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field-blur.md

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😺NKD Field Blur

Fakes a shallow depth of field without a depth map. Drop pins, drag the ring around each one to set how much blur it wants, and everything in between is interpolated. One pin blurs evenly, two give you a gradient.

Both blur editors preview the real result, not an approximation. The geometry goes to the backend and comes back rendered by the same code the graph runs, so what you tune is what you get. It refreshes when you finish a drag rather than during one, and V toggles between the result and the original. The node has to have run once for there to be a frame to preview.

  • Max Blur sets what a fully-turned-up pin means in pixels; the pins themselves are relative. Each pin shows its radius in pixels and draws it at true scale, and holding shift while dragging a ring gives you fine control.
  • Falloff is how tightly a pin holds its own area. Raise it and a sharp pin on your subject stops being dragged blurry by the ones around it; with it low, every pin pulls on the whole frame. Both this and Max Blur are in the editor too, so you tune them against what you're looking at.
  • Ctrl-drag a pin to widen its reach, shown as a dashed ellipse. Falloff is global and reach is per pin, so you can let one zero-blur pin cover a whole subject without flattening the transition everywhere else.
  • Shift-drag empty space to box-select pins and move or retune several at once.
  • V cycles to the blur field as a grey map, which is what really shows you where the transition falls. The blur itself redraws on the GPU as you drag, with the exact backend result taking over the moment you let go.
  • mask input protects a subject from the blur.

It's a variable gaussian, not bokeh: no iris shape and no highlight bloom.

Blur destroys grain, and a plastic-smooth area butted against a grainy sharp one is what makes a fake depth of field read as fake. Put it back with 😺NKD Film Grain after this node, masked so it only lands where you blurred.


← All 😺NKD Basic Tools nodes