Digital Glitch Abstract Vector Filter

Digital Glitch is an optional creative preset that divides the geometry matching each Rasterizer swatch into horizontal bands and rectangular fragments, then selectively offsets and repeats those fragments to create a controlled digital-signal distortion. It uses Rasterizer's normal swatch, job-processing, and export logic.

Best use

Start with artwork that has a recognizable subject, strong silhouettes, or clearly separated color regions so displaced fragments remain recognizable after the glitch effect is applied.

Digital Glitch can create repeated geometry and increase the project's vector-object count, so experiment with reduced processing dimensions before producing a detailed export.

Controls

The Digital Glitch controls determine how the artwork is divided into fragments, which fragments are displaced, how far they move, and whether displaced copies are repeated as echoes.

Smaller Slice Height and Fragment Width values create more fragments, while higher Density and Echo Count values affect or repeat more geometry, potentially increasing processing time, memory use, and vector-object count.

Output

After the glitch transformation, the geometry derived from each color region remains associated with the Rasterizer swatch that region matched.

Control reference

Ranges and defaults below come directly from the current filter implementation.

Slice height

Default 18 · Range 3–100 · Step 1

Controls the height of the horizontal bands used to divide the artwork, with smaller values creating more bands and finer vertical segmentation.

Analogy: Like cutting a printed picture into thin or thick horizontal strips before sliding some of them out of alignment.

Fragment width

Default 70 · Range 8–240 · Step 1

Controls the width of the rectangular pieces cut from each horizontal band, with smaller values dividing each band into more independently processed fragments.

Analogy: Like cutting each horizontal picture strip into short or long rectangular tiles that can be moved separately.

Shift amount

Default 28 · Range 0–180 · Step 1

Sets the maximum horizontal displacement available to selected fragments, with larger values allowing the glitch pieces to move farther left or right from their original positions.

Analogy: Like sliding selected pieces of a cut-up picture sideways while the surrounding pieces remain in place.

Echo count

Default 2 · Range 0–5 · Step 1

Controls how many additional copies of each selected fragment are created beyond its first displaced copy, with 0 disabling the extra echoes.

Analogy: Adding repeats with an audio delay effect.

Echo spacing

Default 9 · Range 0–80 · Step 1

Controls the base horizontal distance between successive fragment echoes, with larger values spreading the repeated copies farther apart.

Analogy: Like changing the distance between repeated images in a photographic motion trail.

Density

Default 0.55 · Range 0–1 · Step 0.05

Controls the proportion of fragments selected for displacement and echoes; fragments that are not selected remain in their original positions.

Analogy: Like choosing what percentage of tiles in a picture will be slid out of place while the rest remain untouched.

Fibonacci stride

Default 2 · Range 1–8 · Step 1

Controls how far the displacement pattern advances through its Fibonacci sequence between horizontal bands, changing how quickly the shift and echo spacing grow and shrink across the artwork.

Analogy: Like stepping through a repeating musical pattern one beat at a time or skipping ahead several beats whenever a new row begins.

Vertical jitter

Default 3 · Range 0–60 · Step 1

Sets the total range of repeatable random vertical displacement applied to selected fragments; 0 keeps them aligned with their original bands, while larger values move them farther up or down.

Analogy: Like an old television picture whose horizontal bands wobble slightly upward and downward because the vertical alignment is unstable.

Seed

Default 1 · Range 0–999999 · Step 1

Selects the random arrangement used by the preset; the same seed reproduces the same layout, while a different seed creates another variation.

Analogy: Like recording a shuffle number so the same deck order can be recreated later.

Related documentation