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Vignette

Darkens the edges of an image with adjustable shape, feather, and offset.

Category: Effects Menu path: Effects > Vignette

Ports

PortTypeDirectionDescription
inimageRgba16finputInput image
outimageRgba16foutputVignetted result

Parameters

ParamTypeDefaultDescription
amountscalar0.5Strength of the darkening. 0 = no effect, 1 = full black at edges. Keyframeable.
roundnessscalar1.0Shape of the vignette. 0 = rectangular, 1 = circular. Values between blend the two. Keyframeable.
featherscalar0.5Width of the soft falloff from center to edge. Higher values produce a more gradual transition. Keyframeable.
offsetvec2(0, 0)Shifts the vignette center away from the image center. Keyframeable.

Expose Channels

When enabled (E button on node header), adds input ports that override params via edge connections:

PortTypeOverrides
amount_inscalaramount
roundness_inscalarroundness
feather_inscalarfeather
offset_invec2offset

How It Works

The shader computes a distance from each pixel to the vignette center (adjusted by offset). Roundness blends between a rectangular (Chebyshev) and circular (Euclidean) distance metric. The resulting distance is smoothstepped using the feather parameter, then multiplied against the source RGB. Alpha is preserved, so the vignette only affects color, not transparency.

Usage Examples

Basic: Classic photo vignette

  1. Add a Vignette node after your image
  2. Set amount to 0.6, roundness to 1.0, feather to 0.5
  3. The edges darken smoothly toward the corners

Creative: Rectangular spotlight

  1. Set roundness to 0 for a rectangular falloff shape
  2. Use feather 0.3 and amount 0.9 for a dramatic spotlight effect
  3. Animate offset to move the bright area across the frame

Advanced: Driven vignette center

  1. Connect a MakeVector node to offset_in via expose channels
  2. Drive the vector components with animated Time + Math nodes
  3. The vignette center follows an animated path

Tips

  • The vignette multiplies RGB only -- alpha is untouched, so it composites cleanly
  • At roundness 0.5, you get a "squircle" shape that looks natural for most footage
  • For a subtle film look, keep amount between 0.2 and 0.4
  • ColorCorrect -- global color grading without spatial variation
  • Gradient -- for more complex spatial color effects, use a radial gradient as a Mix mask
  • Crop -- hard rectangular cutoff instead of soft darkening

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