect; turning it on opens the section. All defaults are no-ops. Size controls stored as fractions of render height show a pixel-equivalent read-out beside their label at the current output resolution.

Bloom (LINEAR block)​

A halo around bright pixels, simulating lens diffraction and atmospheric glow.

ControlRangeDefaultNotes
Threshold0.0–10.01.0Scene-linear radiance where bloom begins. 1.0 = brighter than diffuse white.
Knee0.0–1.00.5Softness at the threshold. 0 = hard cutoff; higher = smooth fade.
Intensity0.0–1.00.05Bloom-to-frame blend.
Size0.0–0.25 (fraction of render height)0.05Outer extent of the halo. Capped at 0.25 where the bloom pyramid saturates.
Aspect0.1–10.01.0Anamorphic horizontal stretch. 1.0 = circular; higher = horizontal smear.

Vignette (LINEAR block)​

Darkens frame edges to draw attention to the centre.

The Size and Softness values are fractions of the half-diagonal (0.5 × √(width² + height²)), not the height. This ensures the mask looks identical on any aspect ratio.

ControlRangeDefaultNotes
Amount0.0–1.00.5Corner darkness.
Size0.0–1.0 (fraction of half-diagonal)0.7Inner radius of the mask.
Softness0.0–1.0 (fraction of half-diagonal)0.25Feather width.
Roundness0.0–1.01.01.0 = elliptical; 0 = rectangular.

Lens (LINEAR block)​

Optical distortions and chromatic shifts.

ControlRangeDefaultNotes
Distortion−1.0–1.00.0Barrel (+) or pincushion (−).
Dispersion0.0–1.00.0Lateral chromatic aberration at the frame edges.

Depth of Field (LINEAR block)​

Post-process blur.

Post depth of field is a viewport convenience. The renderer's own depth of field is physically correct and wins whenever it is on.

ControlRangeDefaultNotes
Max Blur0.0–0.1 (fraction of render height)0.0148Blur radius cap. 0 = no effect.

Grain (DISPLAY block)​

Film or video grain texture, applied in display space.

ControlRangeDefaultNotes
Amount0.0–1.00.03Grain strength.
Size0.0–0.02 (fraction of render height)0.001Grain cell size (approximately 1 px at 1080p).
ColouredToggleOFFOff = luminance grain (film-like). On = per-channel grain (video-like).

Sharpen (DISPLAY block)​

Unsharp masking with a resolution-independent radius.

ControlRangeDefaultNotes
Amount0.0–2.00.3Sharpening strength.
Radius0.0–0.02 (fraction of render height)0.002Unsharp radius. Larger = broader features; smaller = edges only.

Pixelate (DISPLAY block)​

Square mosaic effect.

ControlRangeDefaultNotes
Size0.0–0.1 (fraction of render height)0.0056Block size.

Kuwahara (DISPLAY block)​

Edge-preserving painterly filter.

ControlRangeDefaultNotes
Size0.0–0.1 (fraction of render height)0.0056Kernel radius.
VariationClassic / AnisotropicClassicAnisotropic steers quadrants along local edge direction for cleaner curves.
Sharpness0.0–1.00.5Edge definition preservation.
Eccentricity0.0–4.01.0Kernel stretch along edges (Anisotropic only).

AI Enhance (DISPLAY block)​

Neural rendering enhancement. Two interchangeable engines are available.

Runtime requirement: The Neural engine requires the NVIDIA NGX runtime (nvngx_dlssnr.dll). VIZid does not ship this runtime. To use it, acquire it separately and point the app at it in Settings ▸ System ▸ Neural runtime ▸ Locate…. The Shader engine requires no install and runs on any GPU.

ControlOptions / RangeDefaultNotes
EngineShader / Neural / BothShaderShader: available immediately. Neural: applies to converged frames only. Both: Shader result shows immediately, crossfades to Neural when ready.
PresetBalanced / Detail / SoftBalancedEnhancement style.
Intensity0.0–2.01.0Overall enhancement amount. 0 = no effect.
Structure0.0–2.01.5High-frequency detail (AO, reflections, subsurface).
Tone0.0–2.01.0Low-frequency response (broad lighting, colour).
Skin−1.0–2.02.0Structure weight on skin-like tones (Auto Mask on). Negative values soften below the base level.
Auto maskToggleONSemantic masking. Skin control applies only to skin-like tones when on.

AI Backdrop​

Generates a background setting around your product using an AI image model. The product's own pixels always come from the renderer — the AI fills only the background.

Prerequisites: At least one backdrop model must be downloaded in Settings ▸ AI Models, and Environment ▸ Background must be set to Backplate Image.

ControlNotes
Enable (header switch)Switched on automatically when a backdrop is generated. The generated image is applied as the Environment backplate.
PromptDescribe the setting. Example: a kitchen sideboard, morning light.
AvoidWhat to exclude from the background. Note: FLUX models ignore this field; Stable Diffusion models use it.
SeedLeave empty for a fresh result. Enter a number to reproduce a specific backdrop.
LockKeep the last seed for the next Generate.
Generate backdropStarts generation. A progress line shows status below the button.

The AI Backdrop integrates with the Environment panel. Selecting AI Backdrop as the background mode in the Environment panel activates the last generated image. Switching to another background mode and back preserves the generated image.


After Effects overlay​

Draws linked After Effects composition layers over your render — lower thirds, titles, bugs. The enabled overlay appears in the viewport and can be included in ordinary VIZid final renders. Frames returned to After Effects exclude the overlay picture so it can be composited there.

The section has a header switch (like all effects) that activates the overlay.

ControlNotes
Opacity0.0–1.0. Master opacity for all AE overlay layers.

Manage the AE connection in the After Effects panel.


  • ./grading — lift/gamma/gain colour balance and exposure
  • ./environment — AI Backdrop integration and background modes
  • ./ai-studio — setting up AI models for AI Enhance and AI Backdrop