Manual/ Control reference
On this pageFind your controlsPresets, custom looks and resetsWhole-effect controls and qualityCOLOR SIGNALCIRCUIT BENDDAMAGENOISEWAVESSCREENCAPTURECONVERGENCEGLASS & OPTICSStandalone preview, files and exportAnimation and saving in the pluginsThree useful starting adjustments
Reference

GLAZE controls and presets

GLAZE builds a look from two connected ideas: damage to a video signal, and the appearance of that signal on a filmed screen. Start with a preset, adjust one group at a time, then check the result in motion and in a short export.

This reference covers the released Mac Standalone app and the Adobe and DaVinci plugins. Some control names differ between their interfaces. The tables give the Standalone name first and the native plugin name where different. Numerical ranges describe the released Standalone controls unless an exception is stated. They are available adjustment ranges, not the starting values of every preset.

Find your controls

Interface Where to work What it does
Standalone EASY or ADVANCED EASY offers preset-led Quick Shape controls and detail controls for the selected group. ADVANCED exposes the full set of modules. Both edit the same look.
After Effects GLAZE in Effect Controls The native surface gives factory looks and Quick Shape controls; expandable native groups expose individual parameters.
Premiere Pro GLAZE in Effect Controls Native parameter groups control the effect on the selected clip.
Adobe optional panel GLAZE CRT Extended UI A visual preset browser and control surface for an applied GLAZE effect. Select the intended layer or clip before editing.
DaVinci Resolve GLAZE's native OpenFX controls GLOBAL and the nine effect groups, including SCREEN TYPE inside SCREEN. Resolve does not use the Adobe extension panel.

The nine effect groups are COLOR SIGNAL, CIRCUIT BEND, DAMAGE, NOISE, WAVES, SCREEN, CAPTURE, CONVERGENCE, and GLASS & OPTICS. GLOBAL contains whole-effect controls in the native plugins. SIGNAL and SCREEN headings in the visual interfaces organize modules; they are not additional effects.

Presets, custom looks and resets

The 18 factory looks

The Standalone browser organizes its factory bank as follows. The plugins contain the same named factory looks, but their native Preset menu need not display these category headings.

Category Presets
CAMERA LOOKS HANDICAM, HOME VIDEO, HOME VIDEO 2, SHUTTER SCAN
TV LOOKS SCREENSHOT, PHOTON, ENDERS GAME, 1997 COMMERCIAL, UNICORN HEARTSONG, FLASHY TV
GLITCH CIRCUIT BENDER, BAD CABLE, DEEP FRIED, LSD FEEDBACK LOOP, BAD SYNC, CHROMA SCAN, CIRCUITS COOKED, SPECTRAL

Select a factory preset to load its authored settings. Preset recall replaces a look rather than adding another layer of settings to it. Save a variation before selecting another preset if you want to keep it. A browser count above 18 can include personal presets; it does not necessarily indicate extra factory content.

In Adobe, CUSTOM / HANDICAM, for example, means the effect has been edited from HANDICAM. It is not a new saved preset. Save the look if you want to recall that variation later. A disagreement between the panel and native effect is not expected behavior: reselect the intended layer or clip, check its native controls, and report a persistent mismatch. Do not repeatedly recall presets over an unsaved custom look to diagnose it.

Save a personal preset in Standalone

  1. Adjust the look you want to keep.
  2. Choose NEW PRESET in EASY, or the Save preset disk button in ADVANCED.
  3. Enter a distinctive name in the naming popover and choose SAVE.
  4. Look for PRESET SAVED. Recall the look by selecting it in the preset browser. Personal looks are grouped under MY PRESETS.

Using an existing name can update an existing preset. Use a new name when you want a separate variation. Saving a preset stores control settings, not the source media, an editor project, or a performance recording.

Save a personal preset in the Adobe panel

Choose SAVE, name the look, optionally enter a category, and save. The panel reads the selected effect's current host values. Saving the same name updates that personal preset. A thumbnail is optional. This is separate from saving the AE or Premiere project. Do not assume that Standalone personal presets automatically appear in the Adobe bank or Resolve.

Reset versus recall

In Standalone, the overall reset returns to the cleanest control state and clears the current preset selection. A module reset affects only that module. Neither is the same as reloading a factory preset. The Adobe panel's reset controls and the host's own effect Reset are separate controls; do not assume every host Reset means the same thing as Standalone's clean reset.

