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Analog & Glitch

Effects that make a picture look as if it came through an old TV, a worn tape or a broken digital signal. Add one in Properties → Effects → + Add Effect (Using effects).

Adding Glitch: + Add Effect, type glitch, click the tile, drag Density.
Look Use
a broadcast or a worn VHS tape, with real faults Analog Signal Lab
an old tube TV: lines, stripes, curved glass CRT Screen
TV lines over the picture, nothing else Scanlines
film grain Film Grain
a digital signal breaking up in bursts Glitch
grid cells jumping sideways Glitch Grid
soft waves pushing the picture sideways Ribbon Scan
raw leftover memory shown as pixels Memory Leak

Related looks in other groups: Film Prism, Holo, Crystal Glass and Glass Dispersion under Lens & Distort, Pixel Sort under Pixel & Mosaic and Wave Lines under Lines & Engraving.

The stage folders of Glitch from left to right: Parameters feed Burst Clock; Burst Clock feeds Torn Rows and Block Copies; both feed Read Position & RGB Split, which feeds Channel Reads & Swap; Block Copies also sends Swap Channels and the Input Frame sends the frame to Channel Reads & Swap, which feeds Colour & Alpha

The stage folders of Glitch and the main signals between them (a diagram; the Node Workspace also shows the Constants and Coordinates folders and each folder's ports).

CRT Screen, Glitch, Film Prism, Holo and Ribbon Scan are small node graphs you can open and change; the first three open as stage folders. All of them first decide where to read the picture, then what light to show. In Glitch, Burst Clock decides when the signal breaks, Torn Rows and Block Copies decide where, and the last stages read the picture there and put the colours back together. CRT Screen bends the read position into a tube, Film Prism spreads it into seven reads along a rainbow.

Sizes count against the frame (lines per picture height, pixels at 1080 lines), so the export, 4K and a full-quality preview look the same. Every random choice comes from a Random (Integer Hash) node keyed by whole numbers, so a frame looks the same every time you play or scrub back to it.

The effects follow timeline time: the preview, scrubbing and the export match, and Speed 0 freezes them. Values outside a control’s range are clamped and named in the card. Crystal Glass, Glass Dispersion and Pixel Sort are marked Experimental; their card says why.

Developer notes: Effect system: Analog & Glitch notes.