Overview
Custom Filter performs a convolution: for each pixel, each neighbor is multiplied by the matching weight in the matrix, the results are added up, divided by the divisor, then a bias is added.
Depending on the weights you choose, you get radically different effects: blur (average), sharpen (local contrast), emboss (directional difference), edge detect (gradient). It is the basic building block of every classic image processing filter - Fusion exposes it directly for those who want absolute control.
Where to find this node
- Effects Library:
Tools > Filter > Custom Filter - Quick add: right-click in the Node Editor →
Add Tool > Filter > Custom Filter
Convolution explained
For each output pixel, the formula is:
Out(x,y) = (Σ Kernel[i,j] × Input(x+i, y+j)) / Divisor + Bias
Example: 3×3 average (= uniform blur):
[ 1 1 1 ] [ 1 1 1 ] Divisor = 9 [ 1 1 1 ] Bias = 0
Example: 3×3 sharpen:
[ 0 -1 0 ] [ -1 5 -1 ] Divisor = 1 [ 0 -1 0 ] Bias = 0
Inputs
- Input (yellow) - image to filter.
- Effect Mask (blue) - optional.
Setup
MediaIn → Custom Filter (chosen kernel) → MediaOut
Controls tab
- Matrix Size
- Size of the matrix: 3×3, 5×5 or 7×7. Bigger = more flexibility but slower (7×7 = 49 multiplications per pixel).
- Matrix
- Grid of numeric cells. Each cell is the weight of the matching pixel in the neighborhood. Center cell = the weight of the pixel itself.
- Divisor
- Divisor applied after the weighted sum. Typically the sum of the weights to get an average (no change in brightness).
- Bias
- Value added to the final result. Useful for edge detect kernels that produce negative values (a bias of 0.5 shifts them back to mid gray).
- Red / Green / Blue / Alpha
- Channels processed. Apply to all or selectively.
Classic kernels
- Identity
- A matrix with a 1 in the center and 0 everywhere else. Divisor 1. Leaves the image unchanged. The starting point for editing a custom kernel.
- Sharpen
[0 -1 0 / -1 5 -1 / 0 -1 0]Divisor 1. Boosts local contrast. Stronger version:[-1 -1 -1 / -1 9 -1 / -1 -1 -1].- Sobel X (horizontal edge detect)
[-1 0 1 / -2 0 2 / -1 0 1]Divisor 1, Bias 0.5. Detects vertical edges (gradient in X).- Sobel Y (vertical edge detect)
[-1 -2 -1 / 0 0 0 / 1 2 1]Divisor 1, Bias 0.5. Detects horizontal edges.- Laplace (omnidirectional edge detect)
[0 -1 0 / -1 4 -1 / 0 -1 0]Divisor 1, Bias 0.5. Detects all edges. More sensitive to noise than Sobel.- Emboss
[-2 -1 0 / -1 1 1 / 0 1 2]Divisor 1, Bias 0.5. A relief / fake 3D effect with diagonal light.- Gaussian Blur 5×5
[1 4 6 4 1 / 4 16 24 16 4 / 6 24 36 24 6 / 4 16 24 16 4 / 1 4 6 4 1]Divisor 256. A soft, controllable Gaussian blur.
Use cases
- Controlled sharpen - where the standard Sharpen node is limited, a custom kernel lets you dose the effect precisely (center = 5 / neighbors = -1 → classic sharpen, center = 9 → aggressive version).
- Edge detection - Sobel or Laplace + threshold = an automatic mask of the edges. Useful to isolate crisp shapes.
- Artistic emboss - an emboss kernel + adjusted weights = an engraving / lithograph effect. Widely used for stylization in motion graphics.
- Asymmetrical directional blur - uneven weights (e.g. strong on the left, weak on the right) = blur with a direction of travel, useful to simulate a specific motion blur.
- Custom normal map from gradients - Sobel X and Sobel Y in parallel, packed into the R and G of a channel combiner = a manually generated normal map with more control than Create Bump Map.
- Artistic - exotic kernels with extreme divisor/bias values = unpredictable visual effects (psychedelic processing, glitch generator).
Tips
- Divisor = sum of the positive weights for a filter that preserves the average brightness. Change it for a multiplied effect.
- Bias 0.5 for kernels that produce negatives (edge detect, emboss). Otherwise negative pixels clamp to 0 → half the information is lost.
- 7×7 = expensive - 49 multiplications + 49 additions per pixel per channel. Avoid it unless you really need it. 3×3 is enough for 90% of cases.
- Kernel symmetry - classic filters (blur, sharpen) are symmetrical. For a directional effect (motion blur, emboss), break the symmetry on purpose.
- Test each channel separately - some effects (edge detect) work better applied to luminance only (then merged over the original color image).
- Resources: the values of classic kernels are documented everywhere online (search for "image convolution kernels"). Copy-paste the matrices to get started, then adjust.