Whole-effect controls and quality

Control How to use it
Dry / Wet, 0–1 Blend the original with the processed result. 0 is dry; 1 is fully processed. Use this for the overall effect strength.
Brightness / Brightness Boost, −0.25–0.25 Final output brightness trim. 0 is neutral. This is different from Brightness Gain inside COLOR SIGNAL.
Contrast, 0.5–2.5 Final output contrast. 1 is neutral. Check bright and dark areas after increasing it.
Signal Clean, 0–1 Move from the composite-signal character toward a cleaner signal. This is not a bypass for all screen, damage and optics controls.
SD / HI / FULL Select the processing raster. SD is the classic lower-resolution signal character; HI uses a higher fixed raster; FULL processes at the source-resolution tier. Compare all three on your actual shot.

Quality is not an output-size selector. A source-resolution export can still use SD signal processing. Changing quality can change the texture and appearance, not just render speed. Host preview resolution, viewer zoom, and GLAZE quality are also different settings.

The visual interfaces' module masters and Quick Shape knobs change several underlying detail controls together, using a preset-aware relationship. They are not simply separate opacity sliders. After moving a master, the detail values can change. For a precise correction, open the module and adjust a detail control instead.

COLOR SIGNAL

Use this group for color transmission, edge separation and signal-level character before adding strong screen distortion.

Control Range Effect
Brightness Gain 0.4–2 Signal gain. Pushes the signal entering the effect; 1 is neutral gain.
Chroma Level 0–2.5 Strength of the color signal. Reduce for a washed-out or less colorful image; increase for stronger color.
Hue Drift 0–1.2 Instability in the color signal's hue. Judge while playing, not only on a still frame.
Chroma Bleed 0–1 Color spreading beyond sharp luminance boundaries.
RGB Split 0–1 Creative offset between color channels. Different from the radial beam-alignment effect in CONVERGENCE.
Post Sharpen 0–1 Edge emphasis in the signal path. Too much can make existing hard edges more pronounced.
Post Glow 0–1 Signal-path bloom. Separate from the broader glass Glow in GLASS & OPTICS.
Halation 0–1 Red-biased halo around bright areas.
Signal Clean 0–1 Composite-to-cleaner signal adjustment, also exposed in the Standalone header.

CIRCUIT BEND

Circuit Bend reshapes the signal through a resonant stage. It can become extreme quickly. Start with Amount, then adjust Frequency and Q; use Boost and thresholds to change how hard it is driven.

Visual control / native name Range Effect
Amount / Circuit Bend 0–1 Strength of the circuit-bending stage. At zero, related shaping controls may produce no visible change.
Motion / Bend Motion −1–1 Changes the bend's signal response. It is not a playback-speed control.
Frequency / Frequency (MHz) 0.05–5.5 MHz Tunes the resonant frequency.
Q 0.25–30 Resonance sharpness. Higher values concentrate the response more narrowly.
Boost / Boost (dB) 0–48 dB Gain into the nonlinear stage. More boost can dramatically change brightness and distortion.
Threshold Low / Threshold Low (IRE) −40–160 IRE Lower level used by the nonlinear limiting stage.
Threshold High / Threshold High (IRE) −40–160 IRE Upper level used by the nonlinear limiting stage.
Feedback 0–0.25 Feedback within the bend circuit. This is not a previous-frame trail control.
Feedback Delay / Feedback Delay (us) 0–1.5 µs Delay inside that signal feedback path.

DAMAGE

Use small amounts for aged footage or larger amounts for faults and breaks. All Standalone amounts below run from 0–1. Native Signal Echo additionally allows −1–1.

Standalone / native name Effect
Shake Horizontal time-base instability.
Tear Horizontal sync disruption that breaks or displaces lines.
Vertical Roll Rolling picture and its associated blanking region.
Exposure Flash / Exposure Flashes Brief exposure-level disturbances.
Dropouts / Dropout Missing or corrupted portions of the signal.
Dropout Style White Streak, Black, Line Hold, Chroma Loss, or TBC Tear. It changes the dropout treatment, not its amount.
Hum Band / Hum Bar A moving dark band associated with hum interference.
Signal Echo A displaced horizontal echo of picture information.
Head-Switch Band Tape head-switch disturbance near the bottom of the frame.
Top-Line Spectral Spectral disturbance near the top edge.

