Overview
Time Stretcher remaps time: at output frame N, it samples the input sequence at an arbitrary Source Time. When Source Time falls between two source frames, the node interpolates using the motion vectors (forward/backward) to generate a physically plausible in-between frame.
Animate Source Time linearly = a constant retime. Animate it with a curve = speed ramps (acceleration / deceleration). Constant Source Time = freeze frame. Decreasing Source Time = a smooth reverse.
Where to find this node
- Effects Library:
Tools > Miscellaneous > Time Stretcher - Quick add: right-click in the Node Editor →
Add Tool > Miscellaneous > Time Stretcher
Time Stretcher vs Time Speed
- Time Speed
- A global speed multiplier (0.5 = 2× slower, 2 = 2× faster). No time curve.
- Time Stretcher
- An animatable Source Time: complex curves, freeze frames, reverses and speed ramps are all possible. More flexible.
Rule: simple constant retime → Time Speed. Speed ramp or frame-by-frame control → Time Stretcher.
Inputs
- Input (orange) - the video sequence to retime. Ideally after an Optical Flow so you have clean motion vectors.
- Effect Mask (blue) - optional. Limits the retime to an area (e.g. slow down only a subject and keep the background at normal speed through a Merge).
Setup
50% slow motion:
MediaIn → Optical Flow → Time Stretcher (Source Time: 0 → 60 over 120 frames)
→ MediaOut
Speed ramp, sped up then slowed down:
MediaIn → Optical Flow → Time Stretcher
Source Time curve: 0 (frame 0) → 30 (frame 20)
→ 35 (frame 60) → 90 (frame 120)
→ MediaOut
Freeze frame:
Source Time: 30 (frame 0) → 30 (frame 30)
→ 30 (frame 60) [hold]
→ 60 (frame 90) [resume]
Clean reverse:
Source Time: 100 (frame 0) → 0 (frame 100) [linear descending]Controls tab
- Source Time (default: 0)
- The source frame to sample for the current output frame. It is the main property to animate. A real value (it can be fractional between two source frames = interpolation).
- Sampling (default: Optical Flow)
- Interpolation method between frames. Optical Flow: the best quality, uses the motion vectors (requires OF upstream). Frame Blend: crossfade between 2 adjacent frames (fast, but ghosting). Nearest: duplicates the closest frame (stuttering).
- Mask Channel (default: None)
- Lets you use an alpha channel or effect mask to limit the retime to an area.
- Use Greyscale Color Space
- Enables a luma analysis for sampling (with Optical Flow). Faster, but loses chroma precision.
Speed ramping in practice
A speed ramp = a smooth transition between two speeds. Example: a 5s shot filmed at full speed, and you want it to speed up from 0 to 5s, slow down from 5s to 10s, then play at full speed from 10s to 12s.
- Source footage: 24fps, 5s = frames 0 to 120.
- Desired output: 12s = frames 0 to 288 (at 24fps).
- Source Time keyframes:
- Frame 0 (output) → Source Time = 0
- Frame 120 (output) → Source Time = 80 (fast: 80 source frames covered in 120 output frames)
- Frame 240 (output) → Source Time = 100 (slow: 20 source frames in 120 output frames)
- Frame 288 (output) → Source Time = 120 (back to normal)
- Adjust the tangents (smooth Bezier) on the keyframes to avoid abrupt changes.
Use cases
- Cinematic slow motion - action shot at 24fps, slowed to 50% (= doubled frames as interpolated pseudo-48fps) for an epic effect.
- Musical speed ramp - speed up on the intro of a track, freeze on the drop, back to normal = a classic music video.
- Freeze frame and resume - pause on a key moment then resume the movement = a poor man's bullet-time effect.
- Frame rate conform - go from 30fps to 24fps without stuttering: OF + Time Stretcher with a linear but stretched Source Time = every output frame is an interpolation.
- Cinematic reverse - decreasing Source Time + OF = smooth reverse playback, without the stuttering you get with a native reverse.
- Perfect loop - create a seamless loop by generating in-between frames between the end and the start.
- Motion graphics text reveal - slow down the reveal of an animated text to sync it exactly with an audio beat.
Tips
- Optical Flow upstream is required for the best quality. Without OF, Frame Blend sampling = visible ghosting on fast motion.
- Cache the Optical Flow - retiming often means changing keyframes, and the OF cache avoids recomputing on every adjustment.
- Source Time in the Spline Editor - switch to the Spline view to fine-tune the Bezier curves. Smooth tangents are essential for invisible speed ramps.
- Keep it to 25-50% minimum - below 25% (4× slower), OF usually struggles to generate clean interpolations. For extreme slow motion, shoot at a high frame rate in the first place.
- Do not chain it with Time Speed - pick one or the other. Combining both can cause redundant sampling and artifacts.
- Source Time = an actual frame - mind the unit: Source Time is in frames, not seconds. For 1 second at 24fps, type 24 (not 1).
- Render at the target frame rate - the retime does not change the project frame rate. To generate slow motion at 60fps, set the project or the output timeline to 60fps.
- To test quickly without waiting for a full OF, switch Sampling to Frame Blend, validate the Source Time curve, then go back to Optical Flow for the final render.
