Reference
Effects
Change how a layer LOOKS after it is painted — shadows, glows, blurs, colour, grain.
36 entries
Shadow & Glow
Drop Shadow
Cast a shadow underneath the layer.
Inner Shadow
A shadow inside the silhouette, so the layer reads as carved out.
Outer Glow
A soft halo of light around the silhouette.
Inner Glow
Light spreading inward from the silhouette edge.
Glow (Bloom)
Bright parts of the layer radiate light into the darker parts.
Neon Border
A gradient glow ring that follows any shape.
Neon Glow
Rotating halo, ring and sweep in eleven patterns.
Blur
Colour
Color Balance
Hue, saturation, brightness and contrast in one place.
Levels
Remap the tonal range — black point, white point, gamma.
Curves
Per-channel input-to-output mapping with an arbitrary shape.
Hue / Saturation
Rotate hue and adjust saturation, more selectively than Color Balance.
Gradient Overlay
Lay a colour gradient over the layer.
Gradient Map
Recolour by luminance — dark pixels take one end of a ramp, bright pixels the other.
Invert
Flip every colour to its opposite.
Posterize
Reduce each channel to a small number of steps.
Threshold
Everything becomes pure black or pure white at a brightness cutoff.
Luma Key
Make dark areas transparent based on brightness.
Stylize
RGB Split
Offset the colour channels for chromatic aberration.
Vignette
Darken the edges to pull the eye to the centre.
Emboss
Directional relief — flat grey plate or colour-preserving.
Bevel & Emboss
A genuinely lit 3D surface built from the silhouette.
Stroke (Outline)
A solid outline around the silhouette.
Noise / Grain
Film grain over the layer, static or evolving.
Roughen Edges
Chew the edges with fractal noise.
Sharpen
Crisp up soft detail with an unsharp mask.
Long Shadow
A flat extruded shadow ray at any angle.
Distort
Dimensional
Simulation