Stroke

Brief Description

Draw a Stroke on the edge of the alpha contour of the source image. Styling can be either a solid fill color or an oriented gradient ramp along the edge.

Controls

Parameter / Script Name Type Default Function
Enabled / enabled Boolean On
Red / process_red Boolean On Enable the red channel in output. Otherwise if there's a source the main source content is returned, else 0.
Green / process_green Boolean On Enable the green channel in output. Otherwise if there's a source the main source content is returned, else 0.
Blue / process_blue Boolean On Enable the blue channel in output. Otherwise if there's a source the main source content is returned, else 0.
Alpha / process_alpha Boolean On Enable the alpha channel in output. Otherwise if there's a source the main source content is returned, else 0.
Position / position Choice Inside Outside
Centered
Inside
Technique / technique Choice Smooth Smooth
Distance Field
Style / style Choice Fill Fill
Edge Gradient
Size / size Float 5
Edge Threshold / threshold Float 0.25 Alpha values below this level are considered outside the object; adjusting may help fix edge issues.
Fill Color / fillColor Color 1, 1, 1, 1
Gradient / gradient
Gradient Wrap Mode / wrap Choice Constant Constant
Repeat
Mirror
Invert / inverse Boolean Off Invert Gradient.
Offset / offset Float 0
Colorspace / input_colorspace Choice Project Display Space Project Working Space: Color interpreted in project working space.
Project Display Space: Color interpreted in project display space.
Arrangement / arrangement Choice Blend With Source Blend With Source: For Inside & Centered — blends stroke with original.
Blend With Source Shrinked: Blends with a shrinked version of the source to avoid overlap.
Blend Mode / blendMode Choice Normal

Add: Ac + Dc — Adds source to destination.

Color Dodge: if Ac < 1 → min(1, Bc/(1−Ac)); else 1.

Lighten: max(Ac, Bc).

Linear Dodge: min(Ac + Bc, 1).

Screen: Ac + Bc − Ac×Bc.

Hard-light: multiply/screen based on Ac.

Hard Mix: vivid-light threshold.

Linear Light: burn/dodge based on Ac.

Overlay: depends on Bc.

Pin Light: removes mid-tones.

Soft Light: multi-branch soft‑light model.

Vivid Light: burn/dodge mix.

Difference: abs(A − B).

Divide: Ac/Bc if valid; else 0.

Exclusion: Ac + Bc − 2AcBc.

Minus: Ac − Bc.

Subtract: Bc − Ac.

Color: SetLum(Ac, Lum(Bc)).

Hue: SetLum(SetSat(Ac, Sat(Bc)), Lum(Bc)).

Luminosity: SetLum(Bc, Lum(Ac)).

Saturation: SetLum(SetSat(Bc, Sat(Ac)), Lum(Bc)).

Replace: Ac.

Destination Atop: Bca×Aa + Aca×(1−Ba).

Destination Out: Ba×Bc×(1−Aa).

Destination Over: Aa×(1−Ba) + Bc.

Destination In: Bc×Aa.

Source Atop: Ac×Ba + Bc×(1−Aa).

Source Out: Ac×(1−Ba).

Normal: Ac + Bc×(1−Aa).

Source In: Ac×Ba.

Xor: Ac×(1−Ba) + Bc×(1−Aa).

Average: (Ac + Bc)/2.

Conjoint Over: depends on Aa ≤ Ba.

Disjoint Over: depends on Aa + Ba ≥ 1.

Geometric: 2AcBc/(Ac + Bc).

Grain Extract: Bc − Ac + 0.5.

Grain Merge: Bc + Ac − 0.5.

Hypot: sqrt(Ac² + Bc²).

Reflect: Aa²/(1−Ba).

Color Burn: 1 − min(1, (1−Bc)/Ac).

Darken: min(Ac, Bc).

Linear Burn: Bc + Ac − 1.

Multiply: Ac × Bc.

Multiply (Math): Ac × Bc (negatives preserved).

Post-Blur / postBlurSize Float 0
Mask / mask Image -
Mix / mix_with_source Float 1 Dissolves between the original image at 0 and the effect-applied image at 1.