Effects and overlays

The video editor runs Bitgrain's effects on every frame: halftone, dither, ASCII, print textures, color grades and more. This page covers effect clips, keyframes, frame seeds and jitter, per-clip effects, real-time overlay effects, tracking overlays, transitions and overlay templates.

How effects work in video

There are four places an effect can live, and each behaves a little differently:

WhereApplies toBest for
Effect clips on an effect trackEvery video track underneath, for as long as the clip runsLooks that span several cuts, animated zooms, stacked effects
Per-clip effects in the video inspectorThat one video clipQuick treatments on a single shot
Glitch and distortion on image overlaysThat one image overlay clipAnimated glitch, RGB split, scanlines, wave
Tracking overlaysDrawn on top of the finished frameMotion HUD graphics that follow movement

Effect clips and per-clip effects use the same engine as the image editor. Text is always drawn after effects, so titles stay sharp.

Effect clips

Adding an effect clip

The new clip is 5 seconds long, starts at the playhead and is selected so you can tune it straight away. The Effect and Transform buttons use the first effect track that is visible and unlocked.

Note: If there is no visible, unlocked effect track, the Effect and Transform buttons do nothing. New projects include one (called "FX"). If you removed it, add one with Add Track and pick "Effect track".

The effect inspector

Select an effect clip and the inspector lists every effect inside it, numbered in the order they run. Each card has:

Click add effect at the top of the inspector to stack another effect inside the same clip.

Stacking effects

Everything active at a given moment is combined: all effects in all overlapping effect clips on all visible effect tracks, plus the clip's own per-clip effects. They run in order, one after another.

When two stacked effects share a setting, such as Brightness or Contrast, the one that comes later wins. If you want different tone settings for two looks, put them on separate clips at different times rather than stacking them.

Character effects (ASCII and Braille) turn the frame into a grid of glyphs. If a stack contains one, the last character effect decides the grid.

Available effects

EffectMain controls (defaults in brackets)
HalftoneStyle Mono, Color or CMYK; shape Round or Square; Cell size 2 to 32 px (2); Angle 0 to 90 (45); Intensity (1); Sharpness (60); Invert Dots; Jitter
DitherMethod (Floyd-Steinberg, Atkinson, Bayer 2x2, Bayer 4x4, Bayer 8x8, Blue noise, Threshold, Burkes, Stucki, JJN, Sierra, Sierra 2, Sierra lite, Random); Intensity (1); Source color
ASCIICharset Detailed, Code, Standard or Blocks; tone Dark or Light; Detail 0.4 to 2.5x; Edge glyphs with Edge threshold; Source color
BrailleDetail 0.4 to 2.5x; Source color
Scanlines (CRT)Spacing (4 px); Darkness (0.4); RGB shift (2 px); Vignette
Crosshatch EtchingSpacing (8 px); Thickness (1 px)
Pop GrungePresets Comic, Noir, Sun, Acid; Ink and Paper colors; Dot size; Angle; Threshold; Grain; Spatter; Jitter
ContourLevels 2 to 24 (8); Fill bands
PhotocopyContrast 1 to 10x (3); Threshold (0.5)
MisprintShift 0 to 24 px (4); Angle 0 to 360
FoldFolds 1 to 6 (2); Intensity (0.4)
Dust & ScratchesDust (0.3); Scratches 0 to 10 (3); Seed 0 to 999 (7)
Haze & BloomHaze (0.3); Bloom (0.4); Bloom threshold (0.7); Warmth (0.5); Glow tint
Film GrainAmount 0.02 to 0.6 (0.12)
InvertTone controls only
GrayscaleTone controls only
PixelateTone controls only
Color GradeTemperature, Tint, Vibrance, each -100 to 100
DuotoneShadows and Highlights colors; Amount (1)
Color WashColor; Intensity (0.4); mode Screen, Overlay or Multiply
VignetteAmount (0.5); Radius (0.7); Softness (0.5)
PosterizeLevels 2 to 16 (6)
SharpenAmount 0 to 3x (1)

For what each effect does to an image, see dithering, halftone and print, ASCII and text textures, filters and color and creative effects.

Zoom & Transform

The Zoom & Transform mode moves the picture instead of changing its look. Its Spatial Controls are:

ControlRange
Zoom / Scale0.1 to 5x (new clips start at 1.5x)
Rotation-180 to 180 degrees
Pos X, Pos Y-1 to 1
Motion PresetStatic, Zoom In, Zoom Out, Pan Left, Pan Right

Motion presets animate over the length of the effect clip. See Ken Burns pan and zoom for a step by step.

Tip: A 0.2 second Transform clip at 1.06x scale makes a quick punch-in. Place one on each beat for a pulsing edit, or let beat sync do it for you.

Keyframes

Keyframes animate an effect clip over time. They start with the transform, Zoom / Scale, Rotation, Pos X and Pos Y, and any number slider on the clip can be keyframed too, such as halftone cell size or brightness. Values between keyframes are blended in a straight line. Before the first keyframe and after the last one, the value holds.

  1. Select an effect clip and move the playhead to where the motion should start.
  2. Click Add Keyframe in the Spatial Controls, or right-click the clip and choose Add Keyframe. This records the current scale, position and rotation at the playhead.
  3. Move the playhead, then drag the sliders. Once a clip has keyframes, changing a slider writes a keyframe at the playhead instead of changing the whole clip.
  4. Keyframes appear as small amber dots on the clip. Click a dot to jump the playhead to it.

