Effects

Grain

Film grain over the picture: sized in frame units, strongest in the midtones, mono or colour; in animation it changes every frame and loops.

  • effect
  • seamless tile
  • looping animation
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Film grain is not a flaw but the very nature of photography: a picture on film is built from tiny specks of silver. Digital sensors have none, so grain is added on purpose — in cinema against plastic smoothness, in graphics against banding. The AV1 codec even strips grain before compression and re-synthesises it on playback, sparing the bits.

How it works

An emulsion is gelatine full of silver halide crystals, mostly bromide. A crystal that caught enough light turns wholly to silver in the developer; the fixer dissolves the rest — a yes-or-no decision. Tone is the fraction p of developed crystals, and the scatter of such a random binary mosaic goes as p(1 − p): largest in the midtones, vanishing in deep shadows and highlights. That is exactly what “Midtones only” does, moving the grain weight from 1 towards 4L(1 − L).

The grain is periodic simplex noise, its “Grain size” set in frame units. “Roughness” adds an octave twice as fine; “Colour” splits the channels by mixing independent noise into each — colour film has three emulsion layers, each with its own grain. When grains are smaller than a pixel their amplitude falls as size/pixel: averaging N independent grains cuts the noise by √N. So a preview looks no noisier than the export. In animation the noise field slides round a circle: new grain every frame, and a loop that closes exactly.

c′ = c + 0.32·A·n(x)·w(L)·min(1, s/px) w(L) = (1 − ρ) + ρ·4L(1 − L), ρ = “Midtones only” Selwyn's law: σ·√S = const

A bit of history

Grain goes hand in hand with speed: a big crystal catches light more easily, so fast films are grainier. In 1935 Selwyn, of the Kodak research laboratory, stated the law that granularity σ measured through an aperture of area S falls as 1/√S — which is why Kodak data sheets quoted RMS granularity through a 48 µm aperture. In the 1980s Kodak brought out T-Grain emulsions with flat, tabular crystals: more area to catch light for the same amount of silver, and so more speed without more grain.

What to tweak

  • “Grain size” is in frame units, so an 8K export has the same grain, only crisper: 0.001 is fine-grained stock, 0.003–0.005 a coarse fast film.
  • “Colour” at 0 is black-and-white film, 0.3–0.5 colour negative, 1 the chroma noise of a digital sensor at high ISO.
  • “Flicker” at 0 freezes the grain for a still; 1–2 makes it boil like a film projection.
  • Over smooth Mesh gradient and Fractal noise a light grain (“Amount” 0.1–0.2) kills banding in the export and adds an analogue feel. Over Halftone and Dither it is pointless — they have their own texture.

Parameters

Amount
Grain size
As a fraction of the short side — an 8K export has the same grain, just crisper
Roughness
Adds a finer octave — the grain gets grittier
Colour
Zero — monochrome grain, one — independent noise per channel
Midtones only
Like film: less grain in deep shadows and highlights
Flicker
How many times the grain goes round its circle per animation loop; 0 — frozen