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Texture

Surface treatment.

Seven nodes that operate on the spectrum the way sandpaper, varnish, or weathering treatments work on a physical surface — softening edges, sharpening details, adding grain, eroding what’s there. Smooth applies Gaussian blur across the spectrum to soften noise and transients. Sharpen is the opposite — Laplacian enhancement to emphasise spectral edges and recover clarity. Spectral Saturation generates overtone products above peaks for harmonic richness, separate from time-domain distortion. Dynamic Brightness controls brightness independently for harmonic, percussive, and residual components — the kind of move you’d normally need extractors for, here folded into one node. Spectral Dither adds subtle randomisation to break up digital harshness, useful at low bit depths or after aggressive processing. Spectral Roughness introduces micro-variation across spectral bins for analog warmth and organic movement. Spectral Erosion gradually eats away at spectral edges for decay, age, and wear effects. Reach for these when a buffer is technically correct but feels too clean, too flat, or too brittle.

Nodes

  • Smooth — Apply Gaussian blur to spectral magnitude (smoothing)
  • Sharpen — Apply Laplacian enhancement to spectral magnitude (sharpening)
  • Dynamic Brightness — HPSS-aware brightness: independent control over harmonic, percussive, and residual brightness
  • Spectral Saturation — Add harmonic richness by generating overtone products above spectral peaks
  • Spectral Roughness — Add micro-variation to bins - analog warmth, organic movement
  • Spectral Dither — Add subtle randomization - break up digital harshness
  • Spectral Erosion — Gradually eat away at spectral edges - decay, age, wear effect

Generated 2026-05-05 from K2K_Dev@96730bdc by scripts/gen_lexique.py. Edit _intros/ or _overrides/, not this file.