Photopea reference · Chapter 17

The filter catalogue

Roughly sixty filters across eight groups, listed alphabetically with the parameters each one exposes and the situations each is actually good for.

Independent referenceUpdated 4 November 202615 min readReviewed by the photoedit.in editorial team

Chapter 17 · The filter catalogue

The Filter menu is the longest menu in Photopea and the one most often described in vague terms. "It has the usual filters" is not useful if you are trying to decide whether a specific effect exists, and it is exactly the kind of thin claim that makes a reference page worthless. So this chapter lists the filters by group, alphabetically within each group, with the parameters each one exposes. If a filter is not in this list, it is not in the application.

One structural note before the catalogue. Photopea applies filters to the active layer, or to the selection if one exists, and it applies them destructively unless you convert the layer to a smart object first. A smart object turns every filter into a live, re-editable effect with its own mask, which is why the smart-object workflow described in chapter 03 matters so much for filter work. Filters also respect the document's bit depth: a handful of them behave differently or are unavailable at 32-bit, and the difference is noted where it is relevant.

Blur

The Blur group contains nine filters, and the distinction between them is not cosmetic — each uses a different kernel and produces a visibly different result on the same image.

FilterParametersCharacter
AverageNoneFills the selection with its single average colour
BlurNoneA fixed, very small radius; useful for softening a hard edge by one pixel
Blur MoreNoneRoughly three times Blur; still fixed
Box BlurRadiusA square kernel; fast and mechanical, with visible boxiness at large radii
Gaussian BlurRadiusThe default choice; smooth, isotropic and the basis of most soft-focus work
Lens BlurRadius, blade curvature, rotation, brightness, threshold, noise, distributionSimulates a physical aperture; produces polygonal bokeh highlights
Motion BlurAngle, distanceA straight directional smear; the classic speed effect
Radial BlurAmount, method (Spin or Zoom), quality, centreRotational or zoom smear around a movable centre point
Surface BlurRadius, thresholdEdge-preserving; smooths flat areas while keeping boundaries, which makes it a skin-smoothing tool

The pairing worth remembering is Gaussian for general softening and Surface for retouching. Gaussian blurs everything equally, including the edges you wanted to keep; Surface Blur's threshold parameter tells it how different a neighbouring pixel must be before it is treated as an edge and preserved. Set the radius high and the threshold low and you get a plastic look; set the radius moderate and the threshold around 15 to 20 and you get skin that reads as smooth without losing pore structure entirely.

Blur Gallery is a separate submenu because its five filters share an on-canvas interface rather than a slider dialog. Field Blur places multiple pins with individual blur amounts and interpolates between them. Iris Blur uses an elliptical focus region with handles for the ellipse, feather and falloff. Tilt-Shift uses two parallel lines to define a sharp band. Path Blur blurs along a drawn path, producing curved motion blur. Spin Blur blurs rotationally around a circular widget. All five are covered in more detail in chapter 16 alongside their shared Blur Effects and Noise panels.

Sharpen

Five sharpen filters, and the difference between them is the difference between unusable and professional.

FilterParametersNotes
SharpenNoneA fixed small unsharp mask; almost always too crude
Sharpen EdgesNoneApplies the same fixed amount only where contrast is detected
Sharpen MoreNoneA stronger fixed amount
Unsharp MaskAmount, radius, thresholdThe only one with real control; amount sets strength, radius sets the edge width sampled, threshold suppresses sharpening in flat areas
Smart SharpenAmount, radius, reduce noise, remove (Gaussian / Lens / Motion), angle, tonal width, fadeSharpens with a noise-reduction stage and per-tone control

Unsharp Mask is the filter to use. The parameters interact in a way that is worth internalising: a radius around 1.0 pixel sharpens fine detail, a radius around 2.0 to 3.0 sharpens structure, and a threshold around 3 to 5 prevents noise from being amplified. Over-sharpening is visible as a bright halo along high-contrast edges, and the cure is a smaller radius rather than a smaller amount — halos are a radius artefact, not a strength artefact.

Noise

FilterParametersUse
Add NoiseAmount, distribution (Uniform / Gaussian), monochromaticAdds grain; monochromatic keeps it luminance-only, which reads as film rather than as colour speckle
DespeckleNoneA single-pass median; removes isolated speckles without a dialog
Dust & ScratchesRadius, thresholdTargets small isolated defects; the threshold protects real detail
MedianRadiusA median filter; excellent for salt-and-pepper noise and for a painterly base
Reduce NoiseStrength, preserve details, reduce colour noise, sharpen details, per-channelThe full noise-reduction dialog; the colour-noise slider is the one that fixes high-ISO chroma blotches

The distinction that matters here is luminance noise versus colour noise. Luminance noise looks like grain and is often acceptable or even desirable; colour noise looks like coloured blotches and almost never is. Reduce Noise lets you attack them separately, and the correct default is to push the colour-noise slider hard and the strength slider gently.

Distort

Nine distort filters, all of which remap pixel positions rather than pixel values. Because they move pixels, they always soften the result slightly and they always resample, so applying a distort filter twice is never the same as applying a stronger version once.

