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Filter

Filter nodes: Blur.

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Add menu - Filter

Add menu - Filter
Add menu - Filter

The Filter add menu contains multiple filters you can use on image data, including blurs and other lens effects.

Anti-Aliasing

Anti-Aliasing

Adds antialiasing to edges in an image.

EntryWhat it does
InputsImage: Standard image input. · Threshold: Threshold to detect edges. · Contrast Limit: How much to eliminate suspicious edges to avoid artifacts. · Corner Rounding: How much sharp corners will be rounded.
OutputsImage: Standard image output.

Convolve

Convolve

Applies a custom convolution kernel to an image, enabling advanced filtering effects like blurring, sharpening, edge detection, embossing, and more. This node gives artists direct control over pixel-level transformations.

EntryWhat it does
InputsImage: The source image to be processed. Accepts any RGBA input. · Kernel Data Type: Which data type input to use. · Kernel: A matrix of values that defines the convolution operation. Can be manually defined or procedurally generated. Operates per-channel (R, G, B, A) unless separated beforehand. · Normalize Kernel: When enabled, the kernel values are normalized to prevent brightness shifts.
OutputsImage: The result of the convolution operation as an image.

Denoise

Denoise

The Denoise node is used to denoise renders from Cycles and other ray tracing renderers. This helps to significantly reduce render time by rendering with fewer samples.

It is uses Open Image Denoise, which transforms noisy images into clean images with machine learning.

Inputs

EntryWhat it does
ImageNoise image input.
AlbedoOptional Albedo render pass to better preserve detail. For Cycles, it is recommended to use the Denoising Albedo render pass, which is available when enabling the Denoising Data passes.
NormalOptional normal render pass to better preserve detail. For Cycles, it is recommended to use the Denoising Normal render pass, which is available when enabling the Denoising Data passes.
HDRPreserve colors outside the 0 to 1 range.
Prefilter
Prefilter

Allows users to apply a prefiltering step before denoising, which can improve the denoising result.

EntryWhat it does
NoneNo prefiltering applied.
FastApplies a quick prefiltering step to improve denoising with minimal processing time.
AccurateApplies a detailed prefiltering step for the best denoising result, but takes more processing time.
Quality
Quality

Defines the quality level of the denoising process:

EntryWhat it does
Follow SceneUses the quality set in the scene settings, allowing quick switching between different quality modes for all nodes.
HighHighest quality, but longest processing time.
BalancedSlightly lower quality, but halves processing time compared to High.
FastFurther reduced quality for a small increase in speed over Balanced.

Outputs

Image

Denoised image output.

Despeckle

Despeckle

The Despeckle node is used to smooth areas of an image in which noise is noticeable, while leaving complex areas untouched.

This works by the standard deviation of each pixel and its neighbors is calculated to determine if the area is one of high complexity or low complexity. If the complexity is lower than the threshold then the area is smoothed using a simple mean filter.

EntryWhat it does
InputsImage: Standard image input. · Factor: Controls the amount the filter effects the image. · Color Threshold: The threshold to control high/low complexity. · Neighbor Threshold: The threshold to control the number of pixels that must match.
OutputsImage: Standard image output.

Dilate/Erode

Dilate/Erode

The Dilate/Erode node provides a morphology (mathematical shape analysis) filter.

Inputs

EntryWhat it does
MaskSingle color channel (or a black-and-white image) input.
SizeThe filter radius. A positive value of Distance dilates (expands) the influence of a pixel on its surrounding pixels. A negative value erodes (shrinks) its influence.
Type
Type

There are four different dilate / erode modes. Step, Threshold, Distance and Feather.

Outputs

Mask

The filtered mask output.

Inpaint

Inpaint

The Inpaint node is used to extend borders of an image into transparent or masked regions. This can be useful to solve problems like “wire removal” and holes created during chroma keying.

EntryWhat it does
InputsImage: Standard image input. · Size: The size of the inpaint in pixels.
OutputsImage: Standard image output.

Filter

Filter

The Filter node implements various common image enhancement filters.

Inputs

Image

Standard image input.

Factor
Factor

Controls the amount of influence the node exerts on the output image.

Type

The available filter types. Soften, Laplace, Sobel, Prewitt and Kirsch all perform edge detection (in slightly different ways) based on vector calculus and set theory equations.

EntryWhat it does
SoftenSlightly blurs the image.
Box SharpenIncreases the contrast, especially at edges.
Diamond SharpenA moderate sharpening filter
LaplaceSoftens around edges.
SobelCreates a negative image that highlights edges.
PrewittTries to do Sobel one better.
KirschGiving a better blending than Sobel or Prewitt, when approaching an edge.
ShadowPerforms a relief, emboss effect, darkening outside edges.

Outputs

Image

Standard image output.

Glare

Glare

The Glare node is used to add bloom, lens flares, fog, glows around exposed parts of an image and much more.

