Overview
Bilateral Blur combines two weightings:
- Spatial weight - the spatial distance between pixels (like a regular blur).
- Color weight - the color difference between pixels. Two nearby pixels with very different colors do not influence each other.
Result: homogeneous surfaces (skin, walls, skies) are smoothed, but the edges (the outline of a face, the edge of an object) stay sharp. The node is slower than a standard Blur - use it sparingly and ideally in an optimized chain.
Where to find this node
- Effects Library:
Tools > Filter > Bilateral Blur - Quick add: right-click in the Node Editor →
Add Tool > Filter > Bilateral Blur
Bilateral vs regular Blur
- Blur (Gaussian)
- Blurs everything the same way. Edges included. Fast. For aesthetic blur, fake DOF, bokeh.
- Bilateral Blur
- Blurs uniform areas, preserves edges. Slower. For denoising, beauty retouching, cartoon-style stylization.
Rule: to smooth without losing important detail, Bilateral. For a true aesthetic blur, Blur.
Inputs
- Input (yellow) - image to filter.
- Effect Mask (blue) - optional. Limits the blur to the masked areas (e.g. only on the skin).
Setup
MediaIn → Bilateral Blur → MediaOut
(denoise / skin retouch)
Cleaner for beauty work:
MediaIn → Bilateral Blur → Merge 2D (Foreground)
MediaIn ────────────────→ Merge 2D (Background, Alpha via skin mask)Controls tab
- Spatial Weight
- Spatial radius of the blur. Higher = blur over a wider area. Careful: above 10, rendering gets noticeably slower. (default: 5)
- Color Weight
- Tolerance to color differences. Low = edges are strongly preserved (minimal blur near edges). High = the node behaves more and more like a regular Blur (it tolerates large differences and blurs over them). (default: 0.1)
- Red / Green / Blue / Alpha
- Turns the filter on/off per channel. For example, lets you smooth only the Red channel (useful to denoise noisy reds without touching the rest).
Use cases
- Skin smoothing (beauty) - a moderate Bilateral Blur (Spatial 4, Color 0.1) masked to the skin with a Delta Keyer or Polygon mask = smoothed skin, with eyes/lips/hair preserved.
- Light denoising - for low-amplitude noise (low light that is not a disaster), Bilateral with Spatial 3 / Color 0.05 removes the grain without crushing detail. A faster alternative to Temporal Noise Reduction.
- Cartoon / cel shading - Bilateral with Spatial 8 / Color 0.2 → Posterize = clean flat colors with sharp edges, a manga / 2D animation look.
- Prep before tracking - smooth a noisy background before a Planar Tracker = a better lock (the tracker is sensitive to grain).
- Smooth sky - a mask on the sky + Bilateral = a clean sky without banding or noise, without blurring the building skyline.
- Matte painting / concept art - smooth flat areas generated by AI/painting without losing important edges.
Tips
- Spatial 3-8 for everyday use. Above 15, render time explodes.
- Color Weight = the critical parameter - start at 0.05 and raise it gradually. You can see the edges "melt" above a certain threshold - stop just before it.
- Pro beauty: Bilateral + Frequency Separation - split the image into low/high frequency, apply Bilateral only to the low frequency and keep the high frequency intact = clean skin with pores preserved. A must in retouching.
- Slow render? Downscale first - apply Bilateral to a half-resolution version then upscale (Transform). Nearly identical result at 4× the speed.
- Do not stack 2 identical Bilaterals - it doubles the time with no real quality gain. Prefer a single Bilateral with a higher Spatial value.
- For heavy denoising, prefer Temporal Noise Reduction (in Resolve's Color page) or a Fuse/OFX node dedicated to temporal denoising.
