Blur softens the image as a whole. It ignores depth and treats every pixel in its reach alike — so it works across a whole scene, or on a single layer to push a background out of focus while the avatar stays sharp
Controls
| Control | Range | Default | Effect |
|---|---|---|---|
| Blur Type | Gaussian / Bokeh | Gaussian | A smooth blur, or rounded highlights |
| Radius | 0 – 64 px | 8 px | How far the blur spreads from each pixel |
| High Quality | Switch | Off | Renders at a higher resolution for cleaner edges |
Blur Type
Gaussian is the ordinary smooth blur, with weights falling off on a normal distribution for an even, soft result. Reach for it to push the image back or knock detail out of a background
Bokeh simulates a real lens going out of focus: bright areas do not flatten out but scatter into rounded discs, and the brighter the point the more defined its disc. The difference is largest with fairy lights, neon or specular highlights in the background — gaussian smears them evenly, bokeh turns them into individual orbs
High Quality
High Quality computes this stage at a higher resolution for cleaner edges and discs, at a higher rendering cost. The difference shows only at large radii or against strong high-contrast edges; leave it off for everyday use
How This Differs From Depth of Field
Depth of field decides how much each pixel blurs from its depth, applies only to 3D surfaces, and simulates a camera finding focus. Blur reads no depth and softens everything in its reach equally
For "the further from the camera, the softer", use depth of field. For "this whole layer goes soft", use blur
Processing Order
Blur runs after the whole colour block and gradient, and before flare, pixelate and Subspace Glitch™, so what it blurs is an already-graded frame
Last updated on September 19, 2026