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Vari Blur Node

By Kriss Norde

Vari Blur applies a variable per-pixel blur driven by a second image (the blur map). White pixels in the map = lots of blur, black pixels = sharp. Perfect for a fake DOF from a Z-depth channel or for progressive selective blurs.

Overview

Unlike the classic Blur, which applies a uniform strength, Vari Blur allows a different strength per pixel. The strength map comes from a second image connected to the dedicated input (a painted gradient, the Z-depth of a 3D render, a gradient mask, etc.).

Similar in principle to Depth Blur, but with a different method that often gives cleaner results (fewer artifacts at the transitions between sharp and blurred areas).

Where to find this node

  • Effects Library: Tools > Blur > Vari Blur
  • Quick add: right-click in the Node Editor → Add Tool > Blur > Vari Blur

Inputs

  • Input (gold/orange) - required. The image to blur.
  • Blur Image (green) - required. The grayscale blur map. Each pixel drives the blur strength at the matching pixel of the Input. It can be splines, text, a still image or video. You then pick the channel (R, G, B, Alpha or Luma).
  • Effect Mask (blue) - optional. Limits the Vari Blur to an area. Applied after processing.

Setup

Example with a painted gradient as the blur map:

MediaIn (image) ──→ Input
Background (B&W gradient) ──→ Blur Image
                     → Vari Blur → Merge 2D → Saver

Example with the Z-depth of a 3D render:

Loader (plate) ──→ Input
Loader (Z pass) ──→ Blur Image (R or Luma channel)
              → Vari Blur → Saver

Controls tab

Method (default: Multi-box)
Blur algorithm (see the dedicated section).
Quality (1-10, default: 4)
Quality/speed trade-off:
  • Quality 1 - fast Box blur. Preview.
  • Quality 2 - enough for small radii.
  • Quality 4 (default) - fits most uses.
  • Quality 10+ - ultra-clean final render, slower.
Blur Channel
The channel of the Blur Image that drives the blur. Typically:
  • Red / Green / Blue - for a color blur map where one channel encodes the blur.
  • Alpha - for a mask with an alpha channel.
  • Luminance - if the blur map is grayscale (the standard case).
Lock X/Y (default: checked)
Links the two blur axes. Unchecking it reveals two independent Blur Size X/Y sliders.
Blur Size
Global multiplier of the blur strength. The blur map drives the relative strength per pixel; Blur Size drives the absolute strength.
Blur Limit
Limits the usable range of the blur map. See the dedicated section.

The 3 blur methods

Soften
Progresses Box → Bartlett triangle → Smooth depending on the Quality. Better detail preservation in lightly blurred areas. Choose it when the balance between sharp and blurred areas must stay gradual without artifacts.
Multi-box (default)
A progression similar to Soften but with a faster Gaussian approximation. A good default compromise - clean and relatively fast.
Defocus
Produces flat, circular blur shapes that approach a real optical defocus. The one to use for a realistic fake DOF with a visible aperture shape. Slower but more photorealistic.

Rule: Multi-box by default. Defocus for a photorealistic fake DOF. Soften for very gradual transitions.

Blur Limit: why it matters

When you drive Vari Blur with a raw Z-depth from a 3D renderer, the values can be huge (1000+) or infinite on pixels outside the scene. Without a limit, the blur computes absurd values (which stall the render or produce artifacts).

The Blur Limit parameter caps the values read from the blur map. Common practice: set the Blur Limit to match the maximum "interesting" distance of the scene - anything farther is clipped to that value and gets the maximum blur.

Always enable it when the blur map is a 3D Z-depth. It is unnecessary if the map is a normalized 8-bit gradient [0, 1].

Use cases

  • Fake DOF from a Z-depth - use case #1. Z pass from the Renderer 3D → Blur Image of the Vari Blur. Result: a DOF computed in 2D without re-rendering.
  • Blurred vignette - a radial gradient (black in the center, white at the edges) as the blur map → everything around the edges blurs gradually. A classic cinematic look.
  • Targeted transition - hand-paint a gradient mask to blur only a precise part of the image (top corner, the background of a pattern).
  • Fake tilt-shift - a horizontal gradient (black in the center, white at the top/bottom) as the blur map → the classic miniature effect.
  • Progressive dreamy effect - an animated FastNoise as the blur map → areas that move in and out of focus in real time.
  • Simulating a degraded lens defocus - a blur map that simulates a lens aberration with more blur toward the edges (spherical aberration).

Tips & pitfalls

  • The blur map sets the proportions - Blur Size works as a global multiplier. Most of the tuning is done by modifying the blur map (saturation, curves, gain) rather than touching Blur Size.
  • The right channel - for a 16/32-bit Z-depth, use the R channel (Z-depths are often stored in Red only). For a painted gradient, Luminance works everywhere.
  • Quality 4 for preview, Quality 8-10 for the final render. The visual difference on a final render can be worth the extra render time.
  • For a truly photorealistic DOF, prefer the standalone Defocus with a Z map, or use the DOF built into the Renderer 3D if you are still in the 3D scene.
  • Blur Limit should always be set if the map comes from a raw Z-depth, otherwise expect surprises on pixels at infinite distance (sky, background).
  • To test a DOF placement, try a simple blur map (horizontal gradient) before moving to a real Z-depth - faster to iterate.