NOISE

Standalone / native name Range Effect
RF Specks / RF Fade 0–1 Reception-loss noise and specks.
Speck Size / RF Fade Texture 0–1 Changes the scale and correlation of those faults. Raise RF Specks first to judge it.
Tape Grain / Signal Grain 0–1 Fine luminance grain and color blotching.

WAVES

Raise Amount to engage the wave pattern, then shape it with the remaining controls.

Standalone / native name Range or choices Effect
Amount / Mod Mix 0–1 Wave contribution.
Band Count / Mod Waves 10–150 Number or density of bands across the frame.
Picture React / Mod React 0–0.3 Makes the waves react to picture brightness.
Smooth Bands / Mod Lowpass 0–8 Smooths the wave response.
Orientation / Mod Orient Horizontal, Vertical Band orientation.
Color / Mod RGB Channels Grayscale, RGB Gray versus color-channel treatment; the native control is a checkbox.
Direction / Mod Backward Forward, Backward Pattern travel direction; the native control is a checkbox.
Blend / Mod Blend Normal, Multiply, Screen, Add How waves combine with the picture.

SCREEN

SCREEN controls the mask and emitted screen image. Its refresh-related controls also interact with CAPTURE.

Standalone / native name Range or choices Effect
Screen Type Slot Mask, Aperture Grille, Delta Dot, Fine Slot / Fine Slot Mask, Square Grid Chooses the phosphor-mask pattern.
Mask Scale 0–1 Changes mask spacing. Inspect at 100% as well as your normal viewing size.
Phosphor 0–1 Strength of the selected mask. At zero, changing mask type can be difficult to see.
Refresh / Scan Refresh (Hz) Standalone: 50–120 Hz, stepped; native: 24–120 Hz Simulated screen refresh rate, not the exported movie's frame rate.
Persistence / Phosphor Persistence 0–1 Emission decay within the filmed-screen scan simulation. Not a general-purpose video trail.
Sync / Scan Sync 0–1 Scan-lock instability, wander and slips.
Supply Ripple 0–1 Power-supply-related modulation of the scan response.
Flicker / Tube Flicker 0–1 Luminance shimmer.
Beam Softness / Soften 0–1 Beam-spot and bandwidth softness.
Phosphor Bloom 0–1 Small-scale spread of phosphor emission.
Overscan 0–1 Enlarges the picture beyond its edges, cropping visible content.

In Standalone, the refresh choices are 50, 59.94, 60, 75, 85, 100 and 120 Hz. Refresh, Persistence, Sync and Supply Ripple require the screen-pulse portion of CAPTURE to be engaged. You can set them beforehand, but an inactive capture stage will not show their effect.

CAPTURE

CAPTURE creates camera-versus-screen interactions rather than changing the source camera's actual metadata. In Standalone, raise the CAPTURE master above zero to engage the screen-pulse behavior. In a host, a captured-screen preset is a useful starting point before adjusting its native detail controls.

Standalone / native name Range Effect
Shutter / Scan Shutter (1/x s) 24–500 Exposure denominator: 48 means 1/48 second. Changes the filmed-screen band response. Standalone uses stepped shutter choices.
Pulse Contrast / Scan Contrast 0–2 Strength/contrast trim of the derived exposure pattern.
Band Angle −90–90° Orientation of the capture bands. Not a rotation of the imported video.
Sensor Readout 0–1.5 Changes the sensor-readout relationship, including stretched, whole-frame and reversed scan behavior.
Moire 0–1 Interference between the simulated mask and camera sampling.
Rainbow / Rainbow Interference 0–1 Colored interference associated with that interaction.

Shutter, Pulse Contrast, Band Angle and Sensor Readout depend on the screen-pulse stage. Moire and Rainbow are separate controls. Use playback to judge moving bands; a single paused frame does not show their timing.

CONVERGENCE

Standalone / native name Range Effect
Beam Convergence 0–1 Radial RGB beam misregistration. Despite the name, increasing the control adds misalignment.
Converge Angle / Beam Convergence Angle 0–360° Direction of the beam-convergence offset. Set Beam Convergence above zero before judging angle changes.
Phosphor Convergence 0–1 Registration differences in the phosphor treatment.

For a clear check, use a high-contrast edge away from the center, raise Beam Convergence moderately, then turn the angle. This is separate from RGB Split and CAPTURE's Band Angle.

