Overview
Perturb layers a pseudo-random but coherent variation (temporal Perlin noise) on top of the parameter, with a controllable Strength. The result is an "organic" movement with no sudden jumps, unlike pure random, which would flicker from frame to frame.
Ideal for: camera shake, a vehicle vibrating on the road, leaves moving in the wind, a character's micro-tremors, etc.
Where to find this modifier
- Right-click a parameter →
Modify With→Perturb(or Shake depending on the version). - Works with scalar parameters (angle, size) or 2D ones (position).
Noise types
- Perlin (default)
- Smoothed pseudo-random noise, soft trajectories, controlled amplitude. For natural shake.
- Pure random
- A sudden jump on every frame. Visually jerky. For a flicker / glitch effect.
- Sine
- Regular periodic oscillation (sine wave). For steady vibrations (machine, engine).
Setup
Handheld camera shake: Camera Translation X → Perturb (Strength = 0.1, Speed = 5) Camera Translation Y → Perturb (Strength = 0.05, Speed = 3) Camera Rotation Z → Perturb (Strength = 1°, Speed = 2) = pseudo-organic handheld micro-shake Violent earthquake: All transforms → Perturb (very high Strength, high Speed) Short Wobble for sudden jolts Subtle logo trembling: Logo Position → Perturb (Strength = 1px, Speed = 10) = subtle visual tension Engine vibration: Position Y → Perturb (Strength = 2px, Speed = 30) = high-frequency vibration
Controls tab
- Strength (default: 0.1)
- Noise amplitude. 0 = no effect, high values = more visible shake. Unit = the unit of the target parameter.
- Speed (default: 1.0)
- How fast the noise evolves. Low = slow, wide movements, high = fast vibrations.
- Wobble (default: 0)
- Extra frequency variation to make the shake less regular / more chaotic.
- Random Seed (default: 0)
- Seed of the generator. Change it to get another shake pattern (same Strength / Speed but a different trajectory).
- Lock X/Y (default: Off)
- For 2D parameters: when enabled, the noise is identical on X and Y. Disabled = two independent noises (more natural for handheld shake).
Use cases
- Handheld camera shake - add a Perturb to the camera's Translation and Rotation = footage that looks shot handheld.
- Earthquake / explosion shake - strong Strength + high Speed + Wobble = a violent temporary jolt.
- Vehicle vibration - micro-vibration on the camera's Y to simulate a car on the road, a train, etc.
- Glitch / VHS effect - Perturb on Position with a moderate Strength + Random noise = an unstable glitch / VHS look.
- Floating elements - small objects floating in the air (balloons, papers) with procedural movement.
- Character breathing / tension - micro-movements on the position of a subject layer for subtle life / tension.
- A substitute for manual keyframes - chaotic animations that are hard to keyframe by hand, Perturb gives you an instant result.
Tips
- Strength in the parameter's units - for Position in pixels, Strength is in pixels. For Rotation in degrees, Strength is in degrees. Adapt it to the context.
- Speed sets the frequency - typical handheld shake: 2-5. Engine vibration: 20-30. Earthquake: 5-15 with a high Strength.
- Keep X and Y separate - for natural shake on a 2D position, disable Lock X/Y and use slightly different Strength / Speed values.
- Animate Strength - a shake that builds up (impact arrives) then fades (the jolt settles) = animate Strength with a curve.
- Random Seed for variations - two objects with the same Perturb parameters get the same trajectory. Change the Seed to desync them.
- Pair it with Camera 3D - Perturb on Camera 3D translation + rotation at the same time = professional multi-axis shake.
- Reproducible vs pure random - Perturb with the same Seed = the same result on every playback. Important when iterating on a composite.
- For sophisticated shakes (with start/peak/decay phases), combine Perturb with a Strength animated through Expression.