Type

Type

The glare type

EntryWhat it does
BloomCreates a bloom effect.
GhostsCreates a haze over the image.
StreaksCreates bright streaks used to simulate lens flares.
Fog GlowLooks similar to Ghost. However, it is much smaller in size and gives more of an atmospheric haze or “glow” around the image.
Simple StarWorks similar to Streaks but gives a simpler shape looking like a star.
Sun BeamsCreates sun beams.
KernelA custom kernel convolution mode. It allows you for example to generate the glare aura of a candle flame.
Quality
Quality

If not set to something other the High, then the glare effect will only be applied to a low resolution copy of the image. This can be helpful to save render times while only doing preview renders.

Inputs

Image

Standard image input.

Highlights subpanel
Highlights subpanel
EntryWhat it does
ThresholdPixels brighter than this value will be affected by the glare filter.
SmoothThe smoothness of the extracted highlight.
ClampClamp the values between 0 and a maximum value.
Maximum ValueThe maximum clamp value.
Adjust subpanel
Adjust subpanel
EntryWhat it does
StrengthSoft range of [0, 1], can be boosted beyond 1. Serves the same function as a Mix option but offers better control.
SaturationAdjusts the intensity of the colors in the glare effect. A higher value results in more vivid colors, while a lower value will desaturate the colors, making them appear more muted. · Tint: Applies a color tint to the glare effect. This allows you to add a specific hue to the glare, giving you creative control over the color balance and overall mood of the effect.
Glare subpanel with glare type Bloom
Glare subpanel with glare type Bloom
Glare subpanel with glare type Bloom
Size

Scale of the glow relative to the size of the original bright pixels.

Glare subpanel with glare type Ghosts
Glare subpanel with glare type Ghosts
Glare subpanel with glare type Ghosts
EntryWhat it does
SizeScale of the glow relative to the size of the original bright pixels.
IterationsThe number of times to run through the filter algorithm. Higher values will give more accurate results but will take longer to compute. Note that, this is not available for Fog Glow as it does not use an iterative-based algorithm.
Color ModulationUsed for Streaks and Ghosts to create a special dispersion effect. Johannes Itten describes this effect, Color Modulation, as subtle variations in tones and chroma.
Glare subpanel with glare type Streaks
Glare subpanel with glare type Streaks
Glare subpanel with glare type Streaks
EntryWhat it does
StreaksCreates bright streaks used to simulate lens flares.
Streak AngleThe angle of the streaks. · Iterations: The number of times to run through the filter algorithm. Higher values will give more accurate results but will take longer to compute. Note that, this is not available for Fog Glow as it does not use an iterative-based algorithm. · Fade: Controls the gradual reduction of thestreakseffect's intensity. A higher fade value means the effect will dissipate more smoothly and subtly over a larger area, whereas a lower fade value will keep the glare more concentrated and abrupt. · Color Modulation: Used for Streaks and Ghosts to create a special dispersion effect. Johannes Itten describes this effect, Color Modulation, as subtle variations in tones and chroma.
Glare subpanel with glare type Fog Glow
Glare subpanel with glare type Fog Glow
Glare subpanel with glare type Fog Glow
Size

The size of the glare relative ot the image

Glare subpanel with glare type Simple Star
Glare subpanel with glare type Simple Star
Glare subpanel with glare type Simple Star
EntryWhat it does
IterationsThe number of times to run through the filter algorithm. Higher values will give more accurate results but will take longer to compute. Note that, this is not available for Fog Glow as it does not use an iterative-based algorithm..
FadeControls the gradual reduction of thestreakseffect's intensity. A higher fade value means the effect will dissipate more smoothly and subtly over a larger area, whereas a lower fade value will keep the glare more concentrated and abrupt.
Diagonal

Align the star diagonally.

Glare subpanel with glare type Sunbeams
Glare subpanel with glare type Sunbeams
Glare subpanel with glare type Sunbeams
Size

Scale of the glow relative to the size of the original bright pixels.

EntryWhat it does
Sun positionThe position of the source of the rays in normalized coordinates. 0 means lower left corner. 1 means upper right corner.
JitterThe amount of jitter when computing rays.
Glare subpanel with glare type Kernel
Glare subpanel with glare type Kernel
Glare subpanel with glare type Kernel
Kernel Data Type
Kernel Data Type

What data to compute for the kernel. Float or color.

Kernel

The kernel input.

Outputs

EntryWhat it does
ImageOutput with the generated glare result.
GlareThe generated glare only.
HighlightsThe highlights from the generated glare.

Blur

Add menu - Filter - Blur

Add menu - Filter - Blur
Add menu - Filter - Blur

The Filter add menu contains multiple filters you can use on image data, including blurs and other lens effects.

Bilateral Blur

Bilateral Blur

The Bilateral Blur node performs a high-quality adaptive blur on the source image, allowing to blur images while retaining their sharp edges.

It can be used for various purposes like: smoothing noisy render passes to avoid longer computation times in example ray-traced ambient occlusion, blurry refraction's/reflections, soft shadows, or to make non-photo realistic compositing effects.