GLASS & OPTICS

Standalone / native name Range or choices Effect
Glow 0–1 Broad light spread associated with the glass.
Spectral Bloom 0–1 Colored bloom around light.
Glass Curve 0–1 Screen curvature and geometric distortion.
Line Stretch −1–1 Scan-linearity distortion.
Fisheye −1–2 Lens-like warping in either direction.
Outside / Outside Screen Opaque, Transparent Treatment of the area outside the warped screen. This does not by itself guarantee alpha in an exported file.
Edges / Extend Edges Clip, Extend Whether displaced edges clip or extend; the native control is a checkbox.

Geometry can expose edges or crop the picture. Check important titles and faces after combining Glass Curve, Fisheye and Overscan. Use the host's actual composition background and intended export settings to check transparency.

Standalone preview, files and export

BROWSE or drop a video or image to load one source. Supported decoding depends on macOS and the media's codec; a .mov or .mp4 extension alone does not guarantee compatibility. GLAZE is not an editing timeline or batch-conversion interface.

SOURCE / PROCESS compares unprocessed and processed preview. VIEW > FIT fits the image to the window; 100% displays image pixels at their natural scale. Zooming or panning the viewer is not an export crop. Play and Pause control video preview; Stop returns to the first frame. Space toggles playback when the playback shortcut has focus.

Choose a format before exporting:

Button Export format File
H264 H.264 .mp4
HEVC HEVC .mp4
PR422 ProRes 422 .mov
PR4444 ProRes 4444 .mov

For video, export uses the source's displayed orientation and dimensions, not the preview window's size. Source audio is handled by the video-export path; check synchronization in your result. An image can become an animated effect video: enter its duration in seconds and choose EXPORT VIDEO. Image exports do not add audio. A still-duration setting is not a trim for an imported movie.

Build 11 limitation: some odd-sized still images fail to export in H.264 or HEVC. Use PR422 to export a ProRes .mov, then convert in your editor if you need MP4. This does not mean all H.264 exports fail. Do not choose PR4444 solely on the assumption that this version guarantees an alpha-channel export.

Performance recording is experimental

Record captures changing controls during video playback for an exported performance take. It is not required for a normal static-look export and is not a camera/screen recorder.

  1. Load a short video and choose a starting look.
  2. Press Record. ARMED means it is waiting for a played video frame.
  3. Play and change controls. The status becomes RECORDING.
  4. Stop recording to hold the take, shown as TAKE READY. Export also finishes an active take.
  5. Export and review the resulting movement before using this workflow for important work.

Pressing Record again while TAKE READY clears the take. Do not use that button as a save command. A personal preset stores settings, not the recorded performance. There is no promise here that a take survives quitting the app.

Animation and saving in the plugins

The host owns the timeline, project file and final export. Save your AE, Premiere or Resolve project to preserve the applied effect, values and keyframes. The Adobe panel's SAVE is a reusable look, not a replacement for project Save. Standalone's export buttons are not part of the plugins.

Animate the native detail parameter you want to change using the host's keyframe controls. For example, keyframe Dry / Wet to fade GLAZE in, or Beam Convergence and its angle to animate separation. The native Preset selector and visual group masters are edit-time controls, not preset-morphing animation lanes. Choose a preset first, then animate its real detail values.

Before a long render, save, reopen a copy of the project, inspect two or more keyed times and export a short section. Keep the original working project while testing an update. Loading another preset can replace the look you were editing, so do it before building detailed animation whenever possible.

Three useful starting adjustments

  • Make a factory look subtler: reduce Dry / Wet for an overall blend. If you want the screen but less damage, reduce the DAMAGE master or its individual faults instead.
  • Make a mask visible: choose a Screen Type, raise Phosphor, then inspect Mask Scale at 100%. Recheck the intended output size; fine patterns look different when the viewer scales them.
  • Find why a knob seems inactive: confirm PROCESS rather than SOURCE, nonzero Dry / Wet, the correct selected host effect, and the relevant stage amount. Convergence Angle needs Beam Convergence; wave details need Amount; scan controls need the capture stage.

If an effect is still inconsistent, use the troubleshooting guide and include the exact host/app version, preset, parameter and short reproduction steps. Do not reset licensing or reinstall repeatedly to troubleshoot a visual control.

GLAZE / Faceworld VideoMac release guide · September 2026