Blur Node¶
The Blur node blurs an image, providing several blur modes.
Inputs¶
- Image
- Standard image input.
- Size
- The optional Size input will be multiplied with the X and Y blur radius values. It accepts also a value image, to control the blur radius with a mask. The values should be mapped between (0 to 1) for an optimal effect.
Properties¶
- Type
The difference between the types is in the way they handle sharp edges, smooth gradients and preserve the highs and the lows.
- Flat
- Simply blurs everything uniformly.
- Tent
- Preserves the high and the lows better by making a linear falloff.
- Quadratic
- TODO
- Cubic
- Preserve the highs, but give an almost out-of-focus blur while smoothing sharp edges.
- Gaussian
- TODO
- Fast Gaussian
- An approximation of the Gaussian.
- Catmull-Rom
- Catmull-Rom keeps sharp contrast edges crisp.
- Mitch
- Preserve the highs, but give an almost out-of-focus blur while smoothing sharp edges.
- Variable Size
Allows a variable blur radius, if the size input is an image.
- Bokeh
- The Bokeh button will force the blur node to use a circular blur filter. This gives higher quality results, but is slower than using a normal filter.
- Gamma
- The Gamma button applies a gamma correction on the image before blurring it.
- Relative
Percentage Value of the blur radius relative to the image size.
- Aspect Correction
- None, Y, X
- X, Y
- Values set the ellipsoid radius in numbers of pixels over which to spread the blur effect.
- Extend Bounds
- Allows the image, that is being blurred, to extend past its original dimension.
Outputs¶
- Image
- Standard image output.
Example¶
An example blend-file, in fact, the one used to create the image above, is available here.. The blend-file takes one image from the Render Layer node “Blurs” and blurs it while offsetting it Translate and then combining it Alpha Over to build up the progressive sequence of blurs. Play with the Value and Multiply nodes to change the amount of blurring that each algorithm does.