Inputs
EntryWhat it does
ImageStandard image input. If only the image input is connected, the node blurs the image depending on the edges present in the source image.
DeterminatorWhich is non-obligatory and if the Determinator is connected, it serves as the source for defining edges/borders for the blur in the image. This has great advantage in case the source image is too noisy, but normals in combination with Z-buffer can still define exact borders/edges of objects.
SizeThe size of the blur in pixels.
ThresholdThe threshold of the blur area. Pixels are considered to be in the blur area if the average difference between their determinator of the center pixels is less than this threshold.
Outputs
Image

Standard image output.

Blur

Blur

The Blur node provides several blur modes to blur an image. The icon top right allows you to collapse and show the image part of the node.

Inputs
Image

Standard image input.

Size
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.

EntryWhat it does
TypeThe different blur types. · Flat: Simply blurs everything uniformly. · Tent: Preserves the high and the lows better by making a linear falloff. · Quadratic: Looks similar to Gaussian but can be a little faster but slightly worse looking. · Cubic: Preserve the highs, but give an almost out-of-focus blur while smoothing sharp edges. · Gaussian: Gives the best looking results but tends to be the slowest. · 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.
Extend BoundsAllows the image, that is being blurred, to extend past its original dimension.
SeparableBlur along the horizontal and vertical directions independently. This method is faster.
Outputs
Image

Standard image output.

Bokeh Blur

Bokeh Blur

The Bokeh Blur node generates a bokeh type blur similar to Defocus. Unlike defocus an in-focus region is defined in the Compositor.

Several performance optimizations are also available such as OpenCL support, calculation area restriction and masking.

Inputs
EntryWhat it does
ImageStandard image input.
BokehThis is an input for the Bokeh Image node.
SizeSize controls the amount of blur. Size can either be a single value across the entire image or a variable value controlled by an input image. In order to use the latter, the Variable Size option must be selected. See the examples section below for more on how to use this.
MaskHere you can input a Box Mask matte node or a Mask input node to restrict the area of the image the blur is applied to. This could be helpful, for example, when developing a node system by allowing only a small area of the image to be filtered thus saving composite time each time adjustments are made.
Extend BoundsExtend the bounds of the input image to fully fit the blurred image.
Outputs
Image

Image output.

Defocus

Defocus

It is typically used to emulate depth of field (DOF) using a post-processing method with a Z-buffer input. But also allows to blur images that are not based on Z depth too.

Inputs
EntryWhat it does
ImageStandard image input.
ZZ-buffer input, but could also be a (greyscale) image used as a mask, or a single value input.
Properties
Bokeh Type
Bokeh Type

The number of iris blades of the virtual camera’s diaphragm.

Disk (to emulate a perfect circle) or Triangle (3 blades), Square (4 blades), Pentagon (5 blades), Hexagon (6 blades), Heptagon (7 blades) or Octagon (8 blades).

EntryWhat it does
AngleThis button is deactivated, if the Bokeh Type is set to Disk. It can be used to add a rotation offset to the Bokeh shape. The value is the angle in degrees.
F-StopThis option controls the amount of focal blur in the same way as a real camera. It simulates the aperture f of a real lens’ iris, without modifying the luminosity of the picture. The default value 128 is assumed to be infinity: everything is in perfect focus. Half the value will double the amount of blur. This button is deactivated, if No Z-buffer is enabled.
Max BlurThis value limits the amount of blur by setting a maximum blur radius. Could be used to optimize the performance. The default value of 0 means no limit.
Scene
Scene

Select the linked scene. Scenes can be created in the properties editor in the Scene properties tab in the Scene panel.

Scene
EntryWhat it does
Use Z-bufferShould be activated for a non Z-buffer in the Z input. No Z-buffer will be enabled automatically whenever a node that is not image based is connected to the Z input.
Z ScaleOnly active when No Z-buffer is enabled. When No Z-buffer is used, the input is used directly to control the blur radius (similar to F-Stop when using the Z-buffer). This parameter can be used to scale the range of the Z input.
ImageInput Image
ZThe Z value of the image.
Outputs
Image

Image output.

Directional Blur

Directional Blur

Blurs an image in a specified direction and magnitude. Can be used to fake motion blur.

Inputs
EntryWhat it does
ImageStandard image input.
SamplesThe number of samples to compute the blur.
Center X, YSets the position where the blur center is. This makes a difference if the angle, spin, and/or zoom are used.
DistanceHow large the blur effect is.
RotationRotates the image each iteration to create a spin effect, from the center point.
ScaleScales the image each iteration, creating the effect of a zoom.
Translation subtabAmount: The translation amount relative to the image. · Direction: The translation direction.
Outputs
Image

Image output.

Vector Blur

Vector Blur

The Vector Blur node is a fast method for simulating Motion blur in compositing. It uses the vector speed render pass to blur the image pixels in 2D.

EntryWhat it does
InputsImage: Image input, to be linked to the “Combined” render pass. · Speed: Input for the “Vector” render pass. See Cycles render passes. · Z: Z depth, to be linked to the “Depth” render pass. · Samples: Quality factor. · Shutter: Time between open and close the shutter.
OutputsImage: Motion blurred image output.