addEffect puts one of these 48 effects on a node’s stack by kind, with params by name (the defaults below apply to any you leave out) and an optional preset. list_motion_effects (REST: GET /v1/motion/effects) returns the same list.
- After it is added, each number is a property you can key:
field:@e.<effectId>/effect/<param>, e.g.setKeyframesonfield:@e.glow1/effect/radius. backdrop: truefilters what is drawn beneath the node’s bounds instead of the node (pixel filters only). On a shape filled#00000000that makes an adjustment layer; withfx.liquidGlassit makes a pane of glass.- Points are
[x, y]in the node’s pixels, or"center"for its centre. kind: "shader"runs your own SkSL fromsource:uniform shader image;is the node andhalf4 main(float2 p)returns each pixel;uniform float2 resolutionis bound to the node’s size. Pass other uniforms’ values inuniformsand other nodes as shader inputs ininputs.
Blur
blur
Gaussian blur. Blurs the node; set one radius to 0 for a directional blur.boxBlur
Box blur. Box blur:iterations passes of a box radius pixels either side.
fx.spinBlur
Spin blur. Radial blur of kind spin aboutcenter.
Light
glow
Glow. Glow: what is brighter thanthreshold is blurred over radius and added.
dropShadow
Drop shadow. A shadow behind the node; with no offset and a light colour, a halo (outer glow).fx.liquidGlass
Liquid glass. Apple’s Liquid Glass: the node’s box becomes a pane of frosted glass that bends what lies beneath it at its rim. Use it as a backdrop on a #00000000 shape, or set shapeBlur to make a title’s letters (in a transparent or faint colour) glass. Defaults are macOS 26’s clear glass in dark mode; presets give its other styles (regular, control, bright, edgeBleed, deepLens, lens, magnifier, thinBevel, subdued, scrim, each also as …Light). Distances are signed, negative inside the pane.
Presets (
preset in addEffect and setEffect):
clear: macOS’s clear glass (also AppKit variants 2, 3, 7, 8 and 10): a light frost and a strong rim lens. Dark appearance.clearLight: macOS’s clear glass (also AppKit variants 2, 3, 7, 8 and 10): a light frost and a strong rim lens. Light appearance.regular: macOS’s regular glass: more frost and a paler face. Dark appearance.regularLight: macOS’s regular glass: more frost and a paler face. Light appearance.control: A small control’s glass: a shallower lens and a thinner bevel (variant 4). Dark appearance.controlLight: A small control’s glass: a shallower lens and a thinner bevel (variant 4). Light appearance.bright: Glass lifted by a grey screen layer (variant 5). Dark appearance.brightLight: Glass lifted by a grey screen layer (variant 5). Light appearance.edgeBleed: No face colouring, the scene bleeding in from beyond the rim, darkened, with a lit rim (variant 6). Dark appearance.edgeBleedLight: No face colouring, the scene bleeding in from beyond the rim, darkened, with a lit rim (variant 6). Light appearance.deepLens: A deeper, stronger lens (variant 9). Dark appearance.deepLensLight: A deeper, stronger lens (variant 9). Light appearance.lens: Unfrosted glass with a lit rim and an outer lens (variant 11). Dark appearance.lensLight: Unfrosted glass with a lit rim and an outer lens (variant 11). Light appearance.magnifier: A sharp lens and nothing else, like a loupe (variant 19). Dark appearance.magnifierLight: A sharp lens and nothing else, like a loupe (variant 19). Light appearance.thinBevel: Regular glass with a 5 px bevel (variant 20). Dark appearance.thinBevelLight: Regular glass with a 5 px bevel (variant 20). Light appearance.subdued: Regular glass dimmed, as AppKit’s subdued state draws it. Dark appearance.subduedLight: Regular glass dimmed, as AppKit’s subdued state draws it. Light appearance.scrim: Regular glass without its lens, as AppKit’s scrim state draws it. Dark appearance.scrimLight: Regular glass without its lens, as AppKit’s scrim state draws it. Light appearance.
fx.bevelAlpha
Bevel alpha. The alpha edge lit fromlightAngle.
Color
curves
Curves. Channel curves: each a list of [x, y] points in 0..1 with increasing x.lut
LUT. A colour look-up table from the document’s LUT assets.colorMatrix
Color matrix. A 4×5 colour matrix, row-major (20 numbers), for hue turns and channel mixing.fx.levels
Levels. Inputs mapped from inputBlack..inputWhite through gamma onto outputBlack..outputWhite.fx.exposure
Exposure. Exposure in linear light: stops, offset, gamma.fx.vibrance
Vibrance. Vibrance raises saturation most where it is lowest; saturation raises it evenly.fx.tint
Tint. Luminance mapped from mapBlackTo to mapWhiteTo.fx.tritone
Tritone. Luminance mapped through shadows, midtones and highlights.fx.fill
Fill. Colour replaced bycolor, alpha kept.
fx.gradientRamp
Gradient ramp. Colour replaced by a ramp fromcolor1 at start to the last of colorCount colours at end, alpha kept: gradient text or shapes. Points are the node’s own pixels, so the ramp moves and scales with it.
fx.posterize
Posterize. Each channel rounded tolevels steps.
fx.threshold
Threshold. White where luminance reacheslevel, black elsewhere.
fx.vignette
Vignette. Darkens (or colours) the edges.Key
matteChoker
Matte choker. Softens the alpha, then cuts it at a threshold moved bychoke: positive shrinks the matte, negative spreads it.
dilate
Grow. Dilates the node’s pixels byradius.
erode
Shrink. Erodes the node’s pixels byradius.
fx.linearColorKey
Color key. Pixels withintolerance of keyColor turn transparent (green screen).
Time
echo
Echo. Copies of the node from other times (motion trails):count copies interval seconds apart (negative looks back).
Generate
repeater
Repeater. Copies of the node, each moved, turned and scaled from the one before.fx.fractalNoise
Fractal noise. Replaces the pixels with animated fractal noise.fx.grid
Grid. Grid lines over the node.fx.checkerboard
Checkerboard. Alternate squares incolor over the node.
Path
trimPath
Trim path. Keeps start..end of a shape’s outline: key end from 0 to 1 to draw a line on.dashPath
Dashes. Dashes a stroked shape.cornerPath
Round corners. Rounds a shape’s corners.discretePath
Roughen edges. Breaks a shape’s outline into jittered segments.Distort
fx.waveWarp
Wave warp. A sine wave alongangle moves pixels across it; animate phase to make it travel.
fx.turbulentDisplace
Turbulent displace. Pixels taken from up toamount away along fractal noise.
fx.bulge
Bulge. Magnifies (positive height) or pinches the ellipse aboutcenter.
fx.twirl
Twirl. Turns pixels aboutcenter, easing to none at radius.
fx.mirror
Mirror. Reflects one side of the line throughcenter onto the other.
fx.polarCoordinates
Polar coordinates. Wraps the image around its centre (toPolar 1) or unwraps it.fx.chromaticAberration
Chromatic aberration. Splits red and blue outward from the centre.Stylize
fx.sharpen
Sharpen. Unsharp mask.fx.mosaic
Mosaic. Blocks of solid colour (pixelate).fx.addGrain
Add grain. Film grain; it changes every frame.fx.findEdges
Find edges. Dark lines where luminance changes.Transition
fx.linearWipe
Linear wipe. Wipes the node away from one side; key completion from 0 to 1.fx.radialWipe
Radial wipe. Wipes the node away clockwise aboutcenter.