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Blur

Blur softens and defocuses the image. It applies uniform softening across all pixels within its scope — making it equally effective across the entire scene or applied to a specific layer to defocus the background while keeping avatars sharp.

Controls

ControlRangeDefaultEffect
Blur TypeGaussian / BokehGaussianSmooth gaussian blur or optical bokeh discs
Radius0 – 64 px8 pxSpread distance of the blur from each pixel
High QualitySwitchOffComputes at higher resolution for cleaner edges and discs

Blur Type

Gaussian: Standard gaussian blur creating an even, uniform softening effect. Ideal for softening background layers or subduing distracting surface details.

Bokeh: Simulates out-of-focus optical lens blurs: bright specular highlights expand into circular bokeh discs rather than being averaged flat, with brighter points creating crisper discs. This is especially striking when the background contains string lights, neon signage, or specular reflections.

High Quality

High Quality evaluates blur passes with higher precision for smoother disc borders and cleaner silhouettes, at a slightly higher rendering cost. This distinction is noticeable primarily at large blur radii or along high-contrast edges; keep it off for standard use.

Differences From Depth of Field

Depth of field calculates blur from the camera's focus distance and object depth, simulating optical focus on 3D objects. In contrast, Blur softens all pixels within its target layer uniformly without considering distance.

Use Depth of Field when softness should scale with physical distance from the camera; use Blur when an entire layer or composite image should be softened uniformly.

Processing Order

Blur executes after the full color grading block and Gradient, and before Flare, Pixelate, and Subspace Glitch™ — ensuring it softens an already graded image without degrading subsequent lens flares.

Last updated on October 11, 2026

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