FilterParametersEffect
DisplaceHorizontal and vertical scale, displacement map, stretch/ tile, undefined areasWarps using a second image as a height map; the most powerful and least used distort filter
PinchAmountPulls pixels toward the centre of the selection
Polar CoordinatesRectangular to Polar, Polar to RectangularConverts between linear and radial layouts; the basis of the classic "little planet" effect
RippleAmount, size (Small / Medium / Large)Concentric waves; good for water and for flag-like distortion
ShearCurve, wrap or repeat edgesBends the image along a vertical curve
SpherizeAmount, mode (Normal / Horizontal / Vertical)Bulges or pinches toward a sphere
TwirlAngleRotates pixels around the centre with a falloff; the swirl effect
WaveGenerators, wavelength, amplitude, scale, type, randomiseA configurable wave; far more controllable than Ripple
ZigZagAmount, ridges, style (Around Centre / Out From Centre / Pond Ripples)Concentric zigzag ripples

Displace deserves a specific mention because it is the filter that produces convincing texture mapping without a 3D engine. You supply a greyscale image as the displacement map, set the horizontal and vertical scale, and every pixel of the target shifts according to the brightness of the corresponding pixel in the map. A soft cloud map produces an organic warp; a hard-edged map produces a mechanical one. It is the closest thing in the application to a procedural distortion system.

Pixelate

FilterParametersEffect
Color HalftoneMax radius, screen angles per channelSimulates a printed halftone screen with per-channel dot angles
CrystallizeCell sizeClusters pixels into flat polygonal cells
FacetNoneGroups similar-coloured pixels into flat facets
FragmentNoneCreates four offset copies averaged together; a soft, blurry displacement
MezzotintType (dots, lines, strokes, grain)Converts to a stochastic pattern; useful as a mask generator
MosaicCell sizeThe classic pixelation; each cell becomes one colour
PointillizeCell sizeScatters coloured dots on a background; a painterly pixelate

Render

FilterParametersEffect
CloudsNone (uses foreground and background colours)Fractal noise between the two colours; the standard texture base
Difference CloudsNoneAs Clouds, but blended with the existing layer using Difference; repeatable for vein-like patterns
FibersVariance, strength, seedVertical fibre texture; the basis of hair, wood and brushed-metal looks
Lens FlareBrightness, flare centre, lens type (50-105mm, 35mm, 105mm)A simulated optical flare with three lens profiles
Lighting EffectsStyle presets, light type (Point / Directional / Spot / Omni), intensity, focus, gloss, material, exposure, ambience, texture channel, heightA full lighting model with a movable light widget on the canvas

Lighting Effects is the outlier in this group and one of the most capable filters in the application. It treats the layer's luminance or a chosen alpha channel as a height map and lights it as a surface, which means a flat texture can be given real relief. The texture-channel dropdown is what makes it useful beyond the presets: point it at a channel that holds a bump map and the filter produces embossed shading that follows the map rather than the colour.

Stylize

FilterParametersEffect
DiffuseMode (Normal / Darken Only / Lighten Only), amountScatters pixels randomly; a rough, hand-drawn edge
EmbossAngle, height, amountGreyscale relief; the classic 1990s emboss
ExtrudeType (Blocks / Pyramids), size, depth, solid front faces, mask incomplete blocksExplodes the image into 3D-looking blocks or pyramids
Find EdgesNoneTraces edges as dark lines on white; the fastest edge extractor
Glowing EdgesEdge width, brightness, smoothnessAs Find Edges but inverted and coloured, producing neon outlines
Oil PaintStylisation, cleanliness, scale, bristle detail, lighting, angle, shineA full painterly renderer with brush-scale and lighting controls
SolarizeNoneInverts everything above the midpoint; a partial negative
TilesNumber of tiles, maximum offset, fill (background / foreground / inverse / unaltered)Splits the image into offset tiles
Trace ContourLevel, edge (lower / upper)Draws a single contour line at a chosen luminance
WindMethod (Wind / Blast / Stagger), direction (from right / from left)Horizontal streaks; the classic wind effect

Oil Paint is worth flagging because it is a modern, parameter-rich renderer rather than a legacy effect. Stylisation controls how far the brush strokes deviate from the source, cleanliness controls how much of the original colour survives, and scale controls stroke size. At low stylisation and small scale it produces a subtle painterly softening that is genuinely useful on portraits; at high settings it produces something closer to an illustration.

Other

FilterParametersEffect
CustomA 5×5 kernel matrix, scale, offsetConvolution by hand; the filter that can reproduce almost any other linear filter
High PassRadiusRemoves low frequencies and leaves a grey image with edges; the basis of the high-pass sharpening technique
MaximumRadius, preserve (squareness / roundness)Expands light areas; a dilate operation
MinimumRadius, preserve (squareness / roundness)Expands dark areas; an erode operation
OffsetHorizontal and vertical shift, undefined area handlingShifts the image by a pixel amount; essential for making seamless tiles

High Pass and Offset are the two "other" filters that earn their place in a regular workflow. High Pass used with a Overlay or Soft Light blend mode is a sharpening method that avoids the halos of Unsharp Mask, because it isolates edge frequencies rather than amplifying contrast around edges. Offset used with the wrap option and then healed is the standard technique for turning a texture into a seamless tile, and it is the reason the filter exists at all.

What the filter menu reveals

Counting the catalogue produces a number worth stating plainly: Photopea ships roughly sixty individual filters across eight groups, and the coverage is close to complete for two-dimensional raster work. The groups that a desktop editor would add and Photopea does not have are the ones tied to other media — there is no 3D group, no Video group, no Vanishing Point as a filter (it is a separate workspace, covered in chapter 16), and no full Camera Raw Filter entry because Camera Raw is a layer-level workspace rather than a menu filter. There is also no Filter Gallery in the desktop sense of a single dialog hosting dozens of artistic effects; the artistic effects are individual menu items instead.

The practical reading is that the filter menu is not a weak point. Where Photopea is thin is not filters but print and motion, and the filter catalogue is one of the places where the application is strongest. Chapter 18 completes the inventory with the twenty-seven blend modes that determine how all of these filtered layers combine.