To remove keyframes, park the playhead on one and right-click the clip, then choose Clear Keyframe. Keyframes also act as snapping points.

A keyframed property takes over from the motion preset for that property. For example, keyframing scale disables Zoom In on that clip, but a Pan preset still moves it sideways.

Once a clip has keyframes, moving any number slider on it writes a keyframe at the playhead, and the sliders show the animated value wherever the playhead sits. Choices that are not numbers, like a palette, a color or a mode, apply to the whole clip. If you want a fixed look with animated motion, keep the motion on its own Zoom & Transform clip.

Frame seeds and jitter

Some effects move over time: halftone and Pop Grunge dots shift, and spatter changes position. Bitgrain gives each moment its own frame seed, so these patterns move like real print or film while staying repeatable. Render the same frame twice and the seeded patterns land in the same place.

Film Grain, Grunge ASCII, Random dithering and the print finish pass are seeded too, so two exports of the same project match pixel for pixel.

The base seed changes 30 times per second. Halftone and Pop Grunge also have a Jitter box that sets how often their dot pattern shifts:

Auto measures motion the same way in the preview and in the MP4 export, frame by frame from the footage, so the export boils and settles where the preview does.

Preview quality versus export

The preview processes effects on a working image at most 540 pixels wide. The MP4 export treats effects in two ways so the result matches that preview:

If a clip stacks both kinds at once, the whole stack takes the second path, so the smooth effects on that clip are upscaled with the pixel ones and everything lines up. Clips with no effect, or only a transform, render at full export resolution. WebM export records the preview itself, so it matches too.

Per-clip effects

The video inspector has an Effects & Filters section with quick buttons: + Grayscale, + Invert, + Pixelate, + Grain / Noise, + ASCII Art and + Retro Dither. Each one you add shows up as a small card with an Intensity slider (0 to 2) and a trash button.

Per-clip effects only touch that clip, and they run after any effect-clip effects active at the same time. For full parameter control, use an effect clip instead.

Real-time overlay effects

Image overlay clips have a Glitch & distortion menu in their inspector. These are lightweight, animated effects drawn live on the overlay image.

EffectAnimatedDefault intensityDefault speed
GlitchYes50%60%
RGB splitYes50%40%
Scanlines (CRT)Yes50%30%
PixelateNo40%none
Wave warpYes50%50%

Every effect has an Intensity slider (0 to 100%). The animated ones also have Speed (0 to 100%). Pick None to remove the effect. These sit alongside the overlay's CSS-style filters (Blur, Grayscale, Invert, Sepia, Hue, Saturation, Brightness, Contrast), covered on timeline and clips.

Tracking overlays

A tracking overlay draws a motion HUD: reticles that lock onto movement in your footage, follow it, and drop off when it stops, joined by lines, arrows, coordinate readouts and zoomed thumbnails.

Click Tracking in the action bar to add a 5 second clip at the playhead. It goes on the first tracking track, and a track called "Tracking" is created if you have none. The overlay reads the finished frame underneath it (video, effects and image overlays), so it follows whatever is actually on screen.

ControlRange (default)What it does
Arrows, Coords, Thumbs, ChipOn or offShow connecting arrows, coordinate labels, zoomed thumbnails, and a dark chip behind labels
Max markers2 to 20 (7)How many reticles can be on screen at once
Marker size0.5 to 3xSize of the reticles
Line width0.5 to 8 (1.5)Thickness of lines and reticles
Label size0.5 to 4xSize of the readout text
Thumbnail zoom1 to 6x (2.5)Magnification inside thumbnails
Animation speed0 to 3x (1)Speed of the dashed line animation
Lines, ReadoutsColorsLine color and label color
Reshuffle markersButtonPicks a new random seed for a different arrangement
Fade in, Fade out0 to 2 sEases the whole overlay in and out

Tracking works best on footage with clear moving subjects. On a static shot, few reticles appear.

Transitions

Transitions live in the Trans tab of Templates. They work by fading clips, so they apply between the selected clip and the nearest earlier clip on the same track.

  1. Select the clip that should come in.
  2. Open Templates, then Trans.
  3. Pick a transition. The previous clip on that track gets a fade out and the selected clip gets a fade in.
TransitionFade length
Crossfade0.7 s each side
Dip to Black0.8 s each side
Dip to White0.16 s each side (a quick flash)
Soft Fade1 s each side

On video clips, Dip to Black and Dip to White fade the whole frame to that color and back, including anything on lower tracks. Crossfade and Soft Fade fade the clips themselves, so with two clips end to end on one track they pass through whatever is underneath, usually the black background. For a true overlap blend, put the incoming clip on a second video track, overlap the two, and fade the top one in. On text, image and tracking clips every transition is a plain fade. Fades are clamped to half of each clip's length. You can fine tune them afterwards with the fade handles or sliders, and picking Crossfade or Soft Fade later removes a dip color.

Overlay templates

The Overlays tab in Templates drops a group of timed text clips at the playhead, all on your first text track.

OverlayLengthWhat you get
Countdown 3-2-13 sThree big digits popping in sequence
Swipe Up3 sAn arrow and caption that slide up together
Lower Third (Name + Role)4 sA two-line name plate that slides in from the left
End Card + Subscribe5 sA title with a call to action stacked below
Flash Cut1.2 sA quick blinking word for hard cuts
Pulse Pop2.5 sA stack of words that pop in one after another

Each part is an ordinary text clip, so you can edit the words and styling in the text inspector.

More documentation