Matrix 
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Overview
This node works by combining neighboring pixels together in a user defined way. How these pixels are combined is determined by what values you put in the "kernel." This kernel is made up of 9 numbers that you can specify, and are arranged in a circle. The number in the center of the circle represents the pixel in question, while the numbers around the edges represent neighboring pixels.
Following is an example of a very simple kernel:
For each pixel, the "1" in the middle means that 100% of the original pixel will be taken, while 0% of the neighboring pixels will be taken. In other words, this kernel will leave the original image unchanged.
Following is a more interesting example:
This will cause the nearby values to bleed into each other, in other words, a blur. Each resulting pixel will be comprised of 12% of the corresponding source pixel, plus 11% of each of the source pixel's neighbors (totaling 100% so that original brightness is maintained).
A regular blur causes colors to bleed in all directions, while a motion blur causes colors to bleed in only one direction. This can be set up using a kernel such as the following:
In this case each resulting pixel will be composed of 34% of the corresponding source pixel, plus 33% the pixel to the left, plus 33% the pixel to the right.
Note that the matrix effects of most image processing packages arrange the kernel values in a rectangular fashion to facilitate specifying the specific nearby pixels to be weighted. However, since Genetica textures are resolutionindependent, striving to have kernel values line up with specific pixels is meaningless. Therefore, instead of the traditional square kernel, the Matrix node's nine kernel values are arranged in a circle, allowing for more natural effects.
Inputs
The node's single input provides the image to be processed.
Properties

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