Overview
Depth Blur evaluates, for each pixel, the distance between its Z depth and the Focus Distance. The bigger the gap, the stronger the blur applied. Mathematically close to a circle of confusion in photography.
Advantages over native 3D rendering: real-time tuning after the render (animatable Focus Distance), fast iteration, independence from expensive 3D render time. Drawback: no complex bokeh (custom aperture shapes), it stays "smoother" than a true optical DOF.
Where to find this node
- Effects Library:
Tools > Deep Pixel > Depth Blur - Quick add: right-click in the Node Editor →
Add Tool > Deep Pixel > Depth Blur
DOF explained
- Focus Distance (plane of focus)
- Distance at which the image is sharp. Pixels exactly at this Z = no blur. Pixels in front or behind = increasingly blurry.
- Aperture
- Sets the extent of the DOF. Small aperture = deep DOF (everything sharp), large aperture = shallow DOF (strong bokeh). The equivalent of an optical f-stop.
- Blur Size
- Global multiplier of the blur intensity. Bump it up if Aperture alone does not give enough blur.
Inputs
- Image (orange) - the beauty image to blur.
- Z (green) - Z-depth channel (from a multilayer EXR, a Disparity to Z node, or an AI estimator).
- Effect Mask (blue) - optional.
Setup
Post DOF on a 3D render:
EXR (Beauty + Z) → Depth Blur (Focus = subject,
moderate Aperture)
↓
MediaOut
Animated rack focus (to/from the subject):
EXR (Beauty + Z) → Depth Blur (Focus animated over 60 frames)
↓ MediaOut
Stereo + Disparity to Z + Depth Blur:
LeftCam ─┐
├── Disparity → Disparity to Z
RightCam ┘ ↓
Beauty L → Depth Blur (Focus on the subject)
↓ MediaOut
Live action with AI-estimated Z:
MediaIn → [external Z map MiDaS]
→ Depth Blur (Focus tweaked)
→ MediaOutControls tab
- Focus Distance (default: 0.5)
- Z distance where the focus is sharp. The unit follows the convention of the Z map (meters, normalized 0-1, etc.). Animate it for a rack focus.
- Aperture (Depth of Field) (default: 1.0)
- Width of the DOF. Low = everything blurred except a narrow sharp band (strong bokeh). High = a large sharp area (deep DOF, subtle bokeh).
- Blur Size (default: 10)
- Maximum blur intensity in pixels. Caps the amount of blur on the pixels furthest from the focus.
- Lock X/Y (default: On)
- Isotropic blur (same X and Y) or anamorphic (different X and Y) for stylized effects.
- Z Channel (default: Z)
- Source channel of the Z-depth. Depending on the naming: Z, depth, z_depth.
- Sub-pixel Multiplier (default: 1)
- Supersampling for quality. Raise it to 2-4 for very clean bokeh, at the cost of performance.
Use cases
- Post DOF on a 3D render - render the 3D without DOF (a massive render time saving), add Depth Blur in compositing with comparable quality.
- Animated rack focus - animate Focus Distance to rack focus from one subject to another in post.
- DOF correction - live footage shot with too little DOF: add background blur to isolate the subject.
- Stereo + Disparity to Z + Depth Blur - a complete pipeline to add DOF to stereo live-action footage.
- Macro / portrait look - exaggerate the DOF for a high-end portrait effect on ordinary footage.
- Tilt-shift miniature look - a narrow band of focus + Z map = a miniature model effect.
- Live action + AI Z estimation - 2D footage + AI-generated Z (MiDaS, DPT) + Depth Blur = a convincing artificial DOF.
Tips
- A clean Z is required - artifacts in the Z map (smeary edges, noisy areas) show up directly as halos / glitches in the DOF. Clean up the Z first.
- Focus Distance with the picker - some versions let you click in the viewer to set the Focus Distance on a pixel = a fast workflow.
- Aperture vs Blur Size - Aperture sets the transition (deep/shallow DOF), Blur Size sets the maximum. Tune them separately.
- Sub-pixel 2 for clean bokeh - for the final render, raise Sub-pixel to avoid visible banding in the transition areas.
- No bokeh shapes - Depth Blur is Gaussian-like. For hexagonal, star or other bokeh, prefer a specialized Defocus or Lens Blur node.
- Animate it for a rack focus - a keyframed Focus Distance instantly gives you a cinematic focus pull.
- Place it downstream of the composite - the DOF must be on the final composited image, otherwise the added elements (3D, matte paintings) will have inconsistent blur.
- For edge artifacts, consider a Deep Image workflow (Nuke, Houdini) - but Fusion's Depth Blur is enough for 90% of cases.
