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Blur

Applies an anisotropic gaussian blur with independent X and Y radii, quality tiers, and edge handling modes.

Category: Effects Menu path: Effects > Blur

Ports

PortTypeDirectionDescription
inimageRgba16finputInput image
blur_mapimageRgba16finputOptional per-pixel blur intensity map (luminance-driven)
outimageRgba16foutputBlurred result

Parameters

ParamTypeDefaultDescription
blurvec2(10, 10)Blur radius in pixels. X and Y are independent (linked by default). Keyframeable.
invertBlurMapbooleanfalseInvert the blur map so dark areas get more blur instead of bright areas.
qualityenumNormalBlur sampling quality tier. Options: Draft, Normal, High.
edgeModeenumClampHow to handle pixels near the image edge. Options: Clamp, Transparent.

Expose Channels

When enabled (E button on node header), adds input ports that override params via edge connections:

PortTypeOverrides
blur_invec2blur

How It Works

The blur is a separable gaussian applied in two passes (horizontal then vertical), which is significantly faster than a 2D convolution. Each axis can have a different radius, so you can create directional blurs by setting one axis to zero. For large radii, the engine builds a downsample pyramid to keep performance consistent regardless of blur size.

The blur map input modulates the blur radius per-pixel using the luminance of the map image. This lets you create depth-of-field or selective focus effects where different regions have different blur amounts.

All processing is done in premultiplied alpha space to avoid dark halos at transparency boundaries.

Usage Examples

Basic: Soften an image

  1. Add a Blur node between your source and Output
  2. Set blur to (5, 5) for a gentle softening
  3. Use quality: High for final renders, Draft for faster interaction

Creative: Directional motion blur

Set blur to (30, 0) for a horizontal motion-blur look, or (0, 30) for vertical. Animate the values for a directional wipe effect.

Advanced: Selective focus with blur map

  1. Connect a Gradient node (radial mode) to the blur_map input
  2. Set blur to (20, 20)
  3. The gradient controls where the image is sharp vs. blurred, simulating depth of field

Tips

  • The blur radius is linked (X and Y move together) by default. Click the link icon in Properties to unlink and set each axis independently.
  • Clamp edge mode extends edge pixels outward (no dark borders). Transparent treats pixels outside the image as transparent (blurs to transparency at edges).
  • Blur contributes to overscan computation, so content won't be clipped at comp boundaries even with very large radii.
  • During playback, Draft quality is noticeably faster for large radii. Switch to High for final output.
  • Transform2D -- spatial positioning (blur should come after transform in the chain)
  • Mix -- use a blurred version as the B input with a mask for selective blur
  • Matte -- feather param applies a blur to the